Is the mod in the link at the OP good, or does it put the old model out there? That's the link I used.Getorex wrote...
DeinonSlayer wrote...
I installed the new build of the hospital mod, and I'm still seeing the same old model in-game. Not sure what's wrong. Could it have something to do with me loading a save made right outside the door to that room?
When I look at it in meshplorer, it looks like the new shirt model (kinda hard to tell, with all the gridlines compressed in that area, but it's distinctly different from the romance mesh), it's just not applied in-game. Not sure what's wrong.I like this hybrid idea.Getorex wrote...
ShepASSassin wrote...
Glad to know that it's actually works. But I also wonder if you gonna make a hybrid version of Tali with your upper body fixes and default (or your version of it) wide hips. I like 'em wide. I think it's Quarian special sign like a 'hump' on the back of Krogan. Quarians may look like humans but they're still quarians.
Good luck with your next edits!
No worries. I can have both...the upper body alterations are easy compared to the more drastic changes the hip width, moving both legs as well, or posture changes of shifting all the lower body forward. Lots of blending required.
I'm not sure what is wrong. First I played the hospital scene with non-modded Ash in the bed and then I did it after running the mod. The mod gave me the tshirt as it should have.
As for the hybrid idea...I have those finished (did them before I completed the hips obviously) but they are such small changes, just a slight increase in breast size and some improvement in the alternate uniform but they are very subtle by themselves. If people didn't know what they were looking for they probably wouldn't notice.
Attempting to mod actual body meshes
#476
Posté 19 juillet 2013 - 01:17
#477
Posté 19 juillet 2013 - 01:28
DeinonSlayer wrote...
Is the mod in the link at the OP good, or does it put the old model out there? That's the link I used.Getorex wrote...
DeinonSlayer wrote...
I installed the new build of the hospital mod, and I'm still seeing the same old model in-game. Not sure what's wrong. Could it have something to do with me loading a save made right outside the door to that room?
When I look at it in meshplorer, it looks like the new shirt model (kinda hard to tell, with all the gridlines compressed in that area, but it's distinctly different from the romance mesh), it's just not applied in-game. Not sure what's wrong.I like this hybrid idea.Getorex wrote...
ShepASSassin wrote...
Glad to know that it's actually works. But I also wonder if you gonna make a hybrid version of Tali with your upper body fixes and default (or your version of it) wide hips. I like 'em wide. I think it's Quarian special sign like a 'hump' on the back of Krogan. Quarians may look like humans but they're still quarians.
Good luck with your next edits!
No worries. I can have both...the upper body alterations are easy compared to the more drastic changes the hip width, moving both legs as well, or posture changes of shifting all the lower body forward. Lots of blending required.
I'm not sure what is wrong. First I played the hospital scene with non-modded Ash in the bed and then I did it after running the mod. The mod gave me the tshirt as it should have.
As for the hybrid idea...I have those finished (did them before I completed the hips obviously) but they are such small changes, just a slight increase in breast size and some improvement in the alternate uniform but they are very subtle by themselves. If people didn't know what they were looking for they probably wouldn't notice.
The easiest way to tell that her body mesh is different regardless of whether the tshirt actually appears is to look at her mesh body hips and side-view posture. If she has narrower hips and her shoulders are over her butt instead of in front of her butt, then the modded mesh is there.
I deleted all the old files and re-uploaded mods again. I will delete the Ashley tshirt mod and re-upload it again. I know the one I used worked and it is in my upload directory. The first time I ran the original mod on my system the same thing happened that you experience...nothing. I recreated the mod and ran it and...
Here is the mod doing its job on my system:

As for EDI...here's a few pics of her in the alternate uniform after the mod:



Hips are definitely slimmer and the breasts...the could go smaller still but this is definitely her alternate body mod. I'll check the default mod next.
Modifié par Getorex, 19 juillet 2013 - 02:11 .
#478
Posté 19 juillet 2013 - 02:04
I'll try again from zero. Even the no-hip adjustment, just breast does it. VERY small change to the mesh involved.
#479
Posté 19 juillet 2013 - 03:18
Texture LODs are completely independent of mesh LODs. Correct me if I'm wrong but I think that most of the meshes have about 3 LODs? Well the number of texture LODs is dependent on the size of the texture. You just take the dimensions and divide by 2 until you get 1x1. However many steps that is is the number of LODs. So even for a 1K texture you've got 11 separate LODs. Once you start adding higher res textures you increase that number even more.Getorex wrote...
I believe (I may be wrong) but the romance scenes involving Ashley (and all others) have only one LOD and, thus, should only need one hi-res texture to accompany it. Or do the textures operate independently of the LODs of the meshes?
And on a practical point, upscaling textures in ME3Explorer is easier with mipmaps than without.
#480
Posté 19 juillet 2013 - 05:17
-cheers
#481
Posté 19 juillet 2013 - 09:31
saltisgood wrote...
Texture LODs are completely independent of mesh LODs. Correct me if I'm wrong but I think that most of the meshes have about 3 LODs? Well the number of texture LODs is dependent on the size of the texture. You just take the dimensions and divide by 2 until you get 1x1. However many steps that is is the number of LODs. So even for a 1K texture you've got 11 separate LODs. Once you start adding higher res textures you increase that number even more.Getorex wrote...
I believe (I may be wrong) but the romance scenes involving Ashley (and all others) have only one LOD and, thus, should only need one hi-res texture to accompany it. Or do the textures operate independently of the LODs of the meshes?
And on a practical point, upscaling textures in ME3Explorer is easier with mipmaps than without.
Thank you salti, I am virtually clueless when it comes to textures. As for models and LODs, most do have 3 with the exceptions (that I've found so far) being romance scene models or close up scenes like meeting Miranda on the Citadel the first time.
Unfortunately I am unable to install the DirectX sdk because it conflicts with my version of 3ds max 2013 so for eveyone else wanting it, someone else would need to create the correct format dds for the topless Ashley texture. I also have Gimp but it doesn't have v8u8 capability and I also don't know how to do alpha channel stuff and all the other stuff for texturing.
#482
Posté 19 juillet 2013 - 09:34
#483
Posté 19 juillet 2013 - 09:35
d1ta wrote...
Hey Geto, I'm glad to see your mod's up =D can't wait to try it out as soon as I'm able. I hope it won't be that difficult for dummies like me XD
-cheers
It's easy. I will post some instructions in the OP a bit later when I have a chance.
#484
Posté 19 juillet 2013 - 02:13
I have to totally re-do the Alternate Tali Uniform mod. Even the simple, modest breast augmentation without hip reduction isn't rendering properly in-game.
#485
Posté 19 juillet 2013 - 03:34
As for Tali mods...I just cannot do them. Any attempt I make to import a Tali mesh, directly or passed through 3ds, screws it up. I. Can't. Do. It. For now I am abandoning Tali.
#486
Posté 19 juillet 2013 - 05:53
#487
Posté 20 juillet 2013 - 03:07

Then WV examined it and found that for this one character mesh so far (and apparently for head meshes) import screws up texture mapping. He added a simple edit function to Meshplorer that allowed this fix:

This edit function should also allow fixing the texture disaster that befalls head imports...so they can be modified now too.
In this process I also discovered that UDK sometimes screws up the models "sections" that get texture/material associated with them. It often does so to this Tali model (but not others) so the mod uses the hi-res model for each swapped LOD.
#488
Posté 20 juillet 2013 - 06:26
I can see a visible change in the Ashley alt armor and the Miranda de-wedgiefication though...
Haven't loaded it up in-game to see if it asplodes yet though...
Modifié par MadCat221, 20 juillet 2013 - 06:27 .
#489
Posté 20 juillet 2013 - 06:50
MadCat221 wrote...
I'm doing a side-by-side comparison in Meshsplorer and I am not seeing any difference between the backup copy I made of the two Tali alt armor PCCs and the modded ones that Explorer handled when I view them in Meshsplorer.
I can see a visible change in the Ashley alt armor and the Miranda de-wedgiefication though...
Haven't loaded it up in-game to see if it asplodes yet though...
I mentioned in earlier post that the chgs to Tali without the hip change is very small and almost pointless but people asked for a no hip chg...
I could go back and increase breast size more but because of the design it would soon produce blocky artifacts. Meshplorer resolution is so low that the chg in Tali is not obvious. In 3ds Max you can open up the original and edited simultaneously so the bodies overlap. You can then easily do a side-by-side compare and see the diff.
In any case Tali ended up becoming a test case because of the unaccountable difficulty of getting her mesh into the game. A big part of the issue is now understood to the point that I can now try some head edits and armor helmet edits that before were unusable...same problem that this one Tali mesh had.
#490
Posté 20 juillet 2013 - 06:56
I haven't seen Miranda in game yet and I don't have a convenient save to do a quick check. I'd appreciate someone letting me know her edit status in game...
#491
Posté 20 juillet 2013 - 07:04
#492
Posté 20 juillet 2013 - 07:39
If you don't have flycam enabled you need to move Shep to a position at the top of the bed and look down at her to see if the tshirt or individual breasts are there. The dark black of the tshirt texture combined with its shading makes it hard to see from when you enter. It should also be evident during conversation when she moves and camera angle changes.
Modifié par Getorex, 20 juillet 2013 - 07:45 .
#493
Posté 20 juillet 2013 - 07:44
What I'm saying is that when I install the mod and load up the game, I'm still seeing the original model instead of the modded one from your screenshot (both in the first and second encounters).Getorex wrote...
The hospital body is indistinguishable from the romance body in meshplorer. The resolution is too low to see the difference which is only in the breasts. Some of the simple changes do not show up for tocbinupdater to see, especially if you are not working from a compressed version of the original. The hospital body IS the tshirt body. I used it as the starting point for the tshirt so they would be the same all-round. I used the same pcc to make the mod as I use in game and she has the tshirt on. You cannot count on meshplorer's mesh display to see small details. You would have to be able to zoom in or change the orientation to view downwards to see the diff.
#494
Posté 20 juillet 2013 - 07:50
DeinonSlayer wrote...
What I'm saying is that when I install the mod and load up the game, I'm still seeing the original model instead of the modded one from your screenshot (both in the first and second encounters).Getorex wrote...
The hospital body is indistinguishable from the romance body in meshplorer. The resolution is too low to see the difference which is only in the breasts. Some of the simple changes do not show up for tocbinupdater to see, especially if you are not working from a compressed version of the original. The hospital body IS the tshirt body. I used it as the starting point for the tshirt so they would be the same all-round. I used the same pcc to make the mod as I use in game and she has the tshirt on. You cannot count on meshplorer's mesh display to see small details. You would have to be able to zoom in or change the orientation to view downwards to see the diff.
Try running the mod through a second time. I have had times when a mod didn't "take" and running it again from a freshly started me3explorer did work. In the meantime I will go back to the original pcc on my end and run the mod again myself and check my result. It has worked for me but there may be some squirrely issue.
#495
Posté 20 juillet 2013 - 08:42
I've seen the same thing happen with my hair mod yesterday, hence. Not too big of a problem as long as it's noted.
Modifié par Ottemis, 20 juillet 2013 - 08:56 .
#496
Posté 20 juillet 2013 - 09:09
Ottemis wrote...
@Geto: WV suggested running the replace job twice. It seems it doesn't always save the PCC or so.
I've seen the same thing happen with my hair mod yesterday, hence. Not too big of a problem as long as it's noted.
Hah! I was suggesting that in a pm because I didn't want to put it forward as a bug (yet at least). You and WV make it official so I will add that to the OP.
Thank you for notice Otte.
It also saves me the headache of looking for a buggy mod or having to recreate it again.
Modifié par Getorex, 20 juillet 2013 - 09:11 .
#497
Posté 20 juillet 2013 - 09:14
Getorex wrote...
I have been playing with ME3xplorer, blender, and 3ds Max and have been making changes to character meshes.
3ds Max wins, Blender screws too much up.
For those who may be interested in editing meshes, 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. By trial and error I have discovered that you will want to set the "distance" slider for LOD1 (baseline in UDK is LOD0) to 250 units or close to that. For LOD2 you want to go for around 500 units. Those two "distances" give you roughly the same LOD for LOD2 and LOD3 in ME.
I've completed and converted to upk for import many of the female character meshes. I will be posting mods here for use in game. To use the mods you need to have the latest version of ME3Explorer. I highly recommend you get it, and keep it updated, via svn (Google "svn ME3Explorer" ...you will need TortoiseSVN). Once you have it applying the mods is easy.
I have 2 backups setup for all my game pcc files. I created a Backup-pcc folder in the game's CookedPCConsole folder and I burned all of the to a DVD as well (I had problems early on with screwing up a pcc or two and not having a backup). I recommend you do something similar.
APPLYING THE MODS:
1. Start ME3Explorer and select "Tools" in main menu and then "Mod Maker".
2. Go to "File" and open up the mod(s) you want to apply.
3. Select "Run" and then either "Run All" or "Run Some". "Run Some" will allow you to select specifically what mods to apply in current instance.
4. App will apply mods and then bring up several dialog boxes indicating success, do you want to save the changes, etc. OK to all.
5. Sometimes mod maker doesn't completely or correctly apply or save a mod. In these cases run the mod a second time in a new instance of Me3explorer. That usually does the trick.
That's it. The mods should be inserted into your game.
So...my first link is for Ashley in the hospital. Her face is slightly modded and she has a real t-shirt form (I had some problems with this mod file but I have recreated it from scratch and tested it and it does contain the correct edited mesh. Proven working on my system but I had to run the mod twice): MOD
Coming soon...Ashley default uniform, romance scene body, default and alternate armor mods, Liara default, armor, and alternate armor edits, Tali edits, Brooks sexy dress edit, femshep sexy dress and ME2 dress edit, Allers body edit, dancer body edit, EDI default and alternate body edits.
Ashley's romance body MOD
Texture used in image above (the model works with the default underwear texture too): http://www.mediafire...f_4096x4096.zip
Ashley's armor (reduced breasts, narrowed hips a little, edited shoulder plates to hopefully reduce clipping - probably not enough) MOD
Liara's version is also available: MOD
Ashley's default uniform edit (narrowed hips, reduced butt, reduced breasts): 2 MOD files http://www.mediafire...va69whh5/shared
*NOTICE: I am having issues with doing certain things with Tali. I cannot import the bigger hip edit I've done as it crashes the game so all I have at the moment atr small breast augmentations.
Here's a couple of my Tali edits (this is her default) with somewhat bigger breasts: 3 MODS
http://www.mediafire...a771kdn1/shared
and this is Tali's alternate uniform. Strange breast design issue was corrected but hips were not narrowed (other issues pop up): MOD
Here's Miranda's edit ( smaller butt - less bubble-butt - and slightly reduced breasts, reduced her wedgie): MOD
EDI's default uniform edit (reduced breasts, slimmed waist, slight posture correction, trimmed butt...oh, and eliminated the very real cameltoe in the mesh...texture still needs to work): Multiple mods cover EDI and EVA: Series of mods (I've apparently missed a pcc because EDI's default appears unchanged on Normandy but not elsewhere) http://www.mediafire...tpepve34/shared
Alternate uniform (same edits as default uniform plus reducing wedgie)
Liara's romance body, sorry, not textured (mostly OK as is except for usual posture issue...I will reduce her breasts in a future version): MOD
Thanks to WarrantyVoider for simple and easy mod making tutorial!
Currently adding mesh edit mods to the Citadel DLC (sexy dress fixes for Brooks, Ashley, Traynor, and FemShep).
Once all my current mods are out I wont stop messing around. I intend to keep playing with Miranda's, EDI's, and Liara's breasts (so to speak) as well as tweak Shepard armors to reduce clipping issues.
Modifié par Getorex, 20 juillet 2013 - 09:18 .
#498
Posté 20 juillet 2013 - 10:26
Also, who made the NSFW Ash Romance textures? I am in the process of refining
the normal map (using the original as a base instead of Q&D baking
from texture) and making a specular map for them, but I haven't the
foggiest idea how to pack them into a .MOD beyond that the normal needs
to be V8U8, and permissions are needed to release anyway.
Modifié par MadCat221, 20 juillet 2013 - 10:37 .
#499
Posté 20 juillet 2013 - 10:37
Modifié par MadCat221, 20 juillet 2013 - 10:37 .
#500
Posté 20 juillet 2013 - 10:45





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