Mesh Modding with textures on the side.
#701
Posté 03 août 2014 - 05:44
#702
Posté 03 août 2014 - 10:56
What are your helmet settings?
#703
Posté 04 août 2014 - 06:51
Mr.Ph11 are you using an edited Coalesced and did you edit it to affect helmet wear?
Can anyone else reproduce this effect (Ashley not wearing armor and wearing a breather on Thessia)? Or on the Geth mission?
The alliance uniform is only installed/applied to the Ashley NC pcc and a few of the Citadel pccs (main game and DLC) - basically, any file that originally had her catsuit default uniform was replaced with the alliance uniform. It shouldn't have any effect on missions where you select what armor she will wear in the mission selection screen.
I'll look over the jobs in the v8 mod in any case to see if there's something amiss there. No one else has reported this and I'm at a loss at the moment.
#704
Posté 04 août 2014 - 07:08
Mr.Ph11, also, the latest Ashley mod is here (v9). You could try it instead.
http://www.mediafire...over-Fullv9.zip
#705
Posté 04 août 2014 - 07:40
Well wearing the breather is caused by having squadmate helmets set to 'default on' or 'off in conversations' in the narrative menu. (I have it set to off in conversations, I like to see them wear helmets in combat..those that have them at least.)
The uniform I don't know.
#706
Posté 04 août 2014 - 09:00
Then there's at least one pcc that still contains the mask instead of the helmet.
#707
Posté 04 août 2014 - 09:12
Not using a coalsced edited for now, and those I had before (and will have on my next install) were to unlock full armors and weapons, nothing particular to helmet or any customizable armor.
Can I install the new mod on top of the old one?
#708
Posté 04 août 2014 - 10:04
You can but don't do it too many times. Every time a mesh mod is applied to a pcc the file grows in size because the new mesh gets appended to the end of the file, leaving the previous versions (the original and the first mod). You can do it a number of times but, as I said, the file gets bigger and at SOME point will tend to make the game unstable. Pointers in the file direct the game to use the new/last mesh.
#709
Posté 04 août 2014 - 10:43
At some point, when I'm saisfied with the mods I've chosen, I'll call blank slate on that and re-install all mods that worked, just to avoid bugs. Now I'm mostly praying I won't screw my legend.sav, like one of my earlier playthrough. It would screw my ability to start a new game + and I don't want that ![]()
#710
Posté 04 août 2014 - 10:50
The mods shouldn't affect your save at all. If your game gets goofy, just re-vanilla it (or the parts a problematic mod affected only) and try again.
#711
Posté 05 août 2014 - 09:20
OK, faster than anticipated, the Tali mod update is complete. I also found a second pcc I missed before so this mod applies to ALL Tali-containing pcc files except TLIc (the alt armor version with face armor covering everything as mentioned above). I've also included a tpf of the correct textures. When you load the tpf you will get two bolded version of the alternate Norm. This is not a problem so once you load the tpf, analyze with texplorer, you can install valid and it will all go in. Testing it myself, I will try tweaking the opacity on Tali's alternate uniform visor a bit. Though it is set the same as her default uniform, on my system it comes off looking almost clear. That's been the pain with tweaking this mod. Very slight changes in the opacity setting produces results that don't really match the adjustments.
Tali is an amazing mod. I love being able to see her face. To bad you can't see the rest of the quarians ... >.> lol
#712
Posté 05 août 2014 - 09:33
Id have to find all quarians in the game...
- Almostfaceman, grant69 et Chroptus aiment ceci
#713
Posté 05 août 2014 - 11:15
RMAM thank you. That mod is the one I'm most proud of because it was the most complicated and difficult. I have considered, off and on, going back and seeing if I could make all the quarian's faces more visible. There are only a few different versions, male and female. I could probably use the tali face mesh for females and maybe make their visors a bit more opaque than Tali's and maybe change the line/tattoo pattern on the face. For the males I could select a generic male face and adapt it to one and then copy it into the others. It would be a lot of work but a lot easier this time around since I know how to do it now.
Id have to find all quarians in the game...
Meh was just throwing it out there. Didn't mean to cause you more work. ![]()
#714
Posté 06 août 2014 - 09:49
RMAM thank you. That mod is the one I'm most proud of because it was the most complicated and difficult. I have considered, off and on, going back and seeing if I could make all the quarian's faces more visible. There are only a few different versions, male and female. I could probably use the tali face mesh for females and maybe make their visors a bit more opaque than Tali's and maybe change the line/tattoo pattern on the face. For the males I could select a generic male face and adapt it to one and then copy it into the others. It would be a lot of work but a lot easier this time around since I know how to do it now.
Id have to find all quarians in the game...
Ive been thinking on suggesting this myself, rmam beat me to it. But that is a great idea on the diversity ![]()
#715
Posté 06 août 2014 - 01:00
A quick look at other quarians in the game tells me that I could only change a few quarians to have semi-visible faces (easier for me at least) because the textures for many of them include the visor in the body texture rather than, like Tali, having a separate visor texture and separate visor material. I think it would mean that for a few quarians where close-up interaction occurs, where you see the glowy eyes, THOSE can be changed to full-face quarians. All others would have opaque purple-ish visors and no face (no need).
By the way, in looking into this I found a Tali texture I haven't updated to work with the full face: her Tux. I'm currently generating a set of Tux textures that includes her face and eye textures in them and will update the Tali mod when I'm done. I assume the "Tux" (just a black-and-white version of her default uniform) is worn in lieu of a dress on the Citadel?
- RMAM aime ceci
#716
Posté 06 août 2014 - 04:26
A quick look at other quarians in the game tells me that I could only change a few quarians to have semi-visible faces (easier for me at least) because the textures for many of them include the visor in the body texture rather than, like Tali, having a separate visor texture and separate visor material. I think it would mean that for a few quarians where close-up interaction occurs, where you see the glowy eyes, THOSE can be changed to full-face quarians. All others would have opaque purple-ish visors and no face (no need).
By the way, in looking into this I found a Tali texture I haven't updated to work with the full face: her Tux. I'm currently generating a set of Tux textures that includes her face and eye textures in them and will update the Tali mod when I'm done. I assume the "Tux" (just a black-and-white version of her default uniform) is worn in lieu of a dress on the Citadel?
So characters like Ran(spelling?) can be replaced?
#717
Posté 06 août 2014 - 05:24
Possibly. Any NPC quarian with close up speaking parts that display the glowing eye animation will also have the partial default face and a separate visor material. All others, no face, no actual separate visor. Just a purple colored flat mesh sheet for a face (their visor/helmet).
Here is the Tali mod update that now includes the Tux texture update http://www.mediafire...keover-8614.zip
#718
Posté 06 août 2014 - 06:47
Close (I think) to releasing an update to the Traynor-Femshep mod that I hope reduces the lines in the texture around the hips.
#719
Posté 07 août 2014 - 02:36
Check out the picture i posted in this thread: http://forum.bioware...mer/?p=16575148
A guy on deviantart who made a nice face for tali. Maybe its possible to use that face? if we ask him/her for permission?
#720
Posté 07 août 2014 - 06:03
OK, faster than anticipated, the Tali mod update is complete. I also found a second pcc I missed before so this mod applies to ALL Tali-containing pcc files except TLIc (the alt armor version with face armor covering everything as mentioned above). I've also included a tpf of the correct textures. When you load the tpf you will get two bolded version of the alternate Norm. This is not a problem so once you load the tpf, analyze with texplorer, you can install valid and it will all go in. Testing it myself, I will try tweaking the opacity on Tali's alternate uniform visor a bit. Though it is set the same as her default uniform, on my system it comes off looking almost clear. That's been the pain with tweaking this mod. Very slight changes in the opacity setting produces results that don't really match the adjustments.
Okay I am off to try the update.*fingers crossed*
Edit: Didn't think I could love Tali more. But you did it. ![]()
Second Edit: Eyes are a lil off on Rannoch . When she looks down eyes seem to clip. I tried to get pic but was to quick for me.
Modifié par RMAM, 07 août 2014 - 08:56 .
#721
Posté 14 août 2014 - 06:02
Okay I am off to try the update.*fingers crossed*
Edit: Didn't think I could love Tali more. But you did it.
Second Edit: Eyes are a lil off on Rannoch . When she looks down eyes seem to clip. I tried to get pic but was to quick for me.
What do you mean "eyes seem to clip"? In what way?
#722
Posté 14 août 2014 - 08:07
What do you mean "eyes seem to clip"? In what way?
Ok let me see if I can explain. at times is like her hers show up under eye lids. Almost like lids are transparent. Mainly happened when they went to Rannoch to do the rescue mission. I can try to get a screen shot on my next play through.
#723
Posté 19 août 2014 - 05:41
RMAM...May be an artifact of me scaling her face down a little. Someone indicated they thought her face looked too big (I believe it is illusion through the visor but decided to try shrinking it anyway). Scaling the mesh down doesn't scale the bones in the face and that MAY cause some odd behavior when the bones are used to animate the parts. I think I will revert her to previous (lot easier than screwing with the bones and getting THAT right). Her face CAN'T be too big because it is the same size as any NPC human face because it IS an NPC human face with a unique texture applied (plus unique edits to structures like the nose, chin, jawline to make her unique to Tali).
I'll post when it is back-converted and, hopefully, it wont be an issue any longer.
#724
Posté 19 août 2014 - 06:23
RMAM...May be an artifact of me scaling her face down a little. Someone indicated they thought her face looked too big (I believe it is illusion through the visor but decided to try shrinking it anyway). Scaling the mesh down doesn't scale the bones in the face and that MAY cause some odd behavior when the bones are used to animate the parts. I think I will revert her to previous (lot easier than screwing with the bones and getting THAT right). Her face CAN'T be too big because it is the same size as any NPC human face because it IS an NPC human face with a unique texture applied (plus unique edits to structures like the nose, chin, jawline to make her unique to Tali).
I'll post when it is back-converted and, hopefully, it wont be an issue any longer.
No hurry. I love the mod anyway. ![]()
#725
Posté 14 octobre 2014 - 03:43
Hey Getorex, similar to my post in Ottemis' thread, I just want to say thanks for your mods!
I was a bit concerned if everything would work together, since I am using pretty much all the mesh and texture mods that I could find on my current ME3 build but my tests show that everything works perfectly so far. I am using Liara's modified body and helmet, as well the modified Miranda. I am not very far in my playthrough yet but it already looks great in my quick tests. I'll update with a few screen once I am far enough in.
Cheers and thanks again for all your work!





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