2179 comments

  1. CreeperLava
    CreeperLava
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    I'm tired of answering questions that are already in the FAQ. Or helping people that didn't follow the instructions. RTFM before posting anything !
    If your post is removed, you know why.


    New milestone reached ! Thank you for your continued support !


    If you have a legitimate issue not answered in the FAQ :
    - Make sure it's not answered in the FAQ (see description)
    - Make sure it's not answered in the tutorial
    If both the above don't cover your issue, please open a bug report in the Nexus bug section :
    - Send screenshots and the installer's debug log, if applicable. See how to upload a log and make a diagnostic.
    - If the issue is texture-related, send a save game where it can easily be seen.
    - Give a precise description of the issue you are having by answering the following questions :


    Join us on Discord to discuss your issue. We're more active there than on Nexus. Link !

    0.- Base game source (DVD / Origin / Steam)
    1.- Base game in vanilla state (unmodded) (y/n)
    2.- BW DLCs installed (y/n and, if so, how many?)
    3.- Other mod(s) installed (y/n and, if so, which one(s)?)
    If yes, were these other mods installed before or after A.L.O.T ?
    4- SweetFX, ENB, ReShade installed (y/n and, if so, which one?)


    Spoiler:  
    Show
  2. f3nric
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    Hi, I was wondering if you could help. I've installed the mod as per instructions, the game starts up no problem but I can't seem to resume, load a game or even start a new one. Its just beeps each time I try. I apologise in advance if you've already answered this, but I've searched and I can't seem to find any pointers out there. Kudo's for an amazing job though, you're a inspiration to the mod community.
    1. CreeperLava
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      It beeps ? Post a diagnostic, as per the post above.
    2. f3nric
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      It beeps in the sense that it plays the sound it would play if you have selected a save game to load, it doesn't however load it.
    3. CreeperLava
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      Can you post the diagnostic ?
  3. Kaneanite122
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    Hey! First off, thanks for your awesome mod, can't wait to replay ME2 and 3 again. I have a question about getting a lot to work with ME2. I have the installer up and running and got the textures pack imported, but it wont give me the 6.7 update. I followed the download link from the installer, which gives you version 6.6, and trying to import that file, does not check out the 6.7 update and wont allow me to install textures. Do you know how I can get the correct 6.7 update file? Kind Regards Martin 
    1. CreeperLava
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      I've updated the mod to 6.8. It's here on Nexus, alongside the main file.
  4. noodles1989
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    I really like this mod, but the big downside is the pacing of the DLC's. Bieng slapped with most of them as soon as you get the Normandy is very frustrating. I usually install the DLC's over the course of my playthrough so i'ts a bit more natural. For this reason I'm gonna uninstall. Wish there was a way around this.
    1. CreeperLava
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      There is a way. You could install A.L.O.T, move the DLCs elsewhere, and move them back in once you want to play them.
    2. noodles1989
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      GENIUS!!!
  5. KettingzaagManiak
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    I'm assuming this only changes some textures, mostly faces and skin from NPC's as far as i can tell.
    I installed it, main menu says that a lot is installed, but i barely see any difference with vanilla, all textures are still pretty low res and look stretched like vanilla game. I made tons of textures for games, sell them on the Unity store, also mods for Fallout, so i know what to look for when it comes to improvements, and i don't see it. I see some better normal maps on faces, some armors are better, and skin textures, other than that nothing.

    i also do see some armors being souped up like garrus, and see that his face is somewhat better then vanilla, but most things aren't done as far as i can tell. that's weird since the mods/source directory is 10GB and the installer seemed to install nicely.
    I was hoping some terrain textures and architecture would have been better..

    or am i expecting too much here ?
    1. CreeperLava
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      See FAQ. All textures aren't modded, I never claimed that, and environments are indeed an aspect that has been little improved. A.L.O.T is exhaustive in the sense that you won't find other mods that add textures that aren't in A.L.O.T. But modding all the textures is a huge undertaking (11k textures in ME2 alone...). You're very welcome to join us on the Discord if you wish to participate, we're always glad to welcome new people that care to help. I'm still working on more textures, but it's slow-going, and there are few other active modders today.

      https://discord.gg/R8FfcTh
    2. KettingzaagManiak
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      OK, but then 10GB for texturesize is vast overkill, cause that means a lot of textures are probably 2K/4K but don't have the detail that a 2K/4K provides, i mean if i retex a armor that you only see up close in (non pre-rendered) cutscenes in 4K, you can bet your ass that it looks Jummy, if i look close at Garrus's face before and after, i see that the modder took the original highest mip of the diffuse map (main texture is mipmap 0), and simply played with color and grain a bit to make it look like higher res, instead of retexing the entire face with high res source material, i also see that it's a mashup from a bunch of different modders, and some are obviously better then others, this actually make the game look a bit more hodge podge in the end, maybe it's just better to keep it vanilla and do some nice post processing fx with reshade over the game, cause that way you keep the devs original look, cause it all belongs together better.

      I never liked to have texture mods from a bunch of different modders in my Fallout game either, it becomes too obvious that there are too many different artstyles texturewise.

      But you're right, games often have 10Kto 100K textures, and it's undoable to do them all, but i usually only do the textures that you seee allover in the game to have a huge impact with minimal effort, that means main architectural and terrain and faces and armor is a must in most games.
      I did some stuff for Fallout 3 and New Vegas, only did like 100 textures and redid some meshes cause Bethesda sucks at making good meshes., but the game immediately looks up to date when you do the right textures.
      https://www.moddb.com/members/marcurios/mods
      If you look at the "UHQ Terrain, Rock, Roads & Grass Overhaul" mod i made, then you see only 2K textures for terrain and Architectural, and 4K for rocks, but it almost looks like the real thing cause i had 8K stitched basematerial ground textures that i shot with a 24MP Nikon camera, and downscaled them after i made it seamless, and i made perfect spec/gloss maps and normal maps for them to come as close to PBR look as i could, and that shows, it isn't all that hard, just need perfect sourcematerial, but taking the game's original texture and soup it up a bit, that's not a retex...no sir..

      I never did textures for Mass Effect cause i though the Unreal games wheren't all that moddable, guess i was wrong.
      If i can extract meshes & textures from Mass Effect, i could certainly do some often used textures for it to juice up the look of the game.
      But i'm a bit too lazy to find that out, already spend years of my life in modding, thought it was high time i earned my bread with it, so nowadays i sell my textures, so i kinda lost interest in modding.
      Alos because people on Nexus where abusive and demanding while they got free stuff, got sick of it, removed all my mods from Nexus and most of the internet, some russian sites that stole my mods still have them online..
      The only place i have a bit left is on MODDB.
    3. CreeperLava
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      Your points are sound, but I already know them, and tried to work with them.
      - It's just an upscale : upscaling and adding brushes for added detail is the best way to make textures quickly that respect the vanilla style, when done well. Repainting a texture can look better (though that is not granted, as I've seen multiple times), but it's much more complicated.
      - Multiple authors : yes, and many are very talented. I hand-picked every single texture in A.L.O.T to be close to vanilla. There are no textures that stray far. I can't agree with "hodge podge", you're belittling a lot of good work that way. It does look better with A.L.O.T, and I am happy with the textures I have at my disposal.
      Of course, it can always be better, but as is, it's already very good. Keep in mind we aren't professionals. If you have advice on how to make a good texture, I'll take it.
      - Photorealistic textures : I'm not usually a fan of those, personally. They can look very jarring in-game. Yours seem to blend in pretty well though. I won't comment on your decision to pull your mods from Nexus, other than I think it's a shame.
    4. KettingzaagManiak
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      if you can extract the textures, i assume that you can also extract the meshes, if so, the best way to create better textures are with 3D-Coat.
      But ofcourse to get good results quickly you need to know the program, and that takes time, i already have hundreds of smart materials made, and can easily whip up all kinds of materials and blend them in stacked layers in hundreds of ways to create very convincing materials.
      Made this texture in roughly an hour can export in 8K;


      Doing textures by hand in Photoshop is very time consuming and the 3D Paint programs are evolved to be fantastic these days, i use Maya for modelling and UV mapping together with 3D-Coat and Substance Painter and Designer, and the result is often fingerlicking good.

      I do agree that you picked textures that where close too the original style, so hodge podge might be overstating a bit, but you got the idea..
      And i do agree that it looks better then Vanilla cause there is more detail, but i was a bit dissapointed because the other mod i have for Mass Effect ( MEUITM) made a huge difference on ME1, granted, that is easier to accomplish cause ME1 looked very dull, but i just played out ME1 and all the asari clothes and skin are so detailed in 1, and when i fired up 2 with a lot, i kinda expected the same, ah...expectation...it always dissapoints when you do expect things.

      Can you tel me how these Unreal files can be unpacked and repacked ?
      Cause if i know that, i could see if i can do some sorely needed ones.
      Especially when i'm in posession of the meshes.
    5. CreeperLava
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      You can indeed extract the meshes, and that is something I've been planning to try out for a while, but haven't gotten around to yet. It's a lot easier to edit character textures that way in particular, environments are flat anyways. But I pretty much only did Aria's outfit textures, the other textures I made are used on flat terrain (for ME3 in particular).

      I only use PS and Illustrator because I started learning with those and never thought of trying something else. I've been learning everything by myself, and I don't have an artistic design background, so I know I'm out of date^^. So yes, thank you for telling me about the importance of 3D painters. I'm definitely going to check out those you mentioned. It'll take a while to get used to, but it sounds very promising.

      MEUITM is fantastic, but I can't claim the same level of skill as CDAMJC :). Some of his textures were ported to ME2 and ME3 (many textures are reused between the 3 games, I made a list if you're interested), but most couldn't. There's always been few mods for ME2, which also explains why it's the smallest of the 3 A.L.O.Ts (I'm counting MEUITM with A.L.O.T for ME1).

      I can do better than tell you how to extract textures, I dumped the 60k or so textures from the 3 games a while ago. Here they are in DDS format :
      https://mega.nz/#!R8EkhCAJ!TSaTeoip4pqGtt5AiGKXhjf90Lch1W7PUTcKNFoQPqQ
      And converted in PNG, in case you need it :
      https://mega.nz/#!NpcQTCxa!zf_9gwGv2L2Zk-8fIegQSWtAyQj9OE68AILkMbQWnoc
      Inside the archive you have 3 folders, one for each game. Textures are named "textureName_hash.dds", with textureName the name used in the game files, and the hash the unique ID given to each texture.
      You'll find an overview of the nomenclature here : http://me3explorer.wikia.com/wiki/Textures_in_Mass_Effect#Nomenclature

      If you want to extract meshes you'll need ME3Explorer, there's a wiki with several guides. You don't need to build a tree to extract meshes, so no compatibility problem with MEM. Both don't work well together. MEM is the best for texture installation, it's not intended to help exploring the game files. http://me3explorer.wikia.com/wiki/ME3Explorer_Wiki
    6. KettingzaagManiak
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      Thanks, what i think is important for the terrain is that pixeldensity must go up in most cases to 2K to look good, depends on how much they stretched the tiles in the gameengine ofcourse, but i'm assuming they used the default in Unreal, so 2K should be more then adequate to give a high quality look, but like most devs they automatically generate spec and normal maps, and the spec map is usually too bright, resulting in the entire landscape looking "wet", which can be nice on some planets, but not at every texture you see, also because they used (i assume) 512 or 1024 terrain textures, the normal maps are being blown up by the game engine, resulting in ugly blocky artifacts, it's just something DX9 doesnt do very well, they should have automatically smoothed normals with gaussian that are blown further then 1:1 to remove blocky artifacts, some games use shaders to correct for those artifacts, not many though.
      also, the normals are usually very sloppy.
      You said that the environment should not be too highly detailed, but i'm pretty sure that if you use the right textures, that you will be stunned if they're mostly 2K and carefully selected.

      PS is good if you know what you're doing, but it takes loads of time to get a good hard surface material texture, also, you have to derive your gloss/spec/roughness/normals all from your texture, that means multiple groups of layers that you carefully need to edit to get a good PBR look, the model i've shown you above took me 1 hour, the same texture in PS takes me atleast 6 hours, probably a lot more hours.
      If you set those Smart materials up good in 3D-Coat, gloss/AO/spec/roughness/metalness/normals/cavity are all perfect when you render a textureset from it.

      If you start using 3D-Coat, just hit me up, i have a lot of good brushes and masks and smart materials for you, ready to go.
      For substance painter are thousands of materials free to download, i just find 3D-Coat better these days, especially since they went true PBR in 4.8

      I'm assuming MEM is what you use to pack the textures to a game ready archive or what ?
    7. CreeperLava
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      2K is what I use for environment textures. The only technique I know of to improve those is to upscale and apply brushes + adjustment layers to correct brightness and contrast. I dont apply them on the whole texture, I try to avoid oversaturating with brushes for added detail and keeping it subtle. I'm curious as to what your workflow would be.

      I'm also definitely interested in your 3D coat brushes. I've downloaded the software, I'll play with it this weekend.

      The normals are indeed usually pretty low res. They're even worse in ME3. Hundreds of normals were downscaled between ME2 and ME3 (A.L.O.T fixes that). What I do to upscale them is use BlowUp on the normal to upscale to 2048, generate a norm from the diff with PS, playing with the sliders so that it looks right, then blending the 2 to remain close to vanilla.

      MEM is what you use to extract and install textures. You can put texturepacks into .mem files. It takes care of all the converting to DDS, so all you need is point it to a folder with correctly named (ie with a hash) textures in PNG, BMP, TGA, JPG (why ?), DDS format. We did some testing to find the best algorithms for DDS, that limit compression artifacts.
      MEM is even capable of forcing the game to use ARGB (uncompressed) format instead of some compressed formats, useful to avoid block artifacts in gradients for example.
      For ME1/ME2, you can use ATI2N instead of DXT1 for norms. Most already use ATI2N.
      For all ME you can use ARGB instead of DXT1 and DXT5.

      ME3Explorer you would use to explore the game files, as the name implies. You can also use it to install textures, but it's 10x slower than MEM and has a few bugs.
    8. KettingzaagManiak
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      i make entirely new textures from high res sourcematerial, ones that are roughly the same color as the original, color is usually the most important factor to let terrain textures work well with the vanilla style.

      I'll pack my 3d-coat materials tonight, is a few GB.

      you can't make good normals with PS, also, blending normals is a bad idea, atleast you must normalize each normal map after blending them.
      But the best and easiest way to make normal maps is with Mindtex 2 or a plugin i made for Substance Designer, you can download Substance Player for free and open the plugin i made, and then you can render AO\Spec\Metalness/Roughness/Normal maps on the fly, i smacked in a bunch of sliders to regulate differnt depths, so that you can do fine normals for grassy terrain, or deep normals for rocks. I'll include that file (.sbs file) in the 3d-coat materials pack.

      a lot of game engines let you use multiple texture (bitmap) formats, usually when you render the final product, they get converted by the gameengine to .dds internally, it can be handy cause some DEVS want to keep their textures uncompressed (TGA) till the very last (although most DEVS that work with PS use PSD), when they compile the game, it usually gets converted to .DDS. And DXT1, 3 and 5 .DDS aren't very good compression algorhytms, so you want to keep your textures uncompressed till you're certain you're not going to edit them anymore to avoid quality loss. JPG and PNG can be handy to keep your working directory small, and PNG has the advantage that you can use padding on the alpha automatically, and the alpha always suffers from color bleed in te higher mipmaps, that means on the edges of the UV islands meshes often have a pixel wide line not lining up to the island next to it when you create mipmaps (cause the resolution is lower), resulting in artifacts in game, especially with meshes with transparency like leaves from trees and grass, in PS you must use a padding filter on your diffuse when you use alpha cutouts to get the same effect. problem is in the mipmaps, i often leave out the last few mipmaps cause they can make LOD look single colored, if you have a leaf for instance, you also have an alpha layer, that layer is when it is MIP0 very detailed and won't cause color bleeding but when you get down to the lower mipmaps, they bleed a single color, especially if you didn't bleed the colors (padded) on the leaf yourself correctly, sometimes you see a leaf texture, and they kept everything around the leaf in a different color, that color starts to bleed over the transparency when the alpha mask becomes low res (higher numbered mipmaps). if i use a 2048 texture with alpha, i usually let the mipmap go to 256px maximum, everything lower is pooh. Don't know if i explained it so you understand what i mean, english is not my native language.
      Also, .dds are always a fixed size, other compression algorhytms are not, so it can be space consuming, especially when you start to use 4K maps, the upside of DDS is that it doesn't need to be unpacked, GPU's can read them without unpacking, that's why in the end they're usually converted to DDS, cause the vidcards are all made to work with DirectX seamlesly. so those other formats are usually just for the gamedevs.

      see more here: http://wiki.polycount.com/wiki/Edge_padding
      Here you have some free plugins for PS, the Solidify A, B, and C filters are edge padding filters, when you have the texture with alpha open in PS, just ctrl-leftclick on your alpha layer, invert your selection, and use one of the Solidify filters on the diffuse layer, and you'll have Edge Padding.
      http://www.flamingpear.com/freebies.html

      Best thing you can do to make the game look good imo is to unpack all normals, give them a 0.3 or 0.4 pixel wide gaussian blur, normalize them and save them uncompressed, even a 512px uncompressed normal looks better then a 1024px compressed normal map, evn still better then a 2048px normal map, why, because the artifacting is gone, just try it and you'll see what i mean.
      It's all because DXT1 and 3, and even 5 have a too low bitdepth to make smooth normals, the new DX10 format is 100x better.

      https://developer.nvidia.com/astc-texture-compression-for-game-assets

      I can't extract meshes with ME3 explorer, it has limited support for Mass Effect 2 and won't load the files.
      I need meshes if i want to do something, PS is too time consuming to be viable.

      OK, so MEM is an archive builder..got it.

    9. CreeperLava
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      Thank you so much for taking the time to explain, I learned quite a bit from that big wall of text, especially this edge padding thing. I'll try to put it to good use, I've got a lot of things to try out now.

      I'm quite aware of all the shenanigans that come with file formats :). I just gave a list of file formats that are supported by MEM. I use BMP or PSD to store the textures I work on. MEM converts them automatically to DDS. I wish BC7 was supported...

      Regarding meshes, I didn't remember about ME3Explorer not being able to extract ME2 meshes. Sorry about that. You can extract the meshes from the PCC files (in the CookedPCConsole folder), with uModel.
      http://darkion.net/news/extracting_mass_effect_models/2012-04-04-67

      Question regarding normals, what do you mean by normalizing them ? How do you normalize a normal ?^^
    10. KettingzaagManiak
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      Normals have a length, that must not exceed the value of 1, each normal pixel is made up of 3 colors, red,green and blue, those three colors combined have a value, that may not exceed the combined value of one or that pixel is interpreted incorrectly by the game engines shaders, meaning it will be reflecting light in a incorrect direction, meaning you get artifacts in your normals, some can be pretty extreme.

      read section 3.4 here..
      http://wiki.polycount.com/wiki/Normal_map

      XNormal is a free 3d program, i use it to bake normal maps from highpoly mesh to work on a low poly game mesh, it also has a Photoshop filter to normalize blended normal maps.

      DirectX 10 DDS files, or BC7 if you will, don't have this problem, the blue layer is discarded and the depth info is derived from 2 colors and re-normalized, the old DXT files arent usually re-normalized on load to cut loading times, some games do this on the fly however in the shaders, but not many.

      EDIT: Damn that pcc file repository is a mess it's all small packages, it takes hours to find what you want, not my cup of tea.
      I could indeed extract a few meshes with the actorx script in 3DSMax, but in all cases the packages didn't hold the files i was expecting, stupid devs can't even work with a simple directory system, like weapons, vehicles, terrain and so on..
      It's actually because Unreal 3 has a shitty GUI and silly way to use packages, that promotes these kind of lame naming conventions.

      My gues is that the devs did this for performance reasons, i suspect those packages are combined meshes for the game engine in many cases to reduce drawcalls and make the game smooth, otherwise i don't see any reason to work this sloppy.
    11. CreeperLava
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      Never thought about normalizing, but it certainly makes sense. I'll have to be careful with that in the future.

      I'm guessing consoles are to blame here. Same thing with the massive downscales that were made with the textures. If you want a mesh in particular, I can probably help, provided you send me a savegame where I can see it. There's a tool called Texplorer in ME3Explorer, that can show you in which PCCs a texture is used, and another tool called Texmod, that can tell you what the texture you're looking at is called in the game files. With those 2 combined it will be much easier to find what you're looking for.
    12. KettingzaagManiak
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      Yeah, i never had any artifacts cause i usually normalized them, but when i forgot, i noticed that you have significantly less deep normals, not very pronounced, so in some cases i tried to deepen the normals with a normal intensify filter from Substance designer, and then the artifacts start to show, if you then normalize it, it looks superb. Substance designer has tons of normal map enhancers that do a extremely well job if you want deep normals.

      the nice thing from Substance Designer is that you can make plugins that let you automate jobs like deepening normals, comes in handy when you need to do hundred normal maps and get a similar result on all maps.

      You know, funny thing about consoles is that they use a low level API for graphics, that results in high performance in games, cause it can handle almost double the amount of drawcalls a fast CPU can handle, much like Microsoft DirectX12 can do.
      So in consoles textures are the main performance killers usually, you can handle more graphics fx and vertices, but less texture resolution, simply because it's a fixed amount of VRAM they have.

      Drawcall is an instruction from the CPU (gamecode) to the GPU, simply put, the CPU tells the GPU to do something.
      If you want to render a shadow, or use a specular map on a model (every texturemap needs a drawcall) or display a 3d model, it costs a drawcall, if you have a forest and all the trees aren't batched, the forest results in a massive amount of drawcalls and can result in bad perfomance.
      That's why they often batch stuff that is used multiple times in scene, i had a scene in Unity, and it had 6000 drawcalls and performed at 73FPS, then i batched those trees and i was left with 2400 drawcalls in that scene and it ran with 180FPS, so drawcalls are very important in smooth gameplay, that's why they need to go to DX12 and Vulcan sooner rather then later, but the DX12 API is so difficult to learn, that it will take a while before all gamedevs can work with it, we probably have to wait for a framework being made that automates most of the important functions.

      I'll try messing with these explorer programs, those tips are well appreciated.
    13. CreeperLava
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      Very interesting information. I always assumed consoles were all around weaker than PCs, didn't know that VRAM was their biggest limit.

      If you have any questions, don't hesitate :). I look forward to seeing what you can come up with.
    14. KettingzaagManiak
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      I don't think i'll do much if i can't get the meshes catalogued like i have the textures in Texplorer, Texplorer makes it easy to find textures with a preview pane, the umodel solution is not user friendly, i have to unpack loose files, that wil take me days to unpack it all, i'm not going to do that, and just editing textures means i have to go back to PS, and that takes way too much time, precious time i need for production of other things.
  6. Jesselivin
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    Hey man, I love your work and always have. I almost was dumb enough to ask you something that isn't on the FAQ that might save you some time from answering dumb people like me. If you add "a lot isn't recognizing 'x file' I downloaded in the installer, then you extracted it instead of installing the whole archive." Up to you, love your work, and have a nice day.
    1. CreeperLava
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      I appreciate the feedback ! There's already a popup about that in the installer, so I thought it'd be overkill to add to the FAQ. But I might add it anyways.
  7. MonkeyMan809
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    after downloading the installer it keeps saying it couldnt be started. SOME ONE HALP MEH!!
    1. CreeperLava
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      GIVE MORE DETAIL!!

      "It doesn't work", what can I tell you based on that ?? Give me the error message and upload the log somewhere. It's in the Log folder, where the installer is.
  8. TwilightGodX
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    Hi, I have just quick question. Does the me2 calibrated mod still doesn't work with this mod when it comes to character creation?
    1. CreeperLava
      CreeperLava
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      It should work. The controller mod doesn't work if you install it before character creation.
    2. TwilightGodX
      TwilightGodX
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      Oh okay. thank you very much.
  9. igorst84
    igorst84
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    I managed to setup Mass Effect 2 with DLCs and few mods on Linux using PlayOnLinux but I can't install ALOT. I can't make it run under Wine, it keeps crashing on startup. Is there a way to manually install the texture upgrades?
    1. CreeperLava
      CreeperLava
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      You can use MEM, but I doubt it will run on Wine. MEM requires .NET 4.7, which is not yet available on Wine I believe. You're better off making a dual boot honestly. You can always run boot repair from a live USB to still have access to your Linux after installing Windows.
  10. ungvaar
    ungvaar
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    Hello! I just wanted to thank the people behind this compilation. I am starting a new ME2 playthrough and looking forward to playing with updated textures. Thanks!
  11. forfunandmore
    forfunandmore
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    Thanks for the mod! :D I tried all variations of Liara textures to give her the same dark blue eyes she has in Shadow Broker dlc and ME3 but she still shows up with her light blue eyes on Illium before starting the dlc. Am I right to say that theres no way to give her Illium/Pre LotSB model dark blue eyes?

    Illium/Pre LotSB eyes: https://static.giantbomb.com/uploads/original/6/60551/2148398-picture_5.png
    LotSB eyes: https://static.giantbomb.com/uploads/original/6/60551/2148399-picture_7.png
    1. CreeperLava
      CreeperLava
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      It should be possible, you probably didn't replace the right texture.
    2. forfunandmore
      forfunandmore
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      Sorry I should've included my own screenshots, heres an unglamorous picture of her xD
      https://i.imgur.com/0QPVD12.jpg This is on Illium before starting LotSB dlc.
      https://i.imgur.com/Kc1Mekc.jpg And this is her with darker blue eyes after the dlc
      I do not have ME2Recalibrated installed either.

      I've also done some digging around and found this <ME3 Unique NPC Colour Data> https://www.nexusmods.com/masseffect3/mods/524?tab=posts which suggests that maybe Liara has a unique code for her eye colour that could be edited? I have no experience creating mods so I'm not sure if it was any help. I've also tried to find her file using package editor but man I would have better luck finding a needle in a haystack, it makes me appreciate you modders even more! :D
    3. forfunandmore
      forfunandmore
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      I think I managed to find her model on Illium and her unique npc eye colour code from LotSB dlc but it doesn't show any value that I can modify.
      Illium: https://i.imgur.com/97LuxPW.png <BioD_TwrHub_102TradeFloor.pcc> from BioGame\CookedPC
      LotSB: https://i.imgur.com/KCrf0Fh.png <BioH_Liara_00.pcc> from BioGame\DLC\DLC_EXP_Part01\CookedPC

      I've also found some other liara pcc files in BioGame\CookedPC but can't make anything outta them.
      BioD_TwrHub_501LiaraMain.pcc
      BioD_TwrHub_502LiaraIntro.pcc
      BioD_TwrHub_503LiaraCutscene.pcc
      BioD_TwrHub_504LiaraDLC.pcc

      Any ideas? :]
    4. CreeperLava
      CreeperLava
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      You should use texplorer if tou want to find the textures. I believe the eyes are on the sale texture as the face. So that'd be asa_hed_proliara_diff, the one listed in the pcc explorer you screenshoted.
    5. forfunandmore
      forfunandmore
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      Thanks for the reply :) I opened her texture and photoshopped it entirely black but her eyes still remain unchanged in the game https://i.imgur.com/Olb72AL.jpg So either the game is pulling eye textures from somewhere else or it has something to do with that npc colour data in the package files. Maybe we have to edit some value somewhere?
    6. CreeperLava
      CreeperLava
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      I don't think colour data is used for liara. She should have 2 eye textures, one for lotsb and one for vanilla. Also check the alpha channel in the textures you edit. I can take a look this evening if you want.
    7. forfunandmore
      forfunandmore
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      Yes pls :) I'm not sure what alpha channels are though, but I did a search for "liara" and "eye" with texplorer and couldn't find anything related to her eye colour. What is strange is that all the generic eye textures I found share the same eye colour too except the alien ones like thane, salarian, krogan, turian etc. https://imgur.com/a/tEPNhQi texplorer database is from a fresh install with no mods installed.

      I also found this forum thread which also suggest that her eye colour can be modified through the package editor:
      http://me3explorer.proboards.com/thread/191/tinting-eyes
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