Mass Effect 3

The Issue:

The Legacy Ashley Project and Project Variety alter the same pcc file(s). Project Variety will take precedence (since it is a DLC mod) and will overwrite the changes The Legacy Ashley Project makes to the base game file(s). If both mods are installed properly, this will cause Ashley's vanilla meshes and textures to be present during the Silversun Casino Infiltration Mission and The Citadel Archives Mission. 



The Fix:


This tutorial will walk you through editing two pcc files within the Project Variety main and extras DLC folders so they use the proper meshes from 
The Legacy Ashley Project. The pcc files we will be altering are as follows:

DLC_MOD_ProjectVarietyE
BioH_Exp3_Ashley_1.pcc - Casino Infiltration Mission

DLC_MOD_ProjectVariety
BioH_Exp3_Ashley_2.pcc - Citadel Archives Mission


Important Notes:


This tutorial is a little more complex than some of my other ones. Please read fully to avoid mistakes or unintentional changes to pcc files. The following is
a list 
of special considerations:

1. Changes to BioH_Exp3_Ashley_1.pcc, in this tutorial, will alter the meshes for Ashley's Head only. The Body/Dress and Hair meshes are left
alone to preserve your outfit preference for Ashley's dress and allows Ashley to have her hair down for the duration of the mission.

a. These changes will only apply to Ashley if she is your "date" during the Casino Infiltration Mission.

b. If you want to make changes to Ashley's Body/Dress and/or Hair meshes, you can still use this tutorial as a general guide. The process is the
same.
 

2. Changes to BioH_Exp3_Ashley_2.pcc, in this tutorial, will alter the meshes for Ashley's Body/Armor, Head, and Hair meshes.

a. These changes will only apply to Ashley if she is not in your main squad during the Citadel Archives Mission.

b. What makes this complicated is the armor mesh. There are simply too many armors, especially with mods like Alliance Warpack and Ashley
 Warpack, to cover each individually. You'll need to decide what armor you want Ashley wearing during the mission and then locate
 the associated pcc file in order to extract the mesh.

i. For instance, I use the BioH_Ashley_03.pcc file from the Ashley Warpack mod (Located in the DLC_CON_AshWar folder) and extract
the HMF_ARM_ASHb_MDL <Body/Armor> mesh (This is the Terminus Armor mesh if you're curious). 

c. As of Project Variety 2.0, the LC (Low Count) mesh now refers to the regular count mesh instead. This not only means you get a higher detail
 mesh, but it will also apply that mesh throughout the entirety of the Citadel Archives Mission. Praise be to the mod author! 

d. If you are using Project Variety 1.3, you are going to be stuck with the default LC (Low Count) mesh which will likely not be the armor mesh you
 prefer. You cannot change this mesh unless you know how to alter the number of bones in the source mesh. I don't know how. Therefore, I
 cannot help you. I recommend you upgrade to Project Variety 2.0.

i. If you decide to use Project Variety 1.3, you'll encounter another issue. The texture files you will need to edit are in different locations than
 Project Variety 2.0. I used to know where they were located, but neglected to write them down. Therefore, you'll have to hunt down the file
 locations on your own (Hint: some are in the texture folders responsible for Brooks' LC textures). That's all the help you'll get from me. Once
 again, I recommend you upgrade to Project Variety 2.0.

e. This tutorial will also cover texture editing using ME3Explorer. When you alter a mesh you have to alter to the associated texture as well.

i. Some mods (i.e. Project Variety) refer to their own texture files which are not covered by the original tpf files provided by other mods
(i.e. The Legacy Ashley Project). I'll make this less confusing by telling you how to extract the desired textures and then direct you to the
files that will need to be replaced. This will involve using external programs such as GIMP and DirectX Software Development Kit to
generate mimmaps for some of the texture files.    




Things you'll need:

The Ashley Legacy Project 

Note: Version 3.0 was used for this tutorial.

Project Variety

Note: Version 2.0 was used for this tutorial.

ME3Explorer

Note: Version 3.0 was used for this tutorial.

UDK Developement Kit

or (if previous link does not work)

UDK Developement Kit

Note: After installing, you'll be using the "UDK Editor" executable, not the main UDK executable. If you can't locate it, try using your computer's search
function after installation and make a shortcut on your desktop (especially if you will be attempting multiple tutorials).

DirectX Software Development Kit (June 2010 Version) - Needed to generate mipmaps for normal maps after extraction

Note: After installing, you'll be using the "DXTex" executable. If you can't locate it, try using your computer's search function after installation and make
a  shortcut on your desktop (especially if you will be attempting multiple tutorials).

GIMP (Version 2.8 required) - Needed to generate mipmaps for Diff textures and Spec maps after extraction

You can download version 2.8 from here

Note: In order to manipulate DDS format files you'll need a separate plugin for GIMP. At the time of writing this tutorial, only version 2.8 was
compatible with the required plugin. Dowload the DDS plugin here. Download either the 32 or 64 bit version (dependent on your system). Follow the
included readme file, included in the zip file, to properly install plugin.


OPTIONAL: Alliance Warpack

Note: Version 2.0 was used for this tutorial.

OPTIONAL: Ashley Warpack (Legacy Edition preferred as it implements The Legacy Ashley Project changes)

Note: Version 7.1 was used for this tutorial.



*******CAUTION*********
In order to obtain The Legacy Ashley Project's, Body, Head, and Hair meshes, you must apply the mod and extract the meshes from the modified pcc file(s) using Meshsplorer. Since this process will involve replacing DLC pcc file(s), you will no longer be able to use ALOT to add future textures or mods. Best practice is to vanilla your game after extracting The Legacy Ashley Project's meshes (HMF_ARM_ASHa_MDL <Body/Armor>, HMF_HED_PROAshley_MDL<Head>, and HMF_HIR_PROAshley_MDL <Hair>).

This process is easy to mess up and is time consuming to fix. I suggest reading this entire article (multiple times) before attempting. 

You have been warned! 
**************************



!!!!!!!!WARNING!!!!!!!!!!!
BACK UP ALL THE PCC FILES YOU WILL BE EDITING!

This allows you to easily revert if you screw something up...
...I type from experience...

You'll be editing with Meshplorer which will automatically save over the file that is open.
It will not give you an option to save under a different name or to a different location.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!




GOOD LUCK! I BELIEVE IN YOU!


Part 1
Extracting Meshes:


1.  Install The Legacy Ashley Project per the mod author's instructions
2.  Open ME3 Explorer's Meshplorer (NOT Meshplorer2)
3.  Load  one of The Legacy Ashley Project's pcc files (i.e. BioH_Ashley_03.pcc)
Note: This is located in the DLC_CON_AshWar folder.
This file contains The Legacy Ashley Project Head, Hair, and  my preferred armor meshes (Terminus Armor).
If you desire another armor mesh which is not part of the Ashley Warpack mod, you'll need to find the appropriate pcc file and continue the tutorial.
 
4.  Select HMF_ARM_ASHb_MDL <Body/Armor>
Note: This may be titled something else (i.e HMF_ARM_ASHa_MDL or HMF_ARM_ASHz_MDL etc)
Use Meshplorer's mesh preview window to confirm you've selected your desired armor mesh.
5.  Open the "Transfer" tab and select "Export to PSK" (This puts it in a format UDK Editor can read)

6.  Repeat steps 3-5 for HMF_HED_PROAshley_MDL<Head> and HMF_HIR_PROAshley_MDL <Hair>
Note: Not every armor mod will have The Legacy Ashley Project Hair and Head Meshes. Make sure to use a pcc file that has the mod installed.
Use Meshplorer's mesh preview window to confirm you've selected your desired Head and Hair meshes.
 

7.  Now open "UDK Editor" (NOT the main UDK.exe)
8.  Select "Import" from the lower left corner of the window which begins on start-up
9.  Import one of the psk files you created and name as you see fit
10. Save as a "upk" file to desired location
Note: If you have difficulty saving the file, it is likely due to the name you chose to save it under.

11. Repeat steps 8-10 for the other psk file(s)

Part 2
Applying Meshes:


Casino Infiltration Mission Fix

12. Open the DLC pcc file you want to edit first in Meshsplorer (i.e. Project Variety's: BioH_Exp3_Ashley_1.pcc)
Note: This is located in the DLC_MOD_ProjectVarietyE folder
13. Select HMF_HED_PROAshley_MDL<Head>
14. Make sure "LOD 0" is checked under the "LOD" tab.
15. Open the "Transfer" Tab and Select "Import from UDK" (It accepts upk files, don't worry)
16. In the new window, open the "file" tab and select "Open UDK Package"
17. Load the upk you created
18. Click on the "0:HMF_HED_PROAsh..." in the left pane 
Note: It'll be named whatever you saved the file as in UDK Editor
19. Click on the "LOD 0" in the right pane
20. Click on "Import LOD" and wait (It may look like it is not doing anything, but it is)
21. It'll either say "Done!" in another pop-up window or seemingly not respond
22. After a very brief time (seconds for me) it is safe to exit the window and, usually, the changes will apply
23. Double check to see if the mesh applied correctly (you may have to click another mesh and then the desired one
for it to load)

25. Open the "File" tab and click "Save PCC"

26. TADA! you're pcc mesh edit is done and ready to apply.

Citadel Archives Mission Fix

27. Open the DLC pcc file you want to edit second in Meshsplorer (i.e. Project Variety's: BioH_Exp3_Ashley_2.pcc)
Note: This is located in the DLC_MOD_ProjectVariety folder
28. Select HMF_ARM_ASHb_MDL <Body/Armor>
29. Make sure "LOD 0" is checked under the "LOD" tab.
30. Open the "Transfer" Tab and Select "Import from UDK" (It accepts upk files, don't worry)
31. In the new window, open the "file" tab and select "Open UDK Package"
32. load the upk you created
33. Click on the "0:HMF_ARM_ASHb_MDL..." in the left pane
Note: It'll be named whatever you saved the file as in UDK Editor
34. Click on the "LOD 0" in the right pane
35. Click on "Import LOD" and wait (It may look like it is not doing anything, but it is)
36. It'll either say "Done!" in another pop-up window or seemingly not respond
37. After a very brief time (seconds for me) it is safe to exit the window and, usually, the changes will apply
38. Double check to see if the mesh applied correctly (you may have to click another mesh and then the desired one
for it to load)

39. Repeat steps 28-38 for HMF_HED_PROAshley_MDL<Head> and HMF_HIR_PROAshley_MDL <Hair>

40. Open the "File" tab and click "Save PCC"

41. TADA! you're pcc mesh edit is done and ready to apply.

Part 3
Replacing Project Variety pcc file(s) with your edited version(s):

42. Replace the BioH_Exp3_Ashley_1.pcc file within the DLC_MOD_ProjectVarietyE folder with the edited pcc file you modified
43. Replace the BioH_Exp3_Ashley_2.pcc file within the DLC_MOD_ProjectVariety folder with the edited pcc file you modified
44. If you are using SP Controller, rebuild your GUI Patch!
45. Don't forget to apply the mod and tpf files from The Legacy Ashley Project
46. Run Auto Toc

Part 4
Extracting Textures:


This section will explain how to extract textures from The Legacy Ashley Project and how to prepare them for Part 6 of this tutorial.

47. Using ME3 Explorer's TPF tool, load The Legacy Ashley Project .tpf file
48. Check the box next to each of the following texture files:

ashleyface_s.dds
ashleyface_d.dds
ashleyscalp_s.dds

ashleyface_n.dds
ashleyscalp_n.dds
ashleyscalp_d.ddds


49. Click the word "Extract" in the lower left corner of TPF Tools window
50. Select a folder you want to export the files to and accept

51. Using ME3 Explorer's Texplorer tool, locate your desired armor textures
Note: The following is an example only! I will NOT specify the exact texture for every armor. However, I will tell you they are likely located in either
BIOG_HMF_ARM_ASH_R > ASHB > Textures or BIOG_HMF_ARM_ASH_R > ASHZ > TEXTURES directories.  


BIOG_HMF_ARM_ASH_R > ASHB > TEXTURES (Bottom 3 files are for the Ashley Warpack Terminus Armor)
HMF_ARM_ASHb_Diff
HMF_ARM_ASHb_Norm
HMF_ARM_ASHb_Spec


52. Click on the thumbnail image of each texture one at a time
53. 6 tabs will appear at the bottom of the central window
54. Click on the "Extract" tab and specify a location you wish to save the extracted texture file to

55. Repeat steps 52-54 for each of the above specified textures

Part 5
Preparing Textures:


This section will explain how prepare the textures you extracted so you can apply them for Part 6 of this tutorial.

56. Using GIMP, open each of the following file(s) one at a time
Note: Do not use GIMP for any of the normal map textures. Even with a plugin, it can not open or save them properly for our purpose.
Additionally, you should not have to generate mipmaps for any of the files you extracted directly from the tpf using TPF Tools.
Any files extracted using Texplorer will need mipmaps generated. 


HMF_ARM_ASHb_Diff <DXT1 and DXT5> (Yes, you need to save 2 versions of this one. The reason is addressed later)
HMF_ARM_ASHb_Spec       <DXT5>

57. A pop window will open with 3 boxes already checked. Uncheck the "load mipmaps" tic box and click "ok"
58. Open the "File" tab at the top left of the screen and select "Export as..." from the drop down menu
59. At the bottom of the "export image" window, click the "Select File Type (By extension)" to reveal another drop down menu
60. Select the "DDS image" option
61. Either overwrite the existing file or pick another location to save the new texture file to
62. Click the "Export" button in the lower right corner of the "export image" window
63. A "Save as DDS" window will pop up with a few options
64. Select the appropriate compression from the drop down as specified above in this color
65. Select "Generate mipmaps" in the "Mipmaps" drop down menu
66. Click "ok"

67. Repeat steps 56-66 for all of the above mentioned texture files in step 56

Note: You should not have to generate mipmaps for ashleyface_s.dds, ashleyface_d.dds, ashleyscalp_s.dds, or ashleyscalp_d.ddds  as they should already have them. If you receive a mipmap error while attempting to apply them in Part 6 of this tutorial, repeat steps 56-66 for the problem normal map textures.

68. Using the DxTex.exe, open the following normal map texture file(s) one at a time

HMF_ARM_ASHb_Norm

69. Click on the "format" tab and select "generate mipmaps" from the drop down menu
70. Click on the "file" tab and select "save" or "save as..." from the drop down menu

Note: You should not have to generate mipmaps for ashleyface_n.dds or ashleyscalp_n.dds as they should already have them. If you receive a mipmap error
while attempting to apply them in Part 6 of this tutorial, repeat steps 68-70 for the problem normal map textures.



Part 6
Applying Textures:

This section will explain how to apply The Legacy Ashley Project textures to Project Variety.

Casino Infiltration Mission Fix

*******CAUTION*********
Complete the following instructions AFTER appropriate pcc file(s), ALOT, and desired tpf file(s) are installed
This should be your last step after implementing any of my tutorials 
If you need to use any more of my tutorials, do so now and complete this step afterwards

Always back up the texture files you plan to replace so you can revert easily should you make a mistake

You have been warned!
**************************

!!!!!!!!WARNING!!!!!!!!!!!
Apply these texture file(s) to ONE PCC FILE ONLY 
Check only desired pcc file(s) before saving changes
You may have to vanilla your game if you screw this up
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

71. Using ME3 Explorer's Texplorer tool, replace the following vanilla/ALOT textures with the corresponding Legacy Ashley Project textures

>>>>>>>>CHECK ONLY ONE PCC BOX (located in the "pcc" tab of the right panel in Texplorer)
 >>>>>> ...> DLC_MOD_ProjectVariety >...> BioH_Exp3_Ashley_1.pcc

Note: The above file path is truncated due to excessive length

BIOG_HMF_HED_PROMORPH_R > PROASHLEY > TEXTURES
HMF_HED_PROAshley_Face_Diff
HMF_HED_PROAshley_Face_Norm
HMF_HED_PROAshley_Face_Spec
HMF_HED_PROAshley_Scalp_Diff
HMF_HED_PROAshley_Scalp_Norm
HMF_HED_PROAshley_Scalp_Spec

72. Click on the thumbnail image of each texture, one at a time, and check the appropriate pcc box(es) mentioned above
73. 6 tabs will appear at the bottom of the central window
74. Click on the "Change" tab and specify the appropriate file you edited in Part 5 of this tutorial

75. Repeat steps 72-74 for each of the above specified textures

76. SAVE CHANGES

Citadel Archives Mission Fix

*******CAUTION*********
Complete the following instructions AFTER appropriate pcc file(s), ALOT, and desired tpf file(s) are installed
This should be your last step after implementing any of my tutorials 
If you need to use any more of my tutorials, do so now and complete this step afterwards

Always back up the texture files you plan to replace so you can revert easily should you make a mistake

You have been warned!
**************************

!!!!!!!!WARNING!!!!!!!!!!!
Apply these texture file(s) to ONE PCC FILE ONLY 
Check only desired pcc file(s) before saving changes
You may have to vanilla your game if you screw this up
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

77. Using ME3 Explorer's Texplorer tool, replace the following vanilla/ALOT textures with the corresponding Legacy Ashley Project textures

>>>>>>>>CHECK ONLY ONE PCC BOX (located in the "pcc" tab of the right panel in Texplorer)
>>>>>> ...> DLC_MOD_ProjectVariety >...> BioH_Exp3_Ashley_2.pcc

Note: The above file path is truncated due to excessive length 

BIOG_LC_HMF_ASHLEY_R (NOT the Texture folder)
HMF_ARM_ASHa_Diff <DXT5>
HMF_ARM_ASHa_Spec
HMF_HED_PROAshley_Face_Norm
HMF_HED_PROAshley_Face_Spec
HMF_HED_PROAshley_Scalp_Diff
HMF_HED_PROAshley_Scalp_Norm
HMF_HED_PROAshley_Scalp_Spec

Note:
Do NOT replace "LC_HMF_HED_PROAshley_Face_Diff" as it is responsible for the eye texture of the Low Count Ashley. 
If you do change it, this may cause graphical eye issues as the The Legacy Ashley Project texture does not contain the actual eyes.

It should also be noted you may experience a graphical eye issue during the scene where all your squad mates land outside the Citadel Archives. 
Ashley's eyes will appear to widen excessively. This issue is intermittent for me and does not always occur. I have not discovered the cause of this issue yet.



BIOG_LC_HMF_ASHLEY_R > TEXTURES
HMF_HED_PROAshley_Face_Diff1
HMF_HED_PROAshley_Face_Norm1
HMF_HED_PROAshley_Face_Spec1
HMF_HED_PROAshley_Scalp_Diff1
HMF_HED_PROAshley_Scalp_Norm1
HMF_HED_PROAshley_Scalp_Spec1  


BIOG_HMF_ARM_ASH_R > ASHB > TEXTURES (top 3 files as of Project Variety 2.0)
HMF_ARM_ASHb_Diff <DXT1>
HMF_ARM_ASHb_Norm
HMF_ARM_ASHb_Spec

78. Click on the thumbnail image of each texture, one at a time, and check the appropriate pcc box(es) mentioned above
79. 6 tabs will appear at the bottom of the central window
80. Click on the "Change" tab and specify the appropriate file you edited in Part 5 of this tutorial

81. Repeat steps 78-80 for each of the above specified textures

82. SAVE CHANGES


For Your Consideration:

You will need to complete this tutorial for each DLC pcc file you want to apply these meshes to. The process is the relatively the same. 
For example, I had to edit the following:

DLC_MOD_ME3RE (ME3Recalibrated) - Refer to my The Legacy Ashley Project Compatibility for Me3Recalibrated article
BioD_Cat003_780FinalConvos.pcc

DLC_MOD_ProjectVariety  and DLC_MOD_ProjectVarietyE (Project Variety) - Detailed in this tutorial
BioH_Exp3_Ashley_1.pcc
BioH_Exp3_Ashley_2.pcc

DLC_MOD_EGM_Alliance  (Alliance Warpack) - Refer to my The Legacy Ashley Project Compatibility for Alliance Warpack article

If this tutorial does not fix your problem, there may be another mod conflict.
To locate any other possible conflicts, search for the following pcc files in each mod you currently use.

BioD_CitHub_Hospital_Ash.pcc
BioD_CitHub_Hospital_AshT1.pcc
BioD_Nor_131RomAshley.pcc 
BioD_Nor_131RomAshley2.pcc
BIOG_HMF_HED_PROMorph_R.pcc
BIOG_HMF_HIR_PRO.pcc
BioH_Ashley_00.pcc
BioH_Ashley_00_Explore.pcc
BioH_Ashley_00_NC.pcc
BioH_Ashley_01.pcc
BioH_Ashley_01_Explore.pcc
BioD_Cat003_780FinalConvos.pcc
BioD_CitHub_000ProCit.pcc
BioD_CitHub_002ProCit.pcc
BioD_CitHub_HospitalP1.pcc

BioH_Ashley_CitSim.pcc
BioH_Exp3_Ashley_1.pcc
BioH_Ashley_03.pcc
BioH_Ashley_03_Explore.pcc
BioH_Ashley_02.pcc
BioH_Ashley_02_Explore.pcc


The same method detailed above will need to be implemented for each duplicate pcc file you find. I strongly suggest you refrain from altering pcc files if you do not know what they are responsible for. In some cases, the pcc file names can help you figure it out or at least narrow down your search.

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