Greetings all!
So, taking a little break from ME1 and ME2 modding i've had a little go at some ME3 modding. Its gone...somewhat well. So my goal is to change how shepard looks and it seems the only way i can do that effectively (no simple armor mods) was to grab ME3 Explorer and go digging.
[CLEANUP TIME! The original post content is at the bottom of this one in a spoiler tag, i suggest reading that if the replies from Getorex and anyone else dont make sense
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Basically what i've been doing is trying out different meshes and seeing what works. Please be aware that any "Success" entries probably still have texture problems and i would appreciate it if anyone could fix them up or even create their own, either with the FBDa slot in mind, or another. All armor slots i believe have a 110 bone count even some of the leg and torso ones so theres choices which slot you'd wanna create the textures for. For me at the moment Photoshop just isnt working, and i tried GIMP but for some reason it doesnt load files properly or show layers correctly so i cant do this myself just yet. (Many thanks to Ottemis for help with that in doing some texture files for me)
The reason you cant just grab textures done by others is because they may not be specificly designed with the armor slot the mesh is used in. So for example so far i've only been using the FBDa (N7 Defender) armor slot for any mesh modifications now, if i grab somebodies...say...Quarian textures and apply them to the FBDa ones they will go in ok but when you load the game you may see the colors are off or some areas are brighter or darker than others/etc. Im told this is due to how the game uses that specific slot. The same applies for all the armor slots. With the help of Ottemis we discovered when i was using the Reckoning armor slot that the blue channel in the _SPEC file was causing an excessive glow/shine, he blacked it out but the problem was only half gone. There was still a shine/sheen over the mesh.
My total progress in changing Commander Shepard:
Quarian Mesh: Success (Multiplayer Quarian mesh only unless i can fix using Getorex's info. Non MP Quarian mesh itself works however due to how visor is textured, stuck with checkerboard problem)
Used in the: FBDa armor slot (Also tried with Reckoning) - Textures look of low quality
Turian Mesh: Success (Multiplayer Turian (helmet'd) mesh only. Turians from games own files are seperate meshes (body and head). May experiment with those at another time)
Used in the; FBDa armor slot - Textures look of low quality
Geth Trooper Mesh: Partial Failure - Due to differing bone count even a simple 'skin wrap' in 3DS max didnt work fully despite the Geth and Quarian being similar. Causes stretching at the back and arms when holding a weapon. Looks nice when not holding any weapons though.
Used in the: FBDa armor slot - Textures looked fine (Default ones from game)
Krogan Mesh: Success (Multiplayer Krogan (helmet'd) mesh only. Krogans from games non MP files are seperate meshes. May experiment with those at another time)
Used in the: FBDa armor slot - Textures too bright, textures from middle of body downwards look really low quality.
Video of turian mesh in action (More to follow)
All files can be added to the game with ME3 Explorer with minimal fuss however as always, BACKUP YOUR FILES!
Files: (Contains Quarian, Turian and Krogan meshes and textures): [Click!] (Mega.nz)
(Files contain BASIC instructions only at the moment, more in depth ones to follow but the basic ones will get the job done)
As i said If anyone is willing to fix these up or even make your own i'd encourage you to do so. The textures are all the actual Multiplayer textures from the game)
(With the exception of the Quarian SPEC file, credit to Ottemis for that)
If you havent unlocked the defender armor and also to stop the N7 helmet appearing whilst you use the turian or quarian mesh, grab the ME3 coalesced editor, change the defender armor (FBDa) to have a plot flag of -1 and change the first two helmetappearances (under the id=0 one) to the following:
(Mesh(Male="BIOG_HMF_HIR_PRO.Hat_HairClip.HMF_HAT_Hcp_MDL",Female="BIOG_HMF_HIR_PRO.Hat_HairClip.HMF_HAT_Hcp_MDL",bHideHead=True,bHideHair=True,bHasBreather=True),Id=1,Name=134217768,Description=134217769,PlotFlag=-1,Type=CustomizableType_Helmet)
(Make sure when you copy that into the second spot to change the id=1 to id=2)
This stops the game using both of the default N7 helmets and instead uses a hairclip, when using the turian mesh, or even the quarian the hair clip is not visible at all.
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