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Post by Deleted on May 2, 2017 13:43:34 GMT
When the game is patched, and you had modded your characters with different textures, the following needs to be done to avoid game's freezing when starting:
Use Recovery Tool to return the game in unmodded state and delete any saved exported **.bin texture files (the later is to avoid confusion later on). Restore the .DLL file that came with MEA Explorer back to the original. Apply the game Update, and re-replace the .DLL file with the versions that come from MEA Explorer tool . Re-export **.bin texture files, and re-import them.
The Tutorial is in the Spoiler Tag below:
600 years of cryostasis can do a number on Ryder's skin. Of a real frigging disaster kind. Also, some people like trim eyebrows. Who knows why, maybe they have taste and stuff. Epic Modders to the rescue! The tutorial below is a copy-paste of a conversation of an surpassing awesomeness that I had with fialka who basically wrote the whole thing for the F!Ryders. Kitsumi provided the grateful posterity with the indexing of the M!Ryder's heads. Also, kudos to Shane, the Male Head#1 for taking such a good care of his skin and not eating the excessive amount of carbs. It shows, Shane, it shows.... It works both when creating the character and in a saved game. I do not want this vital for the Initiative information lost in the long and awesome thread about gorgeous Ryders, so I am doing the copy paste here in hopes that those who ardently seek shall find! The tools you will need to obtain and install if you want your Ryders on your terms now, not when Bio gets around to it (they likely will like about three hours after I post it, I just know it!) are: Wavebend's exceedingly awesome MEA Recovery Tool available from Nexus. It comes with Instruction, so read, install, back up your game and enjoy! www.nexusmods.com/masseffectandromeda/mods/122/?and the rad MEAExplorerWV modding suit that is described in this post along with the links to where and how to get all pumped up, download it, and get it running: bsn.boards.net/post/603360Now, armed with the deeply held belief that acne sucks and tools to beat it into submission, back up your game, pick the skin (or proud brow) you want on the face you otherwise love, note the preset numbers for the donor and the recipient (Head 3 or whatever) and follow these simple instructions! If you want to know why the below will work and demystify the files, check out fialka explanation of the file structure and 3D modelling basics in the spoiler tag below: About 3D modeling: There's three aspects we care about in this case. There's more to it, but here's the stuff that's actually relevant to what we're doing: 1. The mesh The actual 3D model that we start with. The "shape" of the head preset you want to use. Think of it as the unpainted clay sculpture of a head. When I refer to a 'texture' I mean a 2D image that's applied to the mesh to make it look like what we see in the game. There's two different textures we care about here - the normal map and the diffuse map. 2. The normal map A normal map affects how light hits the mesh. The actual 'texture' of the skin in the real life sense - the wrinkles, pores, eye bags. Is it rough or is it smooth? Oily or matte? If we went back to our clay head with a toothpick and tiny chisel and sandpaper to really fine tune it, that's what the normal map is able to mimic. I'm not going to go into how it does this, as I frankly don't know either. Computer magic! (The problem with the default Sara skin mod people are having, where her face looks bumpy - it's the normal map that's doing that, which is why I recommend using Preset 1 or 5's normal maps instead for that smooth look you see in my screens.) Technical note, if you're curious: You could add these details to the "mesh," (use that toothpick to make every individual pore) and have a super detailed model. But it would be incredibly unoptimized. The file size would be huge, and if they did that with every mesh in the game you'd need a crazy good computer to run it. The normal map is an efficient 'cheat' of sorts that visually mimics the play of light and shadow over the form. Plus, by applying different normal maps you can make the same mesh look like it's made of different materials: You can make a simple cube look like it's made of wood or polished stone or even fur with different 2D normal maps. Or make the same head mesh look young, old, pockmarked, and so on. 3. The diffuse map. The actual skin and facial features you're seeing. If you took the skin off your face, laid it out flat, and took a picture (such a gory description, sorry!). This determines what you see for moles, eyebrows, lips, freckles, makeup if it's there, all that stuff. If we took our clay head sculpture and painted a realistic face and scalp on it. EDIT: Bonus: The specular map. Okay, so I know I said there's only three factors we care about, but there is a fourth, if you really want to fine tune things. A specular map is a texture that affects how glossy or shiny the model looks. Whether the skin is matte, dry, dewy, oily, wet. I realize I also said the normal map determines this... and it can, also. Think of this way: the normal map affects how the light hits the model. The specular map determines how much. In the post just below mine, Kitsumi demonstrates this at work. (The specular map for default Sara ("Jayde"), for example, can be found here: ROOT > game > characters > human > hmf > 0_heads > textures > head_jayde_mask_res.) So, what is it we're doing exactly in MEA Explorer to change how these presets look? The game knows that the mesh for a particular object uses the texture in a specific place. What we're doing is replacing that texture with a different one. We're extracting the diffuse map used by "Jayde" (better known as our default Sara). That's what the file we export called "diffuse_mean.res.bin" is. Then we're overwriting the diffuse map used by "Cora" (preset 9) with that one. That's what happens when we import that texture we save into our chosen preset. It literally overwrites the existing texture. (Which is why you want the MEA Recovery Tool to restore your files if you mess up!) It does seem like you can only change a texture for a particular preset once. In my experiments, trying to swap the texture again, or even changing it back to the original, doesn't seem to work. In my case, not at all. Amirit ended up with double eyebrows because the textures layered on top of each other. So definitely make use of that MEA Recovery Tool! I cannot stress this enough! It brings all those files you replaced back to the default state. And you won't have to worry about messing up because it takes just a second to fix it! Also, it does look like for now we're limited to swapping textures within the same directory. When you look at the file structure in MEA Explorer, just think of it as folders within folders like on your computer. We're limited to using textures from within the same folder, at least for now. Whether this is a game engine issue or if MEA Explorer can't handle replacements across different .TOC files, I couldn't say. (A .TOC is something like a .ZIP or .RAR file bundle used by some games - Bethesda games like Skyrim and Fallout use .BSA instead, which you might be familiar with if you've ever modded them.) As for the file names, each of the female presets uses the same naming conventions. Normal_mean.res for the normal map, and diffuse_mean.res for the diffuse map. Which get exported as normal_mean.res.bin and diffuse_mean.res.bin, respectively. The exception being Preset 9 ("Cora"), whose maps are called norm_mean.res and diff_mean.res for whatever reason. So they get exported as norm_mean.res.bin and diff_mean.res.bin instead. They still work just fine, though I could see how it made my tutorial confusing! 1. Open MEA Explorer 2. FS > Load FS > Navigate to MassEffectAndromeda.exe (or just load it at startup) 3. Navigate to FS > TOC > Data/Win32/Characters_sp.toc 4. Right click on the one you want to change (pathfinder_female_customized and pathfinder_male_customized respectively), choose option "Load into VFS" 5. Navigate to VFS > Root > Game > Characters > Human > HMF > Heads or VFS > Root > Game > Characters > Human > HMM > Heads. 6. Pick preset's textures that your heart desires. The normal map controls the skin texturing, the diffuse map is for eyebrows/lips/etc. The textures for each preset are located in: pca > textures and you will need to export (on the right click) diffuse_mean.res. and normal_mean.res 7. The will export as diffuse_mean.res.bin and normal_mean.res.bin files. Save them in a folder creatively named to indicatethe model they come from for future use (if you decide to go wild and make more than one character with those textures!) 8. Now navigate to the preset you are eager to modify. Import the textures you just exported over diff_mean.res and norm_mean.res (also under pca > textures, and also with the right click!) 9. Kitsumi suggest trying to replace one more texture to adjust how the face interacts with light: bsn.boards.net/post/640682 All done! Here's a guide to the preset names if you want to mix and match other textures: Female Presets: default = Jayde, 1 = Amy, 2 = Ana, 3 = Emily, 4 = Susan, 5 = Mariah, 6 = Desiree, 7 = Biftu, 8 = Raylene, 9 = Cora. Male Presets: Dimitri has a different file structure for pca and we could only guess what the guy looked like. Probably an Adonis. Those who made it are: 1= Shane, 2=Caleb, 3=Mike, 4=Kent, 5=Jason, 6= Vik, 7 =Jonathon, 8= Dominique, and 9 = Donald Now, if you did not like the result, and want a baksie or a do-over, you will need to run your handy MEARecoveryTool.bat and then either leave the characters as they were or apply different textures. An example of an edited female preset (#9) can be seen in fialka 's post: bsn.boards.net/post/625511An example of a character changes in a saved game after textures reapplied, Male Preset #6 (fixes the dark shadow under the right brow/droopy eyelids) bsn.boards.net/post/627677And here is a couple of examples for male presets. Keep in mind, they will still age as they emote, but at least when they are stoic they will look younger imo. Figure 1. Caleb (Male Preset 2) Before and with borrowed Skin (Shane's, #1) and Brows (Mike's, #3) Before: After: Figure 2. Jonathon (Male Preset 7) Before and with borrowed Skin (Shane's, #1) and Brows (Jason's, #5) Before: After: Game on, and prosper!
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Post by fialka on May 2, 2017 17:44:40 GMT
Thanks for putting this together! I thought about starting a thread like this but was lazy... I have the day off today so I'll play around with this a bit more and put up some more example shots! See what I can do with some of the less popular presets in particular.
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Post by Deleted on May 2, 2017 19:33:11 GMT
Sounds great. Now we just need a haircut sharing utility, and we are going see more young and restless, but also ruggedly handsome or dazzlingly beautiful Ryders.
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Post by fialka on May 3, 2017 0:29:40 GMT
So here's some comparison pics. I posted this female character in the other forum, but I wanted to show off what a difference these texture swaps can make. Also wanted to see for myself what a couple different complexions would look like on the same character. This is my edit of preset 8, who I always liked but thought her skin made her look a bit drab. Exact same face, all makeup removed, with the lightest skin tone available in the vanilla game. In the far left column is the unmodded default. She's cute, but her skin's a bit blotchy. It can even look dirty, or like she has a bit of five o'clock shadow in certain lighting conditions. The middle column uses preset 5's (Mariah) diffuse texture, and the normal map from preset 1 (Amy). The far right column is using the default Sara skin (Jayde) for the diffuse, and preset 5 (Mariah) for the normal map: (EDIT: originally had my 'left' and 'right' mixed up.... whoops!) The first thing you'll notice is it makes her skin a shade lighter. Obviously if you're super attached to the original shade, you can just tick that skin tone slider one to the right. Also, thanks to the normal map, her eye bags and the puffiness around her mouth are reduced a a bit. Otherwise the difference between the two I chose to change them to are pretty negligible. Preset 5's seems a bit more flawless with smaller pores, but the eye bags are a bit more apparent than Preset 1's. As for the diffuse, I like 5's freckles and eyebrows, but default Sara has really pretty lips and some nice looking built in eye makeup. So I'd go for Default Sara for a more glam look, and Preset 5 for something more fresh-faced and natural. Anyway, here's more shots of the same girl from the middle column, but with darker skin and a bit of makeup:
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Post by Gilsa on May 4, 2017 16:05:58 GMT
I use preset #2 for my Ryder. I rotated through all the available skin textures for comparison purposes.
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Post by chugster on May 4, 2017 18:46:11 GMT
Ok, so i posted this issue in the 'share your Ryders thread. I have tried this swap twice and my game wont start still, not even the recovery tool could fix it and I had to do another repair.
Has anyone else had this issue? I am baffled as I followed all the steps above, twice, abd it wont work....its not a dealbreaker but it would be a shame if i couldnt use simple mods like this.
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Post by Deleted on May 4, 2017 19:14:04 GMT
Ok, so i posted this issue in the 'share your Ryders thread. I have tried this swap twice and my game wont start still, not even the recovery tool could fix it and I had to do another repair. Has anyone else had this issue? I am baffled as I followed all the steps above, twice, abd it wont work....its not a dealbreaker but it would be a shame if i couldnt use simple mods like this. Did you build the back up prior to modding the game? I know it is a dumb question, but your clean install that starts up is obviously the most important thing. the game starting slowly been reported once the enabled script starts running on the background. It pops a little dos window showing that a script is now running in the background as you start up your game. did you copy the two files that enable editing as instructed at Explorer installation? After you cleaned up with restore mod, did you delete the extra file, and restored the one you over-wrote from a back up?
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Post by chugster on May 4, 2017 19:25:05 GMT
Aha, i think i have found he issue, I didnt see any info about copying 2 files in the explorer install...let me do that and try again
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Post by chugster on May 4, 2017 19:36:46 GMT
ok, so the 2 file thing enabled the game to start but i think i did something wrong somewhere as it crashed as the save file was loading, repairing again....I think I will leave this until the weekend, trying to mod games after a day at work isnt a great idea
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Post by Deleted on May 4, 2017 20:13:16 GMT
ok, so the 2 file thing enabled the game to start but i think i did something wrong somewhere as it crashed as the save file was loading, repairing again....I think I will leave this until the weekend, trying to mod games after a day at work isnt a great idea Sorry you are having trouble. Basically, I would start with a clean install. Ensure it starts up. Then back it up with the Restoration tool (make sure you ran the **.bat before doing anything else). Then back up the unmodded A*** whatever file you are going to overide. Then follow the installation instructions for the Explorer, including pressing the cloned install button (I started by dl'ing just one file, duh). Then override the two files that unlock the modding. Then try to run. If all works and you are not crushing, then start try to replace the textures.
This is early days of modding, so, unfortunately, you will need extra steps and meticulous checking that the game still works after each step.
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Post by chugster on May 4, 2017 20:44:31 GMT
Well ive got the game modded and running, although im not sure im seeing the effect too much, i put a new skin on preset 9 ( i think) and a new normal map for default, the default looked better but still not a really smooth skin. I think i did something wrong with the texture as I couldnt see a difference in any of my CC toons....I really need to wait until im thinking more clearly...i think i may be just import stuff back into where it came from
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Post by Deleted on May 5, 2017 12:41:12 GMT
A couple of takes on Female Preset 7 (cleaned up by application of preset 6 and eyebrows from the same Preset 6), cc and in-game Male preset "Jonathan" again, just a bit more customization done to the face, but the same clean-up as before (Shane's skin, of course....). This one CC only, it's Scott to the previous Sara.
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Post by Kitsumi on May 5, 2017 17:53:51 GMT
Oh, nice work! and I love that preset for Scott .
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Post by fialka on May 6, 2017 0:03:33 GMT
So this post is the result of a conversation between Amirit , @carefull , and myself. They were discussing what it is we're doing exactly with all this texture swapping business and why it works - something I took for granted when I posted my tutorial. Forgetting that once upon a time I was new to modding too - and wanted to know not just that it worked, but how. Anyway, I chimed in with this write-up here, and was encouraged to share it. Now, you really don't need to know or understand any of this to be able to mod MEA. This is just for people who are totally new to modding, or totally unfamiliar with how game modelling works, and want to know, "but why!?" So, here goes: About 3D modeling:
There's three aspects we care about in this case. There's more to it, but here's the stuff that's actually relevant to what we're doing: 1. The meshThe actual 3D model that we start with. The "shape" of the head preset you want to use. Think of it as the unpainted clay sculpture of a head. When I refer to a 'texture' I mean a 2D image that's applied to the mesh to make it look like what we see in the game. There's two different textures we care about here - the normal map and the diffuse map. 2. The normal mapA normal map affects how light hits the mesh. The actual 'texture' of the skin in the real life sense - the wrinkles, pores, eye bags. Is it rough or is it smooth? Oily or matte? If we went back to our clay head with a toothpick and tiny chisel and sandpaper to really fine tune it, that's what the normal map is able to mimic. I'm not going to go into how it does this, as I frankly don't know either. Computer magic! (The problem with the default Sara skin mod people are having, where her face looks bumpy - it's the normal map that's doing that, which is why I recommend using Preset 1 or 5's normal maps instead for that smooth look you see in my screens.) Technical note, if you're curious: You could add these details to the "mesh," (use that toothpick to make every individual pore) and have a super detailed model. But it would be incredibly unoptimized. The file size would be huge, and if they did that with every mesh in the game you'd need a crazy good computer to run it. The normal map is an efficient 'cheat' of sorts that visually mimics the play of light and shadow over the form. Plus, by applying different normal maps you can make the same mesh look like it's made of different materials: You can make a simple cube look like it's made of wood or polished stone or even fur with different 2D normal maps. Or make the same head mesh look young, old, pockmarked, and so on. 3. The diffuse map.The actual skin and facial features you're seeing. If you took the skin off your face, laid it out flat, and took a picture (such a gory description, sorry!). This determines what you see for moles, eyebrows, lips, freckles, makeup if it's there, all that stuff. If we took our clay head sculpture and painted a realistic face and scalp on it. EDIT: Bonus: The specular map.Okay, so I know I said there's only three factors we care about, but there is a fourth, if you really want to fine tune things. A specular map is a texture that affects how glossy or shiny the model looks. Whether the skin is matte, dry, dewy, oily, wet. I realize I also said the normal map determines this... and it can, also. Think of this way: the normal map affects how the light hits the model. The specular map determines how much. In the post just below mine, Kitsumi demonstrates this at work. (The specular map for default Sara ("Jayde"), for example, can be found here: ROOT > game > characters > human > hmf > 0_heads > textures > head_jayde_mask_res.) So, what is it we're doing exactly in MEA Explorer to change how these presets look?The game knows that the mesh for a particular object uses the texture in a specific place. What we're doing is replacing that texture with a different one. We're extracting the diffuse map used by "Jayde" (better known as our default Sara). That's what the file we export called "diffuse_mean.res.bin" is. Then we're overwriting the diffuse map used by "Cora" (preset 9) with that one. That's what happens when we import that texture we save into our chosen preset. It literally overwrites the existing texture. (Which is why you want the MEA Recovery Tool to restore your files if you mess up!) It does seem like you can only change a texture for a particular preset once. In my experiments, trying to swap the texture again, or even changing it back to the original, doesn't seem to work. In my case, not at all. Amirit ended up with double eyebrows because the textures layered on top of each other. So definitely make use of that MEA Recovery Tool! I cannot stress this enough! It brings all those files you replaced back to the default state. And you won't have to worry about messing up because it takes just a second to fix it! Also, it does look like for now we're limited to swapping textures within the same directory. When you look at the file structure in MEA Explorer, just think of it as folders within folders like on your computer. We're limited to using textures from within the same folder, at least for now. Whether this is a game engine issue or if MEA Explorer can't handle replacements across different .TOC files, I couldn't say. (A .TOC is something like a .ZIP or .RAR file bundle used by some games - Bethesda games like Skyrim and Fallout use .BSA instead, which you might be familiar with if you've ever modded them.) As for the file names, each of the female presets uses the same naming conventions. Normal_mean.res for the normal map, and diffuse_mean.res for the diffuse map. Which get exported as normal_mean.res.bin and diffuse_mean.res.bin, respectively. The exception being Preset 9 ("Cora"), whose maps are called norm_mean.res and diff_mean.res for whatever reason. So they get exported as norm_mean.res.bin and diff_mean.res.bin instead. They still work just fine, though I could see how it made my tutorial confusing!
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Post by Kitsumi on May 6, 2017 1:00:32 GMT
Awesome guide fialka , it's really useful for new people in modding, thank you so much for your time. My english is bad and I'm not very good at posting long guides, it takes me too long but if anyone need help with textures, modding or whatever let me know . I've found that hmf_head_xxxx_mask.res is the specular map, which changes the shining on the skin if you want to add it to the guide or test it yourself. I tweaked the ao_head_mean.res too which is the ambient occlusion map and it makes some little changes with the light on the skin too, but the important texture files are diffuse_mean.res, normal_mean.res and hmf_head_xxxx_mask.res in that order for texture swapping. Comparison pic for hmf_head_xxxx_mask.res file, right is with preset 9 specular map, and left with default Sara specular map.
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Post by Deleted on May 6, 2017 3:35:12 GMT
Awesome! Thank you so much for extra information.
I will add those write-ups tomorrow into the first post so it does not get lost in the comments.
Does anyone know how to overwrite one of the male hairstyles with one of the female ones? I would not mind letting go of a couple existing less than stellar ones in favour of the messy hair so popular on females, or the short pony tail. though, perhaps, that incoming patch rumours are worth waiting on before going too far into editing. Not sure, but I guess when the patch comes, I will be restoring the clean install anyways to patch.
I am really curious what they actually would do, and if it's just on defaults, or we'll get more front end functionality.
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Post by NRieh on May 6, 2017 7:29:08 GMT
That's, probably, not the right place to ask, but I don't see many active modding threads around here. Does swapping the armour skins work the same way? E.g. I need to make Angara V look like Angara I, what do I do? I know how the stuff works (in theory), but I'm a modding noob. I've also read a manual from nexus about replacing casual with the heleus, and it involved manual strings editing...which is where they've lost me. I could not figure how or where should I edit those.
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Post by fialka on May 6, 2017 11:30:21 GMT
Awesome guide fialka , it's really useful for new people in modding, thank you so much for your time. My english is bad and I'm not very good at posting long guides, it takes me too long but if anyone need help with textures, modding or whatever let me know . I've found that hmf_head_xxxx_mask.res is the specular map, which changes the shining on the skin if you want to add it to the guide or test it yourself. I tweaked the ao_head_mean.res too which is the ambient occlusion map and it makes some little changes with the light on the skin too, but the important texture files are diffuse_mean.res, normal_mean.res and hmf_head_xxxx_mask.res in that order for texture swapping. Comparison pic for hmf_head_xxxx_mask.res file, right is with preset 9 specular map, and left with default Sara specular map. Oh, nice find! I hadn't actually thought to try replacing specular maps, as I didn't really have an issue with the shine, personally (unlike Dragon Age Inquisition, where so many of the characters looked like they hadn't washed their faces in a week...) Still, the more we can customize, the better! I'll go ahead and add a note on specular maps in my guide. Awesome! Thank you so much for extra information. I will add those write-ups tomorrow into the first post so it does not get lost in the comments. Does anyone know how to overwrite one of the male hairstyles with one of the female ones? I would not mind letting go of a couple existing less than stellar ones in favour of the messy hair so popular on females, or the short pony tail. though, perhaps, that incoming patch rumours are worth waiting on before going too far into editing. Not sure, but I guess when the patch comes, I will be restoring the clean install anyways to patch. I am really curious what they actually would do, and if it's just on defaults, or we'll get more front end functionality. Yeah, I'm definitely curious what the CC improvements will actually be. Access to hairstyles regardless of gender, and to ones used by NPCs not included in the CC, would definitely help. Along with complexion sliders so we wouldn't have to go through all this trouble - though it's possible we'll still end up wanting complexions they don't include, so it's good we know how to swap them! Really, if they just added those two things the CC would be 100% improved already and I'd be more or less satisfied with it. More sliders (to make the eyes bigger or smaller, and change the under/overbite specifically) would be icing. As for swapping out hairstyles - I think the issue would be whether all those hair models are in the same directory or not... I believe it was Kitsumi who attempted to replace one of Ryder's casual outfits with ones worn by NPCs and it crashed the game (though using Ryder's underarmor works fine), much like our attempts to use textures from squadmate Cora and default Scott did. Not sure if meshes work differently or if it's the same issue at work where the files were in different locations? Also, it would likely change all the NPCs that use that hairstyle... but, I'm of the opinion that my character's looks are more important than some NPC's (unless I'm romancing them, of course ) so whatever. But I'll poke around in MEA Explorer and see what I can find.
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Post by fialka on May 6, 2017 12:40:35 GMT
Alright, so I was able to find where the hair models are located... unfortunately attempting to gender swap the models is going way beyond my personal skill set! Also, the number of hairstyles seems to correspond directly to the number of presets - so probably no using that cute curly hairstyle for the girls like that murder witness has in Nexus Ops (which would look good on a male character too, come to think of it...) as I assume it's in a different location. So, first off, there's like 10 different 'pieces' to each hairstyle... and it's different for the genders. Female hairs, even the short ones, seem to have more 'parts' than the male ones. And the names don't correspond to each other exactly... Again, maybe a more skilled modder could figure it out but I'm gonna have to pass on this one! However I did possibly find a fix for the makeup sometimes not lining up right when you do the texture swaps. This is an issue I noticed with preset 7 in particular, where her lips are really full so when you use a different texture with smaller lips and then try to put lipstick on her, it looks like a five-year-old got into mommy's makeup bag. Also some of the eyeliner styles end up in weird places... Makeup masks are located here: ROOT > game > characters > human > customization > makeup > textures. Don't have to time to test it right now, but it's worth looking into.
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Post by Kitsumi on May 6, 2017 16:31:32 GMT
The hair maybe it will work for custom presets because the files are located in same .toc but the difficult part is to localize the exact .ebx file to swap models with hex editing for each hair, there are a lot of .ebx files for them, so it's something like trial and error but a really hard one. I have to test it further but it will be a pain with that bunch of files . That's, probably, not the right place to ask, but I don't see many active modding threads around here. Does swapping the armour skins work the same way? E.g. I need to make Angara V look like Angara I, what do I do? I know how the stuff works (in theory), but I'm a modding noob. I've also read a manual from nexus about replacing casual with the heleus, and it involved manual strings editing...which is where they've lost me. I could not figure how or where should I edit those. It's a simple hex editing to make it work, I'll tell you all the steps anyway just in case: *Always backup your files first, that's the most important step if something goes wrong.- Load into VFS the file Data\Win32\globals.toc -> win32/game/mastersharedbundle - Then navigate to VFS/ROOT/game/items/gear/arms - Now you need to extract two files gear_arms_angara_01.ebx and gear_arms_angara_05.ebx*gear_arms_angara_01.ebx is for reference and gear_arms_angara_05.ebx for editing - Open your files in a hex editor like HxD, now is the time for editing some lines. You have to copy lines 00000040 and 00000050 from gear_arms_angara_01.ebx.bin in gear_arms_angara_05.ebx.bin to summarize. Here are some pics for better understanding: Copy these lines from gear_arms_angara_01.ebx.binto these lines in gear_arms_angara_05.ebx.binFinal result in gear_arms_angara_05.ebx.bin should be like this, then save it. - Last step, import back your edited gear_arms_angara_05.ebx.bin in gear_arms_angara_05.ebx. And that's all I hope it helps. You will notice that the "preview" model for the arms remains as model 5 but it's the angara model 1 in your Ryder . With this method I can get rid of that annoying "antena" from Maverick chest which is my favorite armor, yeees .
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Post by NRieh on May 6, 2017 17:44:59 GMT
You have to copy lines 00000040 and 000000050 from gear_arms_angara_01.ebx.bin in gear_arms_angara_05.ebx.bin to summarize. Thanks for your time and the great explanation! You're my hero! I'm going to try it out tonight. I'm sure many people would be happy to get rid of their tier V skins. About those strings - what are they exactly, and how do I locate them for another piece I might wish to swap (e.g. helmet or legs)?Could you explain that bit? edit: Okaaay, I think I got it! Finally. Pollen allergy can sometimes make brains soooo slooooow. Those are the EbxFile Guid and MEGearItemData Guid, correct? And we can search for their HEX values in the editor using the 'final part' of the ID string from the MEA Explorer text view. E.g. for the Angara chest 1 it would be - EbxFile Guid=0E437CDF-91FD-4EAD- 9810FDF135C2C095 (seen in hex as DF 7C 43 0E FD 91 AD 4E 98 10 FD F1 35 C2 C0 95 ) and - MEGearItemData Guid=23348DB4-9A21-6CD9- F59AB23A54D4614D (seen in hex as B4 8 D 34 23 21 9A D9 6C F5 9A B2 3A 54 D4 61 4D We copy them from our source .bin file (the one we want to see) into the destination .bin file (the one we want to change).
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Post by Kitsumi on May 6, 2017 19:10:11 GMT
Thanks for your time and the great explanation! You're my hero! I'm going to try it out tonight. I'm sure many people would be happy to get rid of their tier V skins. About those strings - what are they exactly, and how do I locate them for another piece I might wish to swap (e.g. helmet or legs)?Could you explain that bit? edit: Okaaay, I think I got it! Finally. Pollen allergy can sometimes make brains soooo slooooow. Those are the EbxFile Guid and MEGearItemData Guid, correct? And we can search for their HEX values in the editor using the 'final part' of the ID string from the MEA Explorer text view. E.g. for the Angara chest 1 it would be - EbxFile Guid=0E437CDF-91FD-4EAD- 9810FDF135C2C095 (seen in hex as DF 7C 43 0E FD 91 AD 4E 98 10 FD F1 35 C2 C0 95 ) and - MEGearItemData Guid=23348DB4-9A21-6CD9- F59AB23A54D4614D (seen in hex as B4 8 D 34 23 21 9A D9 6C F5 9A B2 3A 54 D4 61 4D We copy them from our source .bin file (the one we want to see) into the destination .bin file (the one we want to change). I'm not such a pro hex editor myself but these lines are basically to say the file which appearance model to use, how I locate them? I use this method without making things complicated for myself with flipped ids, in the MEAExplorerWV on Text View tab with the file selected there are some ids so with last part from EbxFileGuid you can locate that id in the hex editor quickly, those two lines under that id are always the appearance model in question. This only works with armors and casual outfits, for me all this is basically trial and error with a lot of testing. Hopefully we will get the tool updated eventually and make things easier .
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Post by NRieh on May 6, 2017 21:39:17 GMT
, in the MEAExplorerWV on Text View tab with the file selected there are some ids so with last part from EbxFileGuid you can locate that id in the hex editor quickly, those two lines under that id are always the appearance model in question. Ok, so now I'm confused again... Are you saying that it's the string 'under' the ID that is to be replaced? Because from the Nexus' forum guide I had a feeling that it's the strings themselves. Their goal was to replace the casual outfit with the heleus armour. What am I missing here?
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Post by Kitsumi on May 6, 2017 22:16:09 GMT
, in the MEAExplorerWV on Text View tab with the file selected there are some ids so with last part from EbxFileGuid you can locate that id in the hex editor quickly, those two lines under that id are always the appearance model in question. Ok, so now I'm confused again... Are you saying that it's the string 'under' the ID that is to be replaced? Because from the Nexus' forum guide I had a feeling that it's the strings themselves. Their goal was to replace the casual outfit with the heleus armour. Yeah, forget that guide because it's a bit confusing and follow the steps that I wrote in this thread only. ------------------------------------------ Uh, I think I've broken something testing with the hair hahahaha, that's weird . Well now I know that some hair have separated meshes in different .ebx files, in this case default Sara's hair. Edit: added hair test commentary.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by chugster on May 7, 2017 18:48:05 GMT
Thought I would show the one change im really happy with... Here is the original Sara...with acne scars ( and dodgy pre-patch eyes): and with preset 1 normal map...smooth as 22 year old female's bottom: One question though, do all presets use the same skin just preset to different shades? Im thinking of just copying the default skin texture and preset 1 normal map to every preset....would that work? EDIT: it does work, i replaced them all and they are fine, here is one example:
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