[MODS] HR Textures & Meshmods by Ottemis
#1001
Posté 19 octobre 2013 - 04:34
#1002
Posté 19 octobre 2013 - 05:00
#1003
Posté 26 octobre 2013 - 02:14
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
Posté 29 octobre 2013 - 01:27
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
Posté 29 octobre 2013 - 07:55
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
Posté 29 octobre 2013 - 08:34
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
Posté 05 novembre 2013 - 12:46
figure is blacked out (taking black ops to the extreme - too hardcore Shep
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
Posté 05 novembre 2013 - 08:52
#1009
Posté 06 novembre 2013 - 02:18
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!
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
Posté 06 novembre 2013 - 07:03
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
Posté 06 novembre 2013 - 10:09
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
Posté 06 novembre 2013 - 10:57
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
Posté 06 novembre 2013 - 11:59
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
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
Posté 07 novembre 2013 - 09:25
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
Posté 12 novembre 2013 - 02:52
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
Posté 12 novembre 2013 - 03:52
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)
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Modifié par Jhushx, 12 novembre 2013 - 03:53 .
#1017
Posté 12 novembre 2013 - 04:46
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
Posté 12 novembre 2013 - 05:24
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
Posté 12 novembre 2013 - 07:21
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
Posté 12 novembre 2013 - 08:01
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
Posté 13 novembre 2013 - 06:18
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
Posté 13 novembre 2013 - 09:02
#1023
Posté 14 novembre 2013 - 04:21
@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
Posté 14 novembre 2013 - 05:01
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
Posté 14 novembre 2013 - 07:11
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 .





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