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Mesh Modding with textures on the side.


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#251
Getorex

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Tali Face and Body makeover mod now updated in OP for main game.

 

And just added the mod for the Citadel DLC.  Only applies to her at the party or in your squad. I decided not to apply it to the sim or the low res models for the clone hunt.


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#252
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And that's it for this evening.  I need to get some sleep.  I hope to get EDI updated tomorrow, and perhaps Liara.



#253
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Just posted updated mods for EDI.  Main game and a complete DLC mod.  See OP. Updated at Nexus as well.


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#254
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Question for everyone.  As I've been updating DLC mods it struck me...you MUST do an initial Texplorer system scan (on vanilla system) to be able to apply mods?  I always thought about it as it affected me - I needed to do the texplorer scan to MAKE mods. I just want to be clear because one of the questions I get most often from users, other than, "What do I do with this movie file?" (windows by default thinks a *.mod is a video) is "How do I use your mods?" and "How do I use your DLC mods?".  I take it they MUST first go through the full scan AND activate the DLC modding function so their DLC's will be unwrapped?  



#255
Ottemis

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Without treescan necessary unpacking isn't done so yeah. In theory you can run a .mod without but the pathing would be off for DLC. For TPF Tools you definitely need the tree itself. I'd suggest linking to the first time setup guide for new users, it 'ensures' they make appropriate backups as well.

 

It's best to have users set up right regardless as they might otherwise mod what they can without scanning but then run into issues when they want to expand and mod stuff that does require a tree as they are no longer vanilla. I'd suggest to always scan with DLC especially since it now no longer causes corruption errors, just authentication and that's easily sorted.

 

It's always good to warn them though that modding the mass effect series permanently comes with a giant disclaimer as it's just really not completely streamlined (while definitely getting there) nor a particularly user friendly experience. We've made an unmoddable game moddable in the end. It's an involved process.

 

Edit: I'll have to update the list of potential modding sources this week, it's quite outdated.



#256
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Thanks Otte.



#257
Ottemis

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If you want I've got a compact TPF Tools guide up in articles on the Nexus as well that links back to K's more expansive guide on the subject. If it's useful to you feel free to grab it. Mod installation is touched in the setup guide as well, but that one has images and might be more clear.



#258
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My first error report from Nexus applies to the Tali mod.  Damn.  I would appreciate it if anyone here could tell me if the mod applies and works as expected.  User says the mod installed fine and ME3explorer said "success!" but he sees no change in the game.  

 

For the main game mesh portion of my mods I've been letting ME3explorer (latest and greatest SVN) update them to the current format.  The texture portion I redo from scratch, either via Texplorer to make a mod and then use TPF Tools to convert from Mod to tpf and check it there to make sure it seems OK.  Naturally, the mods work on my system, as always, which isn't helpful.  I've run the mod itself on my previously vanilla system and just checked the affected pcc files and they ARE modified so the mod file worked as expected on MY system.

 

Oh, the DLC mods are recreated from scratch since they cannot be converted anyway.

 

This user indicates they're using the Spanish language version...are other language versions USUALLY a problem?  



#259
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If you want I've got a compact TPF Tools guide up in articles on the Nexus as well that links back to K's more expansive guide on the subject. If it's useful to you feel free to grab it. Mod installation is touched in the setup guide as well, but that one has images and might be more clear.

 

Sure.  I do that, thanks.



#260
Ottemis

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(...)

 

This user indicates they're using the Spanish language version...are other language versions USUALLY a problem?  

 

I think they can be for .mods, one of the limitations unfortunately. Not entirely sure, been a while since I heard about it. K prolly knows more about this but he's off to bed, maybe WV.

 

This user is having issues with mesh and textures? Could also be a pathing issue possibly.

I can give your mod a try though see if it works here, usually I'll test .mods on my own system on a clean install, if it works reported issues are likely nothing to do with the .mod itself rather than personal setup issues or toolset issues. it happens often.



#261
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I've asked them to check if the textures applied.  Checking the mesh, in the case of Tali, is hard for someone who doesn't know what to look for because in the Meshplorer window there is no drastic difference in appearance between standard Tali and full face Tali (hip difference is subtle).  If the texture applies but not the mesh, then she would mostly look like old Tali and the only way to tell is a look at textures via Texplorer to see if there is a purple face in her texture or not.  If the mesh mods apply but not the texture then a messed up looking dark face MIGHT be visible through the visor but there'd be no other obvious signs.



#262
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Ok I just applied the .mod and my result:

masseffect32014-05-20smcml.png

masseffect32014-05-200gfad.png

Textures seem to have applied, I can see her face is textured underneath the mask when I zoom in, the wrap is correct there. No adjusted visor opacity. What do you need me to screenshot?



#263
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Thanks Ottemis.  That tells me the mod applied correctly.  The opacity MAY be too high...it is kind of squirrely at best.  In some scenes the opacity has seemed too low but in another scene with different lighting the opacity looks really low.  Hard to say if that is the case here...that you just happened to take a screenshot during a scene with "bad lighting".

 

The opacity setting was a real pain in making this mod.  It seemed that a percent here and another percent there did nothing but then suddenly with another percent decrease the visor almost looked clear.  I settled on a setting that seemed to work best across multiple situations but perhaps the opacity does need another tweak anyway.  At least I know it applied.

 

I'll have to go back through my old stuff and find the opacity setting so I can check to make sure it was transferred.  Two different lighting situations DOES make it look like the opacity is too high still.



#264
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I can try and take her along onto explore map and see how it fares there, it's applied now anyways might aswell try while eating.



#265
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I found my old bin files.  It looks like I settled at 92% opacity for her default uniform and 65% for alternate (that seems low).



#266
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Might have an issue, experiencing infinite load atm on the default armor loading into Rannoch mission (shuttle load). Trying again now it's loading, i'll test around a bit see if it was a fluke.
 
Edit:
masseffect32014-05-20ysu3n.pngmasseffect32014-05-20wpujy.png
Ehh, no load issues since.

#267
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I checked my modded pcc files and it looks like the opacity IS default (98%).  I've found my mods for setting the opacity lower and will try them out (as mentioned above, 94% and 65%).

 

I hope the load glitch is a fluke...I really don't want to have to rebuild from zero.  My right arm is getting all sore again from mouse work again.

 

And...ran the opacity mod files and my opacity has been changed on the pcc files to what they SHOULD be.  Not sure why/how I managed to keep that out of the main mod.  



#268
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This mod corrects Tali's visor opacity to what it should be for the mod: http://www.mediafire...city-Change.zip

 

I'll have to fold it into the overall mod soon - and get it setup for the DLC mod too.  Right now will apply to main game.


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#269
Ottemis

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Ok lemme try that one.
 
Edit: Yep, working.
masseffect32014-05-20xluc4.pngmasseffect32014-05-208zud5.png

I added these to the Nexus project for her btw as user uploads but one of them doubled, i'd remove the last one it's a jpg stead of png. It gave me an error on the first set and I assumed they both failed to upload, apparently not the case lol.
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#270
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Thanks Ottemis!  I am SO relieved that the mod seems to actually work for more than just me. The periodic infinite load I can take so long as it works for the most part.  By the way, I updated the visor opacity mod shortly after you tried it above to include the Citadel DLC too.  If anyone installed the big game mod and the DLC mod, just install the visor opacity mod and all should work and appear as intended.

 

Eventually I get around to folding it all into the main mods.



#271
Almostfaceman

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Nice to see it's working. Right now, to avoid troubles trying to install MEHEM, Thane mod, and Citadel Epilogue Mod I just do a vanilla tree scan and then just install base game textures/meshes. I won't be able to test any dlc texture/mesh mods until they reconfigure the installation method for those other mods. It's the only way to get mostly what I want out of ME3, heh.  :)



#272
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Almostfaceman: yeah, well I have to finish the manual install of MEHEM and then try the same with CEM.  



#273
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OK, I believe the mods I've updated thus far are now also updated at Nexus and Moddb, and I now recall why I was originally not too keen to stay with Moddb.  They are a pain with their "approval" process, a pain with whining about images of even slight sexual nature, and just added work on updating and dealing with user questions.  

 

In any case, I'll continue on...I THINK I have the Colossus Armor mod (that replaces the Collector Armor) updated and set.  I'll update that here next, then make sure the full face helmet mods are working (including Liara's).



#274
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Liara mods (except DLC) are updated and available now in OP.  Will update Nexus and Moddb and then get to work redoing the DLC mods.



#275
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So far, so good.  People are actually USING the mods from Nexus instead of reporting glitches or texture fails.  Nice difference from before.

 

Well done KFreon.  I got torked about the changes a couple months ago but I was wrong.  Your work is solid and works.


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