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Play ME3 As Kasumi!


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#1
user-domain-error

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refer to this post for updated link

 

http://forum.bioware...r-domain-error/

 

play_me3_as_kasumi_mod___available_now__


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#2
iOnlySignIn

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To quote Kasumi herself: "I need this."

 

Also her visor looks a lot sillier up close.


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#3
iOnlySignIn

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Another Kasumi quote: "I'm a fan!"


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#4
user-domain-error

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To quote Kasumi herself: "I need this."

 

Also her visor looks a lot sillier up close.

well, that is the visor from sheps locker, i didnt mod that in, i just thought it looked similar for the picture.

 

glad you like it, i think you like it... lol



#5
Deager

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This is pretty fun. I'm not positive if I'd use it but, well, wait, how can I not!?



#6
Pearl (rip bioware)

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Nice job on the models, will definitely give it a go.

Parts 1 and 2 worked wonderfully, but running parts 3-5 throws this error on every attempted operation, and I haven't been able to figure out why. Any ideas?
Spoiler

Modifié par Pearl, 12 avril 2014 - 11:45 .


#7
user-domain-error

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Nice job on the models, will definitely give it a go.

Parts 1 and 2 worked wonderfully, but running parts 3-5 throws this error on every attempted operation, and I haven't been able to figure out why. Any ideas?

Spoiler

no, i have no idea, honestly, i have other people say that the mod is working and they have taken screenshots of it :( 

 

is this your first time using me3explorer? if it is there are steps you need to take before running mods.  (if you know this already im sorry about the repeat)

 

what version are you using? I do not have my DLC scanned when I made this mod, so i have no idea why its saying DLC for you. 

 

i will try to help you best i can, but my answers are limited because others have it working, so if you could please answer the above questions and be honest with the answers please :D or else I cannot sort out the issue and it will waste both off our time :(

 

I hope we can get this fixed for you :D



#8
Pearl (rip bioware)

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I have used ME3Explorer in the past, but just to extract/replace the coalesced.bin files for Multiplayer DLC.

The main screen appears to say "Version 0106w", but the background makes it a little difficult to tell.

I re-tried the mod, and still got the same error message when I declined to scan DLC in Texplorer.

#9
Ottemis

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Mods created with the newer revision are not compatible with older versions of the toolset. Since the overhaul at revision 623 of the SVN, everyone is advised to update to the latest SVN. Version 0106w is much too old I'm afraid. The error you're seeing is referring to a function that is called via the .mod that does not exist yet in that version of the toolset so it simply hasn't the slightest what it's asking it to do.

As to the name of the function, take it with a bag of salt, they might be using the same function now to mod both basegame and DLC content, which looks deceiving but means nothing on it's own.

 

It's important to switch as the newer versions reflect the ultimate method used by ME3Explorer to mod content (with the way it now unpacks DLC content and prevents the corruption errors) and the developers do not support the older revisions while the toolset is still under development. The content/story mods are moving towards building rev 623+ compatible install packages for their next release as well to stay ahead of the curve and the bulk of older mods can be automatically made compatible with the newer revision where they are not by it's built in autofix (with the exception of DLC meshmods). Most modders (like me and User-domain) have moved to create mods using the newer revision as they are most future-proof which also means, most user-friendly as long as people use the latest revision =)

 

For more information on the change, here are some links:

Specific post by me about the update and associated errors
ME3Explorer First time setup information

 

Be aware that the correct method of vanilla-ing an install is to either copy in a vanilla backup or deleting and re-downloading modified files. If you straight update or repair through Origin your files might not vanilla properly and this can cause issues in the long run while modding.

You will need a vanilla game install when you update as you will need to treescan on fresh files.

 

Some additional info on the DLC unpack method and autofix:

When modding DLC before you would run into issues where, if you modded content excessively your DLC SFAR (DLC package) would grow beyond 2 gigs in size, this would happen most on the larger DLC packages like the Citadel DLC, Leviathan, Omega etc, which would cause a corruption error to throw when you launched the game. This basically because 32bit compatible aplications can't handle files bigger than 2 gigs, it's a restriction we can't get around. This would render the DLC defunct until you replaced it with a vanilla backup.
This issue is now bypassed as Texplorer extracts all files that are likely to grow when modding from the SFARs while still being able to mod them and content can still be read from them, you will no longer get the DLC corruption issue as all content added with the new method won't bloat SFAR size any longer. This is optimal as now all manner of modding uses the same replacement method and is inherently compatible with eachother and DLC modding is now 'safe'.
Note that DLC folder sizes will increase when unpacked as we lose some compression there, so you'll want to make sure that you have enough room to run unpack without running into issues due to it's added disc-size, though depending on how many of the DLC you own, it can only add about 10gigs total apart from whatever adds ontop through modding.

 

As to the autofix, because the scripts for .mods that replace either mesh or textures in DLC was changed, older mods use scripts that are no longer valid. The developers have added a check into modmaker that reads the version the mod was created with and compares it to the version of the toolset you are using, and when there is a mismatch, will offer an option to autofix. Even if you run autofix it will only adjust the replacement script if it has to/ can so it can't do any harm. Note that, due to the way DLC mesh mods were scripted in the past, autofix does not work for them but most mod creators have moved to using the 623+ revisions and where they haven't, I'd advise you to contact them directly if there is an issue installign their mods on the newer revisions.


  • user-domain-error aime ceci

#10
user-domain-error

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Mods created with the newer revision are not compatible with older versions of the toolset. Since the overhaul at revision 623 of the SVN, everyone is advised to update to the latest SVN. Version 0106w is much too old I'm afraid. The error you're seeing is referring to a function that is called via the .mod that does not exist yet in that version of the toolset so it simply hasn't the slightest what it's asking it to do.

As to the name of the function, take it with a bag of salt, they might be using the same function now to mod both basegame and DLC content, which looks deceiving but means nothing on it's own.

 

It's important to switch as the newer versions reflect the ultimate method used by ME3Explorer to mod content (with the way it now unpacks DLC content and prevents the corruption errors) and the developers do not support the older revisions while the toolset is still under development. The content/story mods are moving towards building rev 623+ compatible install packages for their next release as well to stay ahead of the curve and the bulk of older mods can be automatically made compatible with the newer revision where they are not by it's built in autofix (with the exception of DLC meshmods). Most modders (like me and User-domain) have moved to create mods using the newer revision as they are most future-proof which also means, most user-friendly as long as people use the latest revision =)

 

For more information on the change, here are some links:

Specific post by me about the update and associated errors
ME3Explorer First time setup information

 

Be aware that the correct method of vanilla-ing an install is to either copy in a vanilla backup or deleting and re-downloading modified files. If you straight update or repair through Origin your files might not vanilla properly and this can cause issues in the long run while modding.

You will need a vanilla game install when you update as you will need to treescan on fresh files.

 

Some additional info on the DLC unpack method and autofix:

When modding DLC before you would run into issues where, if you modded content excessively your DLC SFAR (DLC package) would grow beyond 2 gigs in size, this would happen most on the larger DLC packages like the Citadel DLC, Leviathan, Omega etc, which would cause a corruption error to throw when you launched the game. This basically because 32bit compatible aplications can't handle files bigger than 2 gigs, it's a restriction we can't get around. This would render the DLC defunct until you replaced it with a vanilla backup.
This issue is now bypassed as Texplorer extracts all files that are likely to grow when modding from the SFARs while still being able to mod them and content can still be read from them, you will no longer get the DLC corruption issue as all content added with the new method won't bloat SFAR size any longer. This is optimal as now all manner of modding uses the same replacement method and is inherently compatible with eachother and DLC modding is now 'safe'.
Note that DLC folder sizes will increase when unpacked as we lose some compression there, so you'll want to make sure that you have enough room to run unpack without running into issues due to it's added disc-size, though depending on how many of the DLC you own, it can only add about 10gigs total apart from whatever adds ontop through modding.

 

As to the autofix, because the scripts for .mods that replace either mesh or textures in DLC was changed, older mods use scripts that are no longer valid. The developers have added a check into modmaker that reads the version the mod was created with and compares it to the version of the toolset you are using, and when there is a mismatch, will offer an option to autofix. Even if you run autofix it will only adjust the replacement script if it has to/ can so it can't do any harm. Note that, due to the way DLC mesh mods were scripted in the past, autofix does not work for them but most mod creators have moved to using the 623+ revisions and where they haven't, I'd advise you to contact them directly if there is an issue installign their mods on the newer revisions.

Thanks OTTE, I mean, i have no idea whats goin on, i updated to the new version to make my mod and people said id didnt work for the, so i went back to the old version and people said it worked, but now people say it doesnt work :( i am so frustraited over this i am thinking to take them all down. 

 

I appreciate you explaining what you did and I am going to link people to this post to read.  I just wish this could work for everyone!

 

you are a saint :D



#11
Ottemis

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Yeah just stick with the new revs hun and be sure to tell people when they use them they will need a rev above 623 and you'll be fine.

We can't keep sticking with the older revs as everything will be built ontop of the new functions now so it's really the only way to stay ahead of the curve, the transition is a bit messy as not everyone has crossed over yet but once that's done we'll be better for it.

I personally really look forward to the new MEHEM and ThaneMOD releases as they'll be built for it too and from that point on there's really no going back at all. Anything you built now is most likely to remain future proof and will cost you the least amount of time to support in the long run.

 

I'm personally completely crossed over to 623+, though because I have a lot of TPF releases they are inherently backwards compatible, when you create (dlc) mesh content you'll have to make a conscious choice.
You could consider releasing a version of the mod pre 623 and one for revs 623+ but you would also need to continue that support and a split in toolset usage is just a nightmare for mod and toolset support in general. Having said that, I've left my pre-623 mods up atm on Nexus alongside their 623+ counterparts and will be pulling them the moment the SF release of the toolset is updated. That way, when the SF and SVN both use the new version (the SF is from februari, way too old) we can officially drop support for pre 623 revs.

 

If you want more info just poke me on skype yeh =)


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#12
user-domain-error

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Yeah just stick with the new revs hun and be sure to tell people when they use them they will need a rev above 623 and you'll be fine.

We can't keep sticking with the older revs as everything will be built ontop of the new functions now so it's really the only way to stay ahead of the curve, the transition is a bit messy as not everyone has crossed over yet but once that's done we'll be better for it.

I personally really look forward to the new MEHEM and ThaneMOD releases as they'll be built for it too and from that point on there's really no going back at all. Anything you built now is most likely to remain future proof and will cost you the least amount of time to support in the long run.

 

I'm personally completely crossed over to 623+, though because I have a lot of TPF releases they are inherently backwards compatible, when you create (dlc) mesh content you'll have to make a conscious choice.
You could consider releasing a version of the mod pre 623 and one for revs 623+ but you would also need to continue that support and a split in toolset usage is just a nightmare for mod and toolset support in general. Having said that, I've left my pre-623 mods up atm on Nexus alongside their 623+ counterparts and will be pulling them the moment the SF release of the toolset is updated. That way, when the SF and SVN both use the new version (the SF is from februari, way too old) we can officially drop support for pre 623 revs.

 

If you want more info just poke me on skype yeh =)

ya, you are right, i am just going to stick to one and tell people what i am using like you suggested.  I honestly do not ever want to revisit any of these mods again haha.  i have spent so much time trying to get them to work for everyone that i am sick of looking at them :( lol!

 

I will definitely take your advice and until then, i am just going to showcase them until i can get them to work for everyone. hopefully it doesn't take too long. :D thank you!.


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#13
Ottemis

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Sounds good babe, we can skip into the rev 623+ sunset together =P



#14
Drengin

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Can we still change explorer via SVN to previous versions to enable earlier mods to be loaded?



#15
Ottemis

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A new treescan is required for rev623+ and as you're supposed to scan on unmodified files, not really. The treescan won't work pre 623 so you most likely won't find matches for DLC textures for instance, plus 623+ unpacks your DLC opposed to repacking into the SFARs as pre-623 rev's did (that includes the SF release atm).

Post 628 revs have autofix functionality for .mods which should work for everything except DLC Meshmods (and content mod packages). Those should ideally be made compatible by their creators to keep up with development curve. Updated content mod DLC packages will be made available next respective updates from what I've heard, you can ask their creators for more information. My advice is stick with the SVN and inform mod creators if their mods won't apply with it, it's their responsibility to update it in the end.


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#16
Drengin

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Thank you for the response.


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