When I tried to download dev-717, I was informed it contained Malicious Material. Any suggestions?
Mesh Modding with textures on the side.
#751
Posté 22 décembre 2015 - 10:29
#752
Posté 23 décembre 2015 - 07:32
When I tried to download dev-717, I was informed it contained Malicious Material. Any suggestions?
Using Chrome? If so you need to use Thunderbird or some other browser and then you need to download it anyway.
This is a common issue and Chrome wont let you download it no matter what so you just have to use another browser and ignore the warning because it's bogus. There's no malicious code in it.
#753
Posté 25 décembre 2015 - 04:49
Putting finishing touches on DLC_CON_Geto01, the Ashley+ mod. This time it will be plug-and-play, just move the DLC_CON_Geto01 folder to your game DLC folder and it will work. I'm adding another armor to replace her alliance uniform on missions. Ash will still wear the alliance uniform on the Normandy and Citadel. The new armor is Ajax, so Ash gets 2 new armors: ME1 heavy digital camo and the Ajax. Trying to finish up the squad selection images so they look decent when selecting the squad and match with what she is wearing.
#754
Posté 25 décembre 2015 - 05:25
DLC_CON_Geto01 now updated to version 11. New with this version: it is now 100% plug-and-play. No more need of ME3Explorer at all, no TocBinUpdater or AutoTOC. Just copy the DLC_CON_Geto01 folder into your game DLC folder and go.
Squad selection images now updated to match what Ash and Liara are wearing from this DLC. Also, Ashley gains yet another new armor: Ajax (texture by Tarkov33 here in the forums). The Ajax replaces her Alliance uniform on missions only. She still wears the Alliance uniform on the Normandy and Citadel.
- Iakus aime ceci
#755
Posté 26 décembre 2015 - 10:12
So, Traynor and Ashley (plus) are now in plug-and-play DLC forms. No work for the user beyond putting the DLC folder for the mods into the game DLC folder. I will now start work on integrating my EDI mod into DLC_CON_Geto01 (have to do it that wasy as a file required for the Ashley/Liara mods to work right in Geto01 also contain EDI's head. Need to keep them all together in the same DLC so...
#756
Posté 29 décembre 2015 - 02:32
Uploading DLC_CON_EDI now to Nexus. A plug-n-play DLC version of my EDI mods. More human appearance but retaining synthetic appearance. No more visor, More human face (with ears), even "hair" instead of a helmet. Body is also "upgraded" by being slendered and smoothed down a bit. Eliminated her default clearly robot body and replaced it with a more human body/uniform. Now Joker can feel less like he's messing around with a Japanese sexbot and more with a human-ish female.
#757
Posté 30 décembre 2015 - 08:35
Updating DLC_CON_TaliFF full face mod. New version corrects a problem with one of the Rannoch mission files that would cause the game to crash at a later point of the Rannoch mission. It also reduces the visible jaw movement of Tali's face in her alternate uniform (still needs a bit of improvement there).
#758
Posté 04 janvier 2016 - 04:14
Upload glitch last evening screwed up update to version 13 for DLC_CON_Geto01 (Ashley+ mod) at Nexus. This update/version includes new squad selection icons so the new Ash and Liara armors look the same as the others.
Also - progressing fairly well with the update/alternate version of the EDI face mod I have. I'll provide an update to the current synthetic EDI version so she doesn't appear so dark-skinned (darkish-gray/silver) plus I hope to produce a working human-skinned EDI, similar to the EVA mod, but using Tricia Helfer's face/skin (EDI's body model and voice actor) as the source. Also hope to tweak the hair to be blond and appear properly, like hair. I've been making fairly decent progress on giving EDI Tricia's face. I managed to find a full-on frontal face shot of Helfer that was able to be used in place of the default EDI face that, with minor additions and edits, is working with EDI's face UV map. A little tweaking of the neck/scalp texture and they should blend together rather well. Her mouth, nose, eyebrows, skin-tone all are Tricia Helfer's (yum).
#759
Posté 05 janvier 2016 - 03:40
Reworking EDI continued:
Have her face about 80% mapped to Helfer's face. Took a break from that to make her new hair mesh. That is now about 90% finished. Also generated a blonde hair texture to use with it (using same hair colors from the same picture I used to get Tricia Helfer's face from).
Hair mesh, not yet textured:
#760
Posté 06 janvier 2016 - 04:13
#761
Posté 17 avril 2016 - 07:57
Been a while. I finally got around to "finishing" my new (potentially) EDI mod that gives her short blond hair, blue eyes, human-toned skin. I actually am using Tricia Helfer's face/skin and hair images as diff maps and color maps here. She (EDI) looks good in Blender but now I'm finally at the point of trying it in my own game.
Here's Blond Tricia Helfer EDI in Blender:
I really hope she looks close to this in-game.
- Almostfaceman aime ceci
#762
Posté 18 avril 2016 - 06:21
Thanks for the EDI and Tali mods. They're awesome!! (Though I think I'll stick to EDI being a robot instead of having human skin color).
I'm curious...I've seen around the interwebz that it's not possible to remove Jack's visor from her alternate appearance in ME2. Is that actually the case? If not, is there any way you might could make a mod to remove it?
Thanks for your work!
#763
Posté 18 avril 2016 - 09:00
She'll have robot blue eyes though! ![]()
I'm installing the new textures for the EDI mod as I type so I can, hopefully, try it out in my game. Last night I tried but couldn't get the textures working so she ended up with the black face issue. The mesh looked fine (hair, etc) but without the main part, the textures, applied I have no idea how it works in full. Hopefully within a couple hours I'll know. I suspect I'll have to at least screw around with her scalp spec map to make it all work and look correct.
As for Jack:
I haven't looked at Jack's alt appearance mesh but I'd be VERY surprised if you cannot remove that ugly visor (I hate it and so never use that appearance). It should be no harder than removing EDI's visor. I'll take a look. It would be fairly simple - just remove the mesh for the visor and import the mesh again. Done.
Thanks for the EDI and Tali mods. They're awesome!! (Though I think I'll stick to EDI being a robot instead of having human skin color).
I'm curious...I've seen around the interwebz that it's not possible to remove Jack's visor from her alternate appearance in ME2. Is that actually the case? If not, is there any way you might could make a mod to remove it?
Thanks for your work!
#764
Posté 18 avril 2016 - 09:38
I take it back on Jack. I cannot, as yet, find the pcc file that contains the alt appearance that includes the visor.
#765
Posté 19 avril 2016 - 04:56
I take it back x 2 now. I was thinking ME3, not ME2. Meshes cannot be modified in ME1 or 2, the tools just aren't there to put them in (but you can pull them out). So there's no way to eliminate the visor.
#766
Posté 19 avril 2016 - 06:18
#767
Posté 19 avril 2016 - 06:48
I take it back x 2 now. I was thinking ME3, not ME2. Meshes cannot be modified in ME1 or 2, the tools just aren't there to put them in (but you can pull them out). So there's no way to eliminate the visor.
Isn't the visor a separate mesh though? I was able to remove ME2 Garrus' visor. Can't you just cut it from her head?
#769
Posté 19 avril 2016 - 07:43
Isn't the visor a separate mesh though? I was able to remove ME2 Garrus' visor. Can't you just cut it from her head?
The issue is mesh modding Mass Effect 2. The Jack with a visor thing is ME2, not 3 and it is not possible to import meshes into ME2, just pull them out. You would need to pull out Jack's mesh, delete the mesh for the visor, import the modded mesh back into the ME2 pcc file. That last part is the problem.
#770
Posté 19 avril 2016 - 07:53
This looks like a similar thing to what we did with Udina and Bailey's hair. You'll probably need to edit some MaterialInstanceConstants to get the color right. See here for more info. Hope that helps.
Thanks, I'll check that but I think in this particular case it is a matter of me making multiple changes to the Custtextures0.tfc file before I finished and renamed it. Also, I had to re-assign materials to the mesh sections because in my new EDI model they are reversed. In the normal pcc they go in order: scalp mat, face mat, eye mat, visor mat (but I'm not using a visor so ignore that). When I import my mesh the sections are reverse so I have to change them to the order: eye, face, scalp. It was all working then except for the glow (previous image). I then used the binary material edit from Largon's Eva as EDI mod to change EDI's material properties for my own mod. That is how I eliminate the glow and the shine. After all this AND changing the scalp textures again, I got the solid grey.
I've had nothing but problems with trying to get a changed and changed again Custtextures0.tfc to work in a DLC mod. I either end up with black textures or, in this case, solid grey. I'm going to redo the mod (AGAIN) from scratch, apply the textures ONCE and check before I start fiddling with materialinstance stuff. I hope I wont have to.
#771
Posté 19 avril 2016 - 08:00
The issue is mesh modding Mass Effect 2. The Jack with a visor thing is ME2, not 3 and it is not possible to import meshes into ME2, just pull them out. You would need to pull out Jack's mesh, delete the mesh for the visor, import the modded mesh back into the ME2 pcc file. That last part is the problem.
Ah. I thought you were going to replace ME3 Jack with ME2 Jack with visor. My bad.
#772
Posté 20 avril 2016 - 12:12
One thing that isn't working for this new EDI is her eye color. I replaced the dark grey with blue but, thus far, when I try it in the game her eyes lose any iris color at all and are just a light grey-white. I'd LIKE to give her eye color but may be forced to stick with the default grey.
#773
Posté 20 avril 2016 - 12:29
This looks like a similar thing to what we did with Udina and Bailey's hair. You'll probably need to edit some MaterialInstanceConstants to get the color right. See here for more info. Hope that helps.
The issue reasserted itself as I tried the brand-new generated DLC. At first the wrong materials were mapped to each section and they rendered properly for that material (the eye mat was assigned to the scalp and the scalp to the eye). After I reassigned the materials, the scalp goes solid grey again and the eyes are just light grey-white. From checking your link, it appears from my reading that this would apply a color to the entire object rather than just parts, such that it would work for hair but what of the scalp AND hair? They are all in one texture here (just like Largon's Eva as EDI mod). Plus, doing a quick look at BioH_EDI_00_NC for MaterialInstanceConstants I see a couple for the body and 4 for HeadSMC associated with Conversation, and closer still, they are scalp, face, eyes, visor. So if I change the scalp color via MaterialInstanceConstants then her skin will take on the same color as her hair (or vice versa). Any pointers or advice?
#774
Posté 20 avril 2016 - 02:23
Ah, ok. That's really sad, cause I freaking hate that visor (though I love Jack's alternate appearance). Thanks for all your modding though!! ![]()
#775
Posté 03 juin 2016 - 06:22
@getorex
Am right now trying to get a Terminus armour suit for Ashley, but I keep running into this issue:
have you ever encountered this before? Any ideas as to what is causing this problem (Is it the Norm Map?)






Retour en haut









