Update 11/21/15
Note: I would love to eliminate the other, redundant thread to this one but do not have the ability to do so. THIS thread originated at the old Bioware forum site and was temporarily lost in the transition to this new forum format so I created the other thread that duplicated most of what was in this thread. Alas, they are now BOTH here in the new Bioware forums with no way to merge or eliminate one.
I am currently re-trying to generate my mods in DLC form. As I work on the Ashley DLC I realize that I must expand it to include more than Ashley so it will be more of a larger Alt Appearance Pack type DLC that includes all my Ashley mods plus others that overlap. Primarily this means the Full clear face helmet mod. So the DLC, should it work, will be all of Ashley plus the helmet mod for Ash and all other characters (including Liara). As for Liara it will also include the edited Shade armor. I'm also trying to replace Ashley's pink cat suit in the CE DLC with Colossus Armor from ME1.
Other DLCs will be smaller and specific: Miranda, Tali, and Traynor.
These are shots of some of the mesh mods I created over the years. They are no longer available as distributable mod files because ME3Explorer has largely abandoned mesh modding. As a result, I will try to bundle up modified pcc files from my own game, zip them up, and let users use them to replace their own game pcc files of the same name. What ME3Explorer can STILL do is let you make mesh mods to your own game fairly easily, just not pass them around so easily. Get your copy of ME3Explorer here (go with rev717, not later): https://github.com/M...plorer/releases
Tali full face mod now updated at Nexus. This mod gives Tali a fully functional, complete face and reduces the opacity a bit so it can be seen. The original mod had narrowed the hips a bit but they are now back to their normal width again. http://www.nexusmods...ect3/mods/170/?
Nude bathing Traynor mod is updated and posted at Nexus. This mod took a minor irritant of mine from the game (her taking a bath in Shep's Citadel apartment in her underwear) and corrected it. Because this body and texture is also shared by FemShep, the side effect is that now Traynor and FemShep are both nude in their romance scene. http://www.nexusmods...ect3/mods/171/?
EDI head and body mod is back in action. I've pretty well tested the mod in my own game a lot and there have been no crashes or glitches for me. The mod is available at Nexus: http://www.nexusmods...d=1356694&pUp=1
Just updated to version 3 (I found some boo boos and fixed them).
My Ashley mod (see below) is available here: http://www.nexusmods...s/?id=179&pUp=1
Will soon be adding a couple pccs from the Collector's Edition DLC (Ashley's pink uniform).
The full face clear helmet mod for everyone is here (I just bug-fixed it up to version 4): http://www.nexusmods...s/?id=164&pUp=1
This one will see an update version in a few days to correct a couple stray buggy vertices around her collar.
The Miranda new uniform/body mod is here. NOTE: if you have MEHEM installed you need to download an extra pcc file here to replace the same one in the MEHEM DLC folder: http://www.nexusmods...s/?id=172&pUp=1
Next up will be my EDI new face and body mod. I've been playing the game to test my mods thoroughly and so far she performs very well.
Screenshot of 3 mods in action: Colossus Armor replacing Collector Armor, EDI head mod, DLC alternate appearance pack, Tali full face mod, alternate uniform:

After installing the above mod you can convert it to Colossus armor from ME1 (my personal fav) with this texture mod: Colossus-Armor-Mod.zip
Liara helmet mod, Main game:
Traynor/Femshep nude mod. This "fixes" the irritating scene where Traynor takes a shower in her underwear (if Femshep romances her). The body mesh is smoothed out to eliminate signs of underwear and the texture, diff and norm, are modified to be nude as well (NSFW). 
EDI head/body mod
If you find that you get infinite load screens after doing the DLC mods take these steps to correct it (usually works):
1. Start ME3explorer (svn) and select "Developer Tools" -> TOC -> DLC TOCbin Updater
2. Go to "File" and select "Check and Rebuild SFAR"
3. Navigate to the DLC(s) you've modded and select the Default.sfar file in its directory.
4. The updater will check and rebuild the DLC's PCConsoleTOC.bin file
5. Try the game again...usually fixes issue.
Edited the information at the bottom for those interested in trying some mesh modding on your own. Blender does work (I recently acquired some aid in getting through a major issue I was running into with Blender). Blender import of psks DOES have an issue with combining UV maps into one for meshes with multiple UVs but there are instructions on how to deal with this here: http://me3explorer.f...ender-t898.html That means you don't have to spend $$ to do this. Gimp and Blender will get you through most situations involved in modding the game.
Some of my older mods no longer seem to function if installed using a recent me3explorer. Primarily Liara's DLC uniforms.
Tali Full Face Mod:
Default and alternate uniform included



Mod includes mesh mods and HD texture mods specific to the mesh. Texture includes modified HD body texture, new normal map, and original HD spec map. This is a stand-alone mod. Do not install any other Tali mod or Tali texture along with it as the mesh is specific to the modified texture that's included.
ASHLEY MODS:
New Ashley mod replaces default uniform and hair (when wearing the uniform) with an Aliiance uniform and ponytail. 

Ashley Default Armor Mod included in big mod above
Clear helmet mod zip file contains mods for Ash, James, Shepard, Kaidan, and Liara
Hospital mod ncluded in big mod above.
Ashley's romance mod included in big mod above.
Ashley Romance body mod w/topless texture.
James and Ash side-by-side on Mars, clear helmets:
Shepard Clear Face N7 Mod:
DLC MODS:
This mod provides the Liara alternate uniform mod as depicted below (the forearm covers are much more slender, the tail on the coat is less crazy/sticky outy, laying on her more like her default uniform. Deleted- to be replaced soon.
INFORMATION FOR THOSE WHO WANT TO GIVE A SHOT TO MESH EDITING
Note first that ME3explorer will only allow you to import/export meshes in your own game. It no longer considers the idea that modders might want to distribute their mesh mods.
I have been at this for a while now and have used numerous tools to try and get to workable mesh edits for the game. So this information comes from my own experience.
1. Blender. Blender is FREE, Blender is very fast. It loads fast, all the editing you do in it is immediate, has fine control, and is a joy to work with. You can transfer weights from an original character model to a modded character model in Blender using the "Transfer Weights" tool (in Paint Weights mode). 3ds works too but you will pay $$ to get a copy (or have to pirate one). I have no experience with Maya but it would also probably work. If you have 3ds you also need the ActorX plugin to import psks exported by ME3explorer and you need Gildor's plugin for psk export. 3ds works very well on this. You cannot swap psks between Blender and 3ds - Blender's psks imported into 3ds are borked. The skeleton will be rotated 45 degrees from vertical for some reason. 3ds psks will not import into Blender. All you will get in this direction is the skeleton, no mesh. If you are working with someone else's psk, then it matters where it came from. You could import a psk from Blender or 3ds into a pcc file via ME3explorer and then reexport it as a psk and then it will import just fine into Blender OR 3ds.
2. No matter which tool you use, export the version you want to import into the game as a psk. This can be imported into UDK without problems. You use UDK's editor to generate LODs that are needed for ME3 (levels of detail). LODs help the game and your computer not have to work so hard to generate a character/object in the game by reducing the number of triangles rendered as distance in the game increases. The highest level of detail has the highest number of triangles and is used to render characters when you are up close and personal. As you back off (perhaps about 15-20 meters in the game) it will switch to rendering LOD2 with fewer triangles, then as you get further still, LOD3.
3. A note about use of UDK for changing format to upk: MOST, not all, but most character meshes in the game have 3 LODs. UDK's editor has an LOD creation function. In UDK LODs start at 0 and count up from there (1, 2, etc). ME3explorer starts/lists LODs from 1 so UDK LOD0 = ME3explorer LOD1 and so forth. By trial and error I have discovered that you will want to set the "distance" slider for LOD1 in UDK to 250-270 units. For LOD2 you want to go for around 300-450 units. Those two "distances" give you roughly the same LOD for LOD2 and LOD3 in ME.
If you don't do anything too drastic to the mesh (in Blender) then you will be fine with doing your mod, exporting it to psk (keeping a copy in native Blender - or 3ds format if that is what you are using), and then importing into UDK, etc. If you make fairly drastic alterations you may end up losing the weighting for the bones. This will mean painting weights manually in many cases but you can get a long way along rather than starting from scratch by using Transfer Weights in Blender or the Skinwrap modifier in 3ds. What you want, ideally, is the original psk exported from the game of the mesh you are editing as, presumably, it will be the closest in size and shape to your modded mesh. A nice thing about Blender is its small memory footprint as well as its smaller CPU footprint. If you have to handpaint some weights you can open up a second Blender window, import a psk of a working game mesh, put it into paint mode, select a vertex group (bone group) in Paint Weight mode, and it will show you graphically what the weights for that bone look like in the correct form. You paint your modded mesh to look as similar as you can. Takes a lot of guessing out of it. You CAN do this with 3ds too but it will suck up a lot of memory and make your system a little sluggish.
Modifié par Getorex, 21 novembre 2015 - 03:34 .





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