ThaneMOD | Now Released! Keeping Thane Krios alive for ME3
#101
Posté 23 janvier 2014 - 07:46
#102
Posté 25 janvier 2014 - 12:00
@giftfish - well the quick answer is I don't know how I've gotten it all to work.
The long answer, I happened upon me3explorer after I'd already installed MEHEM and Deager's mod and I didn't know that me3explorer had to build off of a vanilla build - so I built a tree probably with those mods installed (it's been a while, my memory may not be serving me). After that I just made a backup of my biogame folder with mehem and deager's mod, and whenever I'd have problems I'd just revert back to that. Now, after I read about building a tree on a vanilla build, I went and tried to do that, but was unable to do so, it seemed that me3explorer wasn't entering any CustTexturesx info into the PCConsoleTOC.bin because when I'd install it would tell me it wasn't present. After this playthrough I was going to try the vanilla tree build again. I'm not a coder, nor do I know how to work with any tools building textures or meshes, but I am trying to keep up with what's what and reading the me3explorer and bsn forums... so maybe my answer helped a teensie weensie bit. But probably not.
#103
Posté 25 janvier 2014 - 12:07
#104
Posté 26 janvier 2014 - 07:48
giftfish wrote...
@almostfaceman --
I have a quick question for you actually. We've been talking about this a lot on our forum over the past few days, and I'm wondering how you get DLC textures to work with mods like MEHEM and CEM?
Scanning tree.bin is supposed to be done on vanilla files, before installing MEHEM/CEM. After that textures/meshes are modded. According to KFreon, the modded textures for DLC are first saved to the DLC extracted files in the TexplorerCache, and then those are written into the .sfar. But, in that case, you could end up overwriting Deager and Fob's modded .pccs.
How do you ensure compatibility and that you don't bork those mods by installing textures? Essentially ThaneMOD will be handled the same way as they are, the only hitch what Coldi said above: MEHEM users have to install MEHEM first and ThaneMOD second, to ensure ThaneMOD overwrites the appropriate files. CEM is a non-issue as for v1.0, ThaneMOD doesn't alter any Citadel DLC files.
Also, DLC .mod patches are done as of this morning. Unless something goes seriously wrong with our final test on the installer packages this weekend, ThaneMOD will be released late next week
A follow-up to my previous response. I found out that I was having problems with "going to vanilla" and rebuilding my tree because, hey, when I uninstalled ME3 I left me3explorer related files still hanging around in the directory instead of manually deleting them.
I don't think my initial install of me3explorer was on a vanilla build. Ironically, building my tree with MEHEM installed let me install (supposedly) all these texture mods while at the same time being able to run MEHEM.
Now that I've really gone back to vanilla and rebuilt the database based on that, of course now my game doesn't engage MEHEM after I've installed the texture mods. It starts playing the MEHEM music but I *shudder* go straight to Starbrat.
So, I guess that's the answer to your question - if you want to be able to play both MEHEM and be able to install texture mods willy-nilly then just build your database after you've installed MEHEM. Then again, that was more than several me3explorer builds ago - who knows if the process is repeatable
Anyway, I'm in the process of getting a list of all the files MEHEM changes so I can make sure I don't install any texture mods on those files.
Modifié par Almostfaceman, 26 janvier 2014 - 07:59 .
#105
Posté 26 janvier 2014 - 03:18
Thanks a ton for the followup. This actually makes quite a bit of sense -- I was very surprised it was working the other way for you -- MEHEM with the textures over it. It shouldn't have, lol.Almostfaceman wrote...
A follow-up to my previous response. I found out that I was having problems with "going to vanilla" and rebuilding my tree because, hey, when I uninstalled ME3 I left me3explorer related files still hanging around in the directory instead of manually deleting them.![]()
I don't think my initial install of me3explorer was on a vanilla build. Ironically, building my tree with MEHEM installed let me install (supposedly) all these texture mods while at the same time being able to run MEHEM.
Now that I've really gone back to vanilla and rebuilt the database based on that, of course now my game doesn't engage MEHEM after I've installed the texture mods. It starts playing the MEHEM music but I *shudder* go straight to Starbrat.
So, I guess that's the answer to your question - if you want to be able to play both MEHEM and be able to install texture mods willy-nilly then just build your database after you've installed MEHEM. Then again, that was more than several me3explorer builds ago - who knows if the process is repeatable
Anyway, I'm in the process of getting a list of all the files MEHEM changes so I can make sure I don't install any texture mods on those files.
Like you say, often ME3Explorer won't let you build tree.bin on modified files. It will throw an error before it finishes the build...as far as what I read on ME3Explorer, anyway. However, the other issue with building tree.bin on MEHEM (or any other mod), is if players want texure packs from other authors to work for them, chances are that they won't. There's a chance that they might, but in many cases they probably will not.
TPF files will likely not work, as they search by "hash". That hash can change if you scan on modified files, which means your hash won't match the author's hash (who's supposedly is vanilla), so the texture won't apply correctly. I actually just experienced this when making a .tpf file for the ThaneMOD cabin photo texture. I had thought I scanned on vanilla files, but apparently I didn't. Once I reverted and redid my scan, my hash matched all of our testers'. Initially, the photo retex wasn't working for them, as my has was different. ME3Explorer couldn't match it to the tree.
.MOD files might work though, so maybe this is why many of yours were working. To my knowledge, they simply record a texture replacement. So, it's the action of which file was replaced by the author that is recorded, not the hash itself...I don't think.
Either way, it's still possible for players to use any textures they find, but worst case scenario is they will have to apply them in Texplorer themselves. Or, in the case of a TPF, edit the hashes to match their own tree.bin. For the big textures packs out there, that would be a real pain, though.
I'll be updating ThaneMOD's list of files on the website this week. That way folks have a list of all files we edit. Good knowledge to have for any future content mods, as well
#106
Posté 27 janvier 2014 - 04:01
#107
Posté 27 janvier 2014 - 04:52
#108
Posté 27 janvier 2014 - 02:32
Almostfaceman wrote...
Well, until I learn how to get into these .mod's and take out the .pcc's, this works. I went in and made each MEHEM file "read-only". This way, nothing was overwritten. I was able to install a lot of texture mods, and MEHEM works.
That's an interesting solution.
I think we'll still be giving the same advice to our users regarding DLC modifications, though: mod at your own risk, lol.
#109
Posté 27 janvier 2014 - 05:59
giftfish wrote...
Almostfaceman wrote...
Well, until I learn how to get into these .mod's and take out the .pcc's, this works. I went in and made each MEHEM file "read-only". This way, nothing was overwritten. I was able to install a lot of texture mods, and MEHEM works.
That's an interesting solution.
I think we'll still be giving the same advice to our users regarding DLC modifications, though: mod at your own risk, lol.
LoL, yeah I understand that.
#110
Posté 28 janvier 2014 - 08:39
I haven't started editing the Install and Requirements page (will be doing that this afternoon), but for now it's a dropdown in the "Documents+etc" menu option. All other website content is v1.0 ready. Installer testing is complete. Files are locked. Nexus and moddb site building are starting tomorrow.
Also, the Install Guide is 25 pages. So, uh...yeah. You need to read that stuff. I didn't write it for my health, lol.
ThaneMOD is like a contetn mod for Skyrim...you can't just use it without reading up or chances are you'll feck up yer game. Note, that the guide basically assumes you've never modded anything in your life. So, for some of you, it will be overkill. HOWEVER, you still will need to go through all sections, unless it explicitly tells you otherwise. It's filled with various things you want to know before/during/after install, etc. Also...there are many screenshots. They take up space.
On the website I've also placed a link to our new and modified conditionals as both a modding resource, and to help folks troubleshoot in the case that certain events in their game are not triggering as expected.
http://thanemod.wordpress.com/
Modifié par giftfish, 28 janvier 2014 - 08:41 .
#111
Posté 28 janvier 2014 - 08:47
**However!** Having said, the text is very important for users to read. Once you get going though, it really isn't daunting. I promise.
#112
Posté 28 janvier 2014 - 09:26
greetz WV
#113
Posté 28 janvier 2014 - 09:56
WarrantyVoider wrote...
so is this the first release for real? should I put it on FB or will you do that yourself? will test as soon as I have time for another playthrough^^
greetz WV
Should be Friday, yeah. Might be ready Thursday on Nexus, but moddb has to "approve" their mods, so that could even be early next week. We have too many/too large files for BSN, so the Project Page here will point to the Nexus files.
I'm excited that you are going to play it! Maybe you should play FemShep so you can get the romance portion
Sorry I haven't been on IM...too busy, as you might expect, lol...
Modifié par giftfish, 28 janvier 2014 - 09:57 .
#114
Posté 28 janvier 2014 - 10:15
#115
Posté 28 janvier 2014 - 10:33
Deager wrote...
All right! Just in time as I was about to meet Thane at Huerta.
You're going to want to revert a little bit, Deager. We really emphasize to players that ThaneMOD *has* to be used on a new PT, or at the latest, installed right after Mars. Especially, for romancers, as they start to experience different content with James immediately afterward.
We have lots of new conditionals, Deager. So, if for example, you plant yourself in Huerta and then install ThaneMOD...Thane won't even be there for you.
Better start reading up on the website. Just not the "Install and Requirements" page as I'm working on that yet today and tomorrow. Some info there will be outdated.
Modifié par giftfish, 29 janvier 2014 - 01:41 .
#116
Posté 28 janvier 2014 - 11:21
giftfish wrote...
Also, the Install Guide is 25 pages. So, uh...yeah. You need to read that stuff. I didn't write it for my health, lol.
If you did, you'd be pretty damn healthy.
Modifié par Blad3Zer0, 28 janvier 2014 - 11:22 .
#117
Posté 29 janvier 2014 - 01:13
giftfish wrote...
Deager wrote...
All right! Just in time as I was about to meet Thane at Huerta.
You're going to want to revert a little bit, Deager. We really emphasize to players that ThaneMOD *has* to be used on a new PT, or at the latest, installed right after Mars. Especially, for romancers, as they start to experience different content with James immediately afterward.
We have lots of new conditionals, Deager. So, if for example, you plan yourself in Huerta and then install ThaneMOD...Thane won't even be there for you.
Better start reading up on the website. Just not the "Install and Requirements" page as I'm working on that yet today and tomorrow. Some info there will be outdated.
No problem. I have tons of saves.
#118
Posté 29 janvier 2014 - 01:41
Blad3Zer0 wrote...
giftfish wrote...
Also, the Install Guide is 25 pages. So, uh...yeah. You need to read that stuff. I didn't write it for my health, lol.
If you did, you'd be pretty damn healthy.
No kidding, lol.
But, really, all mod builders experience the same thing. They put a ton of time and thought into important documentation, and then it gets ignored by half of the users.
But, I know ThaneMOD users won't do that, because they are awesome. <3
#119
Posté 29 janvier 2014 - 02:37
#120
Posté 31 janvier 2014 - 05:42
Today we are pleased to announce the release of ThaneMOD v1.0.
We should be releasing on Moddb by next week. The BSN Project Page is now updated, but downloads are via the Nexus.
Enjoy, Thane fans
Modifié par giftfish, 31 janvier 2014 - 05:43 .
#121
Posté 31 janvier 2014 - 05:51
#122
Posté 31 janvier 2014 - 05:53
#123
Posté 31 janvier 2014 - 05:58
Already downloading ... EC and LI version
Modifié par Vlk3, 31 janvier 2014 - 06:01 .
#124
Posté 31 janvier 2014 - 05:59
#125
Posté 31 janvier 2014 - 06:27





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