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[MODS] HR Textures & Meshmods by Ottemis


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#1001
Ottemis

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No fraid not, sorry =/

#1002
stratataisen

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Oh well, I'll figure it out. lol Thanks anyways.

#1003
aprilia1k

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@Otte - I appreciate your delicate candor ;-)   I guess there aren't a whole lot of green guns, come to think of it, heh.. I was imagining a fibre-composite that cured to that color (hence my basic attempt at a "CF" texture behind the color)... but I can see that it might look ..  unconvincing or even odd/funny; man, sometimes it's hard to remain objective when scurrying after a muse ;-)

I can't believe I missed your note, a week gone by - got caught up in a fanfic/writing thread and - also playing with other mods, since you asked ;-)   .. A few of the assault rifles to start - It seems like they're good for learning, in their size and scope; i.e. what works or.. doesn't (hopefully - green guns notwithstanding lol). - also discovering the tricks in the editor that facilitate "fancier" edits -  save selections as (transpncy) masks, temporarily overlaying layers (like even tint on diff) to work out positions, etc.. blending layers for effect, etc.. very cool stuff! AND...

I have a whole new appreciation now for all of your textures - my gawd..  the detail, and the volume!.   and, frankly, having "peeked" at a number of mods in order to "glean" a thing or two; seeing "who does what" as it were --- well, you, my dear, really are a cut-above.  I always knew I liked your textures the most, when there were dups -- now I understand, a little more, why that is.  Care and attention to details.  I was surprised to find "HD" mods that were just a higher-res diff (using stock tint, norm and spec), some without mip/maps.   Still better than I can do right now of course, even in their "economy mode", but.. I'll always look for an Ottemis version, esp. now that I'm more aware of how much she works at it.  :-)    Truth. 
[edit: I realize I really have to work on brevity in my posts - apologies.  so much to say ;-)]

Modifié par aprilia1k, 26 octobre 2013 - 02:17 .


#1004
Ottemis

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You'll make me blush soon <3
But yeah guns are a good thing to start with, not too big pretty straigh forward i therm sof wrap compared to other textures. It's a good idea =)

#1005
stratataisen

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I agree with aprilia1k, the amount of work and detail that you, smarteck, and all the other modders put into your work is mind boggling. I am ever so thankful for your hard work and for making my game look completely badass. XD

I think I should have started with guns, or armor! XD I've about giving up on trying mod Shep's face. Oh well, at least I tried. lol

Edit: Oh, btw I made a .mod of your citadel tpf, I can send it to you if you're interested in posting it.  Although I do suggest posting a note that it's a massive .mod and might make peoples computers explode if they try installing it all at once....hmmm, maybe I should break it down into parts.

Modifié par stratataisen, 29 octobre 2013 - 07:57 .


#1006
PolBear

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stratataisen wrote...Edit: Oh, btw I made a .mod of your citadel tpf, I can send it to you if you're interested in posting it.  Although I do suggest posting a note that it's a massive .mod and might make peoples computers explode if they try installing it all at once....hmmm, maybe I should break it down into parts.


Exploding computers are always fun!

Since I don't like using texmod anymore, I'm using the Citadel high res pack Smarteck made. But I would love to install Ottemis' Citadel pack if there was a way to do that. Also, the damn dark red cars ingame are starting to bother me a lot.. they are like three pixels. Like the scene where you drive with Garrus to his favorite spot on the Citadel, it kind of sticks out a lot when everything else is high res! *shakes fist*. Beside being on Citadel, it's also in several other parts of the game, like the beginning of Samara mission.

Modifié par PolBear, 29 octobre 2013 - 08:49 .


#1007
Jhushx

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Hmm, for some reason whenever I try to install the N7 Cerberus Shade/Spirit armor texture, my Shepard's entire
figure is blacked out (taking black ops to the extreme - too hardcore Shep :bandit:) .   The Spectre verison worked fine for me, so I tried switching back to that texture, but now both result in the entire figure being blackened.  This is both in armor preview and also during cinematic scenes and gameplay.  Any suggestions on how to fix it or what could have gone wrong? 

If I can't find a solution I plan to just resort back to vanilla everything and retry, because like an idiot I failed to backup my ME3tree.bin file when I had the Spectre version of the armor on and everything was fine. 

I'm using the latest 0104 ME Explorer, and will try to better follow your directions on your blogspot Ottemis.

#1008
PolBear

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Jhushx, I got some strange, evil and scary textures like that after installing MEHEM 0.4, did you do that ? After I installed the latest mehem, all peoples eyes turned black like the Banshees. DAAMN that was creeeepy. Also some of the NPC faces was black, like they were wearing a black mask. I couldn't figure out what the problem was, so I went back to vanilla and installed all the mods again and mehem 0.4, and now it's working fine again. Sorry, no good answer but just wanted to let you know what problem I had and how I fixed it.

#1009
Jhushx

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PolBear wrote...

Jhushx, I got some strange, evil and scary textures like that after installing MEHEM 0.4, did you do that ? After I installed the latest mehem, all peoples eyes turned black like the Banshees. DAAMN that was creeeepy. Also some of the NPC faces was black, like they were wearing a black mask. I couldn't figure out what the problem was, so I went back to vanilla and installed all the mods again and mehem 0.4, and now it's working fine again. Sorry, no good answer but just wanted to let you know what problem I had and how I fixed it.


You know what, I actually did have MEHEM 0.3 installed for my previous run-through as an engineer.  So I had the old version installed before I started messing with ME Explorer and retextures.  To my surprise, I have found that MEHEM has been updated a few days ago, and I am currently on an outdated version!  :blush:

I'm going to try to update to the newest MEHEM mod, and hope that it works okay.  If it doesn't solve the problem, then I will try uninstalling MEHEM altogether and hope that fixes something.  Will get back to you on this.

#1010
Jhushx

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Okay, so I'm back at the point where I can actually see the vanilla version of the Shade armor. One problem though: I've tried applying the .MOD file I created for the N7 version of the shade armor. The Mod Maker installs it no problem, and then tells me it's fully ready. The game loads and everything is stable, but now instead of a blacked out figure, I'm stuck with the vanilla version of the armor.

When I try to open Texplorer and redo the "Mod Generation" feature by clicking the original .TPF file, a pop-up alerts me that the textures can't be found in Texplorer.

What is going on?

Steps:

1.  Uninstalled MEHEM 0.3

2.  Tried installing shade armor in Mod Maker, the install goes through but I'm still a blacked out figure.

3.  Installed MEHEM 0.4

4.  Tried installing shade armor in Mod Maker, the install goes through but I'm now stuck with the vanilla Cerberus shade armor.

5.  Uninstalled MEHEM 0.4

6.  Tried install .MOD file again.  Still stuck at vanilla texture.

Modifié par Jhushx, 06 novembre 2013 - 07:06 .


#1011
Jhushx

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Hmm, nothing I'm trying is working so while I catch some Zs, I am going to do a complete uninstall and let the game redownload, taking everything back to a blank slate.

After backing up the "virgin" DLC, CookedPCConsole and the TOC files, I figure the best way will be to do a clean scan on Texplorer without ANYTHING modded at all in my DLC folder. I've chopped, cut and copied files so many times I've lost track of what went with what. So, this time I WON'T have MEHEM pre-installed prior to doing the scan. I'll let you guys know how it goes, in case anyone is suffering similar issues.

#1012
Ottemis

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Blacked out textures are an indicator for a corrupted PCC file through it not being able to find the appropriate texture cache. Only way to solve this is by vanilla-ing that PCC file and modding it from scratch. Installing MEHEM ontop of an already modded game has been reported to cause the black texture bug as I understand it, though installing MEHEM on a vanilla game and installing texture mods afterwards works as far as I know (as long as you don't mod Leviathan i think?).

So my advice:
- Vanila your gamefiles completely, the more you mess with things the trickier troubleshooting gets so start fresh.
- Toss out your ME3tree.bin, rerun Texplorer treestruct through ME3Explorer
- Back up your gamefiles including the modded TOC.bin and your ME3tree.bin after having run treestruct
- Install MEHEM first then other .MODs and avoid modding the Leviathan DLC altogether.

I have tutorials linked in this OP that explain how to vanilla and what to back up, if you're having issues with the instructions as they are quite basic. If you keep having issues with my MODs in combination with MEHEM I'd suggest trying the MEHEM thread or the ME3Explorer forums for more information. It's not really my domain but it's a relatively common issue with content mods in combination with texture/mesh mods, I've seen it frequently reported there.

Modifié par Ottemis, 06 novembre 2013 - 11:17 .


#1013
Jhushx

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Ottemis wrote...

Blacked out textures are an indicator for a corrupted PCC file through it not being able to find the appropriate texture cache. Only way to solve this is by vanilla-ing that PCC file and modding it from scratch. Installing MEHEM ontop of an already modded game has been reported to cause the black texture bug as I understand it, though installing MEHEM on a vanilla game and installing texture mods afterwards works as far as I know (as long as you don't mod Leviathan i think?).

So my advice:
- Vanila your gamefiles completely, the more you mess with things the trickier troubleshooting gets so start fresh.
- Toss out your ME3tree.bin, rerun Texplorer treestruct through ME3Explorer
- Back up your gamefiles including the modded TOC.bin and your ME3tree.bin after having run treestruct
- Install MEHEM first then other .MODs and avoid modding the Leviathan DLC altogether.

I have tutorials linked in this OP that explain how to vanilla and what to back up, if you're having issues with the instructions as they are quite basic. If you keep having issues with my MODs in combination with MEHEM I'd suggest trying the MEHEM thread or the ME3Explorer forums for more information. It's not really my domain but it's a relatively common issue with content mods in combination with texture/mesh mods, I've seen it frequently reported there.


I will try doing exactly as you said - without your setup tutorial on your blog Ottemis, I probably would have gone crazy a long time ago :lol:.  In fact I would've been fine just saying "f**k it" and sticking with the vanilla version all the way and forget about messing with ME3 Explorer, if the retextures weren't such a HUGE upgrade over the vanilla ones.  I got to see the Spectre version of the shade armor, but once I saw the black/red N7 version of the Shade armor you made, I immediately had to have it on my Shepard, regardless of the trouble.

Plus, it never made sense for me from a narrative point of view to be dressed as Cerberus while invading Cerberus bases - logically speaking, in the heat of combat what is to stop your teammate from venting your head because he/she thought you were an enemy in an enemy uniform?  Completely idiotic to think an Alliance soldier wouldn't respray their armor.

Modifié par Jhushx, 07 novembre 2013 - 12:01 .


#1014
Jhushx

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Okay so I'm still having issues with the shade armor. I have backed up everything and set up the tree based on a completely clean reinstalled game, allowing Texplorer to modify DLC content as well upon initial scan. I did not have MEHEM installed this time, and then tried to install either of the N7 and Spectre versions. Both still show up as a blacked out texture.

This is really odd because it's a completely clean install, and I followed every step as directed. I'm starting to think that somehow it has something to do with the "Mod Generation" feature of converting a .TPF file to a .MOD file, because all of the other textures I downloaded from this thread as .MOD files have gone in seamlessly - its only this Shade armor mod which is being so persistently troublesome. There is also this small hangtime between when the Modmaker says "ready" and when the pop up message comes up saying the mod has installed successfully. I don't know if this is related to my problem, but it could be.

I think I will just have to wait until the .MOD file comes out to try it again and hopefully have no issues then.

Modifié par Jhushx, 07 novembre 2013 - 09:25 .


#1015
TonyTitan

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Hey Ottemis, I'm hoping you can help me. I'm having an issue with ELE08 FemShep Texture Overhaul pack. I am using the latest 0105W release of ME3 Explorer, but whenever I attempt to install the .mod version that you created for her mod, I keep getting hit with that "Couldn't find entry: C:\\Program Files (x86)\\Origin Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\CustTextures0.tfc in PCConsoleTOC.bin"

The .mod version I believe is showing as .477. It's the only version of the mod I can find in a .mod format, so I'd guess it is the only one you've created. And it's the version I download off of her blog and from your link to the mod in your first post of this topic.

When I set up ME3 Explorer, I've tried the TexExplorer setup to do a Non DLC set up, and got the error....then when following your instructions to uninstall everything again in order to get back to all vanilla, when I reinstalled ME3 Explorer I had it do the DLC TEX Explorer set up....and got the error again.

So I'm kind of at a loss now. Is the .mod file just to old for the newer release of ME3 Explorer? Or have I done something incorrectly?

Thanks for any help you can provide!

#1016
Jhushx

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This is going to sound crazy, but did you also delete the "TexplorerDLCcache" folder in BIOGAME? I did this to make sure my game went back to complete vanilla, and afterwards no longer had that issue (this was on 0104w though, so ymmv).

I've updated to 0105w since (the vines on white background), but I'm still having the same issues with my figure being blacked out. For some reason I am unable to register on the ME3explorer forums, so I have no choice but to post this here in search for a solution.  Any insight will be greatly appreciated:

************* Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at ME3Explorer.ModMan.backgroundWorker1_ProgressChanged(Object sender, ProgressChangedEventArgs e) in d:\\My Documents\\ME3 Forum SVN\\ME3Explorer\\ModMan.cs:line 682
at System.ComponentModel.BackgroundWorker.OnProgressChanged(ProgressChangedEventArgs e)
at System.ComponentModel.BackgroundWorker.ProgressReporter(Object arg)


************** Loaded Assemblies **************
mscorlib
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Win32 Version: 4.0.30319.18052 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
ME3Explorer
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///I:/Origin/Mass%20Effect%203/BIOGame/ME3Explorer/ME3Explorer/bin/Debug/ME3Explorer.exe
----------------------------------------
System.Windows.Forms
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----------------------------------------
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CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18044 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
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----------------------------------------
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kokyexyv
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----------------------------------------
AmaroK86.ImageMipMapHandler
Assembly Version: 1.0.0.0
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CodeBase: file:///I:/Origin/Mass%20Effect%203/BIOGame/ME3Explorer/ME3Explorer/bin/Debug/AmaroK86.ImageMipMapHandler.DLL
----------------------------------------
AmaroK86.MassEffect3.ZlibBlock
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----------------------------------------
hzvbjelo
Assembly Version: 0.0.0.0
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kzpsctwb
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a0h0mqah
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zym0lx5e
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ikjopbht
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AmaroK86.MassEffect3.DLCBase
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AmaroK86.MassEffect3.DLCEditor
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----------------------------------------

Modifié par Jhushx, 12 novembre 2013 - 03:53 .


#1017
TonyTitan

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Yeah, I had resorted back to a total vanilla game. I keep a backup copy of the game files on an external hard drive...so I deleted ME3 plus the ME3 Explorer files....so it was like I totally uninstalled ME3 from my system and reinstalled. It was, for all purposes, a fresh install.

And now I've also had this happen to me on the Exterior Normandy .mod...which is a 477 version as well.

Don't know if that is just a coincidence or not, but thought I'd throw that out there.

#1018
KFreon

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@JHushX
Not sure what the go is with the black texture, but that error is my bad. You'll have to get the latest svn I'm afraid. I didn't think that bug made it into the SF release.

@TonyTitan
Uninstalling isn't enough. You need to make sure nothing remains. There shouldn't be a Mass Effect 3 folder left on your system when you go to reinstall it again.

#1019
TonyTitan

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KFreon wrote...
@TonyTitan
Uninstalling isn't enough. You need to make sure nothing remains. There shouldn't be a Mass Effect 3 folder left on your system when you go to reinstall it again.



Thanks for the assist KFreon...but I don't have any Mass Effect 3 or ME3Explorer files/folders left on my system when I reverted back to vanilla.  I did have back ups on an external hard drive that once I uninstalled my Mass Effect 3 game, I was able to plug that external drive in then copy and paste the files over to my C: drive again.  From there I just grabbed a couple of updates off of Origin that I did need.  (Back ups were a bit old)

But yeah, got ME3 installed again and playable.  Even got rid of the black face bug like is reported above.  But then once I ran ME3 Explorer (or reinstalled a fresh copy of it and then ran it), I ran TexExplorer, getting the texture tree built with no trouble...but then when I opened Mod Maker, clicked file, loaded the job of ELE08 FemShep Texture Overhaul mod....everything loads up fine...but then as soon as I attempt to run all or just bits of it, I get hit with that error.  :(

#1020
KFreon

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The only thing I know of that causes the TOC error is a modified installation.
I'm afraid you probably should delete everything again, and get origin to redownload it all for you.

Something else, if any of your mods have you replace .pcc files, don't. At least not until you have a valid tree scan.

#1021
Jhushx

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I've tried it with the latest SVN version available on ME3 Explorer's forum, and I'm still encountering the same issue, even though I no longer get that weird .NET error message: The spirit armor stays blacked out. I've vanilla'd this game countless times, even doing full rescans multiple occasions. At this point in time, I'm just going to have to be happy with the beautiful NPC texture mods and just stick with vanilla Spirit armor for my Shepard. It's become too much trouble and hassle to try and solve whatever technical pyjak keeps making the mod not work.

It's a shame too - that Spectre reskin was drop-dead gorgeous. I will miss it in my game.  Keep up the awesome work!

Modifié par Jhushx, 13 novembre 2013 - 06:21 .


#1022
KFreon

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:( Nothing wrong with the texture? Like an inverted alpha channel?

#1023
Ottemis

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@KFreon: I appreciate you stepping in while I am a bit less active here.

@All: I support the functionality of my own released mods as these are tested to work and I want to keep it that way.
However when people create .MODs from my TPF's for DLC replacement, problems that arise from using ME3Explorer functionality to achieve this have nothing to do with the texture work and this thread is not the ideal place to bring up such issues as there are official help and bug-report sections on the ME3Explorer boards.
Not to say I am unwilling to help, but it's just counterproductive to keep the conversation here when it obviously doesn't belong here.

Having said all that, seeing the BSN is planning to take away my ability to edit and add projects in 5 days, I am currently brewing on where I'll be moving all my modding resources. It is unlikely I'll stay here on the BSN and keep using it as my primary modding hub.

Modifié par Ottemis, 14 novembre 2013 - 04:32 .


#1024
Jhushx

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Ottemis wrote...

@KFreon: I appreciate you stepping in while I am a bit less active here.

@All: I support the functionality of my own released mods as these are tested to work and I want to keep it that way.
However when people create .MODs from my TPF's for DLC replacement, problems that arise from using ME3Explorer functionality to achieve this have nothing to do with the texture work and this thread is not the ideal place to bring up such issues as there are official help and bug-report sections on the ME3Explorer boards.
Not to say I am unwilling to help, but it's just counterproductive to keep the conversation here when it obviously doesn't belong here.

Having said all that, seeing the BSN is planning to take away my ability to edit and add projects in 5 days, I am currently brewing on where I'll be moving all my modding resources. It is unlikely I'll stay here on the BSN and keep using it as my primary modding hub.


I really don't think its your textures, because the reskin did work for me at first - temporarily.  I think whatever ME3explorer did to my Mass Effect files created an ongoing issue despite my numerous vanilla attempts and uninstall/reinstalls.   

I apologize for spamming this thread, but literally, its my only option - for whatever reason, every time I try to register on ME3explorer boards, the website keeps telling me that its sent an activation mail to let me finally log in and report my bug, but that e-mail with the activation code never gets sent.  I've tried this over and over and its the same result.  I'm just going to chill and wait for an .MOD version to come out - your work is genius  <3.

Modifié par Jhushx, 14 novembre 2013 - 05:02 .


#1025
Errationatus

Errationatus
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Ottemis wrote...

Having said all that, seeing the BSN is planning to take away my ability to edit and add projects in 5 days, I am currently brewing on where I'll be moving all my modding resources. It is unlikely I'll stay here on the BSN and keep using it as my primary modding hub.


This sucks massive monkey bawls. 

Y'know, given how easy it isn't to mod the ME's, you folks who do bust your backsides to do so and add replay value for free to Bioware's games, I'd say you deserve more consideration, not less and certainly something a little less crass than "take 'em somewhere else" from the Powers-That-Be.  If it's a revamp and space allocated for mods, etc. are to return afterward, well, that's something else, otherwise it's just the big ol' finger which does nothing for the already rather tarnished perception of Bioware and these forums.

Hell, for a great many games the only replay value they have comes from their respective modding communities, and that includes pretty much every Bioware game.  Your mods - and others - are the only reason I come to BSN any longer. 

On the plus side - if it is a plus side - there are people like me, greedy unapologetic Gollum-likes who download and hoard all your mods so we never have to hunt far to use 'em - tucked in a nice corner with a little display light and some bamboo in nice glass bowls with polished gravel in is my "Ottemis Mods" folder and it is the chief repository of that which makes my ME3 bodacious enough to play for the umpteenth time. 

Ah, well.  It's BW's feet, they can swiss-cheese 'em all they like, I suppose.  Bioware may not appreciate you guys, but the rest of us Gollums certainly do.  I would appreciate if - and when - you find somewhere new to host your stuff that you come back and give us a heads-up as to where - and that if you ever finish your Citadel pack (and .mod it) so it too can be eye-fondled whilst making pointless fetch quests a smidge more bearable.

So...  thanks.  Again.  And Again.  Big mucho grande thanks for all your efforts and may you continue to shine. 

Modifié par JakeMacDon, 14 novembre 2013 - 07:12 .