This 81 year old has attempted to follow all 48 pages of images and "how to do it". Below is all the data I have compiled that should work on my Win 7 64 bit Mass Effect 2 game.
Please Assist this old poop with a simplified "How To".
Female Shepard
Description
What it is: a replacement for the third female complexion setting in character creator. Will add custom eyebrows, eyeshadow and lip tint.
In the character creator this is compatible with all skin tones and makeup options. For example eye makeup will simply act as another layer (reference pics provided.)
To use: Run through texmod.
In the character creation screen make sure option for eyebrows is to the far left (no eyebrows.)
Known issues: Eyebrows may seem a little 'flat' because I could not alter the normal map.
Since the eyebrows are a part of the actual face texture, there is no option to change their
color.
This texmod will also alter the face textures of a few game NPCs (the corpses in the tutorial level and the woman in the apartment during Mordin's recruitment. I haven't come across any others in a full playthrough.)
Shown using face code 743.1FI.G81.M89.EG1.1BQ.7LM.A11.RR6.FA7.111.376
Mohawk and illusive man's eyes added using Gibbed save game editor.
To change a face on an active Shepard, you'll have to use the import headmorph feature under the toolbox tab for use with a Gibbed head morph file. I went ahead and uploaded a head morph file on my texmod page:
http://social.biowar...ect/2572/#files
New to texmod? Find a download and instructions here: social.bioware.com/project/2015/
**added a version B of this to the files. Alters the eyeliner and lips ONLY (no custom eyebrows.) The black eyeliner has also been softened a bit.
8/04/2010 - Version 3.0 added; updated files with version currently in use.
Changes: Fixed the harsh edge of eyeliner especially noticeable in ME1; no other changes
TexMod Beta Version v0.9b
Author: Assassine | 22 February 2009 | : 3
TexMod Beta Version v0.9b | 581KB
TexMod is an utility to find, save and modify textures in Direct3D 9 applications. In order to share and distribute texture modifications, packages can be created, which are both compressed and prevent a further modification.
Benefits are that you don't have to modify any files of your application's installation and you don't need any game specific modding tools.
The application interface offers three modes:
1) Package mode: add package files to a list and load them into the selected application.
Packages on top of the list are loaded first. Change the package order to remove prioritize a package if it changes the same texture as another one.
2) Logging mode: choose between several options and start the selected application in logging mode. You can browse through all loaded textures of the application and save the selected one in the output folder.
For every saved texture a line will be appended to the texmod.log file in the output folder in the format the Package Builder expects it.
3) Build mode: create a package by selecting a definition file (e.g. an automatically created log file) and entering your name and a comment, which both will be shown when opening the package in the package mode.
NOTES
This is an early beta version and does not offer application specific fixes. Don't be surprised if your application crashes or shows other strange behaviour and expect a slight performance drop, especially when you use the logging features.
TexMod manual
TexMod Beta Version
TexMod is a utility to find, save and modify Direct3D textures in DirectX 9 or greater(!) applications. In order to share and distribute texture modifications, packages can be created, which are both compressed and prevent a further modification. Benefits are that you don't have to modify any files of your application's installation and you don't need any game specific modding tools.
[edit] Modes
The application interface offers three modes:
1. Package mode: add package files to a list and load them into the selected application.
o Packages on top of the list are loaded first. Change the package order to prioritize a package if it changes the same texture as another one.
2. Logging mode: choose between several options and start the selected application in logging mode. You can browse through all loaded textures of the application and save the selected one in the output folder.
o For every saved texture a line will be appended to the texmod.log file in the output folder in the format the Package Builder expects it.
3. Build mode: create a package by selecting a definition file (e.g. an automatically created log file) and entering your name and a comment, which both will be shown when opening the package in the package mode.
[edit] Running a mod
To use a mod you will need a .tpf file.
Run TexMod.exe.
Click the big folder icon in the Target Application section and select Browse. Find your GuildWars folder and select your gw.exe. Switch to "Package Mode". In the "Select package" section press the small folder icon and find the .tpf file you want to use and select it. And then hit run, if all goes well your mod should work. Enjoy.
Many many Thanks
drybones