Mass Effect 3

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Ottemis

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Ottemis

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  1. Hybr11s
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    Sorry for the stupid question but in the description it says the mod also applies to shepard.

    If i understand correctly it should show up in the armor locker in the casual section!?

    ME3 Explorer says the MOD was installed correctly it looks like its working for the NPC's.

    Would appreciate the help.
    1. Ottemis
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      If you have a DLC mod installed that adds to or changes shepards Armor locker, that DLC will have load priority over the game’s original locker and associated textures so this MOD will have applied, but because it no longer loads the original locker, you’ll see the vanilla textures from that DLC mod instead. To solve this, you’ll need to manually add the DLC mod to your me3explorer texture tree using Texplorer so it can index and replace the textures there too when you install my mod.
    2. Hybr11s
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      Thanks for the response bud sadly it didnt work.

      I installed the Game> build texture tree> installed egm> added egm mod to tree> installed your mod
      I also tried to install egm first and created a texture tree after that.

      Whats even weirder is that even on a fresh installation (without egm) after i installed your mod, i only see updated npcs but nothing in the locker.
      I'll try it one more time. If that doesnt work it has to be on my end and im doing something wrong. Even though i have no idea what...

      Thanks again for the help!

      EDIT: Even after a fresh installation and absolutely no other mods or textures installed i only see npcs with ne new science uniforms. And even though texplorer already added the dlcs the first time a build a texture tree, it didnt help adding them manually after that.

      Completely out of ideas.
    3. Ottemis
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      When you vanilla, do you manually remove all modded files and hit origin update to redownload? Or do you copy in a vanilla backup? Or throw out and redownload the game in Its entirety?

      Personally id always advise the first or third. I’ve seen too many times people unwittingly keep a ‘vanilla’ copy that has modified files. At the very least never just run Origin update without manually removing modified files, because Origin doesn’t check for new files and doesn’t always register an original file is modded either and leaves some nonvanilla after update.

      Also doesn’t hurt to redownload the mod, I’ve heard before people had issues with blanket installation with various mods and redownloading the file solved it for them.
    4. Hybr11s
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      No after so many tries i dont even bother macking a Backup. I just completely remove Mass Effect including every single file (Documents Folder for example) and redownload everything. After that its just the usual routine. DLC Mods and Texture Mods after that.

      I also tried downloading your Mod again. But seeing the NPCs in the Huerta Hospital, but nothing in the Armor locker, i doubt it has anything to do with that.
      The only thing i havent tried is to download the vanilla game without the DLCs. Afaik you can uncheck the DLCs when Origin asks.

      Or maybe this was the Problem in the first place and i just never really understood how to apply Mods to the Game correctly.
    5. Ottemis
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      Have you tried just installing this texture mod straight after vanillaing your game and treescanning? If that works you’ll know for sure the problem is with the DLC mods you install.

      AKA, if you don’t manually add the DLC mods that involve sheps locker correctly in texplorer before reapplying this mod, it will vanilla your locker contents as it loads DLC files over vanilla game files.
    6. Hybr11s
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      My latest try was downloading the Game including all the DLCs (Omega, Leviathan etc.), building the Texturetree and after that installing your Mod.

      I cant add your Mod before because ME3Explorer says it has to build a Texturetree first.

      Like i said it didnt work. And like i mentioned the only thing i havent tried is downloading the Game without any DLCs like the Citadel DLC and then installing your MOD.

      Btw. thanks for taking the time and answering my questions. Especially because the MOD works for most people.
    7. Ottemis
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      Yeah, some info for you: you need the texture tree so it can match vanilla textures and textures in mod together by a numeric identifier they are assigned. That’s what we call their texture ID or hash. When you scan a vanilla game, the vanilla texture IDs will always be the same, so when we mod we refer to hashes in unmodded state so tpf tools knows what goes where.

      When you scan texture tree ontop of modified gamefiles, modified textures get a different hash, and won’t match up with hashes in mods meant for the vanilla textures.

      ————

      With what you tried it should be working. I have no clue what’s preventing it from showing up in the locker for you.
      This mod hasn’t been updated in ages because it’s done and works, texplorer and tpftools haven’t been changed in ages either. I’m sorry to say that almost automatically means the problem is somewhere on your end.

      You’re not doing anything wrong running the mod or it wouldn’t show up on NPCs either. With a vanilla tree scan it’s virtually impossible to make it apply for NPCs and not Shep on purpose unless you really know what you’re doing, you can’t accidentally make that happen. So you’re then left with either 1. The locker files weren’t vanilla on treescan (and can’t be matched by tpf tools) or 2. A custom DLC mod is preventing the original (and successfully modded) locker from being loaded in, because it (and it’s vanilla locker files) are taking load priority.

      When you install the MOD with tpf tools, it does tell you all textures installed fine I assume? Not that it couldn’t match all the textures or that it failed to install some?
    8. Hybr11s
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      Yes - after analyzing with Texplorer it tells me that 29/29 are installed successful.

      Could it be that an official DLC is interfering withe the Mod? Citadel Dlc changes the Armor locker as well.

      I alway thought that a Vanilla Game always means without any DLCs/Expansion Packs. Just the main Game only.
    9. Ottemis
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      No, official vanilla content including any of the official DLC can’t interfere, as the mod applies to all of them. Texplorer scans both basegame and official DLC files and adds them to your texturetree. Just custom DLC mods can cause issues as you have to add them to the texturetree yourself later, otherwise texture mods won’t be able to apply to textures within them.

      Still on a vanilla game/installation, without custom DLC installed, with a proper treescan and with no errors in tpf tools, the mod should appear in locker.

      I’ve reached the limit of being able to help I’m sorry to say.
    10. Hybr11s
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      Well 2 Months later and i actually got it to work.

      I stumbled across this Website (http://gametourists.blogspot.com/2012/06/mass-effect-3-custom-armor-and-casual.html) which basically explaines how to modify the Coalesed.bin and add casual Npc armor to shepards locker.

      Obviously because of the Mod the Npcs all wear the HR Science Uniforms and therefore Shepard aswell.



    11. Ottemis
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      That’s a roundabout way to do it, but whatever works.
  2. Shogun096
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    Why l cant install this with ALOT installer? :<
    1. Ottemis
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      There’s a link in the mod description page explaining why.
  3. owensj66
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    Lovely thanks!
  4. User_3733587
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    hey i am trying to install this mod according to the tutorial but the tpf tools keep on stopping the installation when they hit the first group of textures with shared hashes. can anyone help?
    1. Ottemis
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      Euuhhh, how old is the version of the toolset you are using? Might be worth it to update to latest SVN if you're not already running it. Shared hash handling is quite fresh, it's likely less problematic with the newest revision. I've not heard of this specific issue before to be honest.
    2. User_3733587
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      I'm on the latest svn release of me3explorer
    3. Ottemis
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      Huh. This will sound weird, but grab your treescan out of exec and delete the me3explorer folder then redownload and place your tree back, see if that'll do it. I'll have a look on the me3explorer forums while you're at it and see if there's any similar issues being reported.
    4. User_3733587
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      yep did not work that was about my 10th time re-downloading it and i know that re-installing ME3 does not work eithe because i've done that 5 times and rescanned 4 times to make sure.
    5. Ottemis
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      Maybe just skip it for now, just delete it out of the list. I'll have a look myself in a sec. Might be a good idea to post a bug report to the ME3Explorer Forums about it.

      Edit: So the dups are the Norms, I'd say delete them, it's not a huge loss. I'm trying to apply the tpf now.
    6. User_3733587
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      k thanks for trying to help
    7. Ottemis
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      It installed properly for me, it's most likely there's a problem with the PCC it's hanging on seeing it doesn't seem to be an inherent flaw with the dup system as far as I can tell, try checking the debug window or otherwise the debugoutput.txt to see if it constently hangs on the same file and vanilla that one, then try again.
  5. focuspuller2375
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    Your mod looks fantastic. I'm completely new to ME3 modding to be completely honest so do bare with me. It would seem that while the mod is working, the Anderson texture is not changing. Am I not doing something correctly with Me3Explorer?

    I think I get may get some kind of error with the anderson part of the mod in ME3explorer, something like not found in tree? Does that make sense?

    I just did a clean install and used a new version of ME3explorer, made a new tree. I didn't have an error this time, But installed a couple of your textures including this one and the Anderson one, but it seems instead of a texture I just see black. Is there something I need to do I'm not doing?
    1. Ottemis
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      These are the science outfits, did you apply the Dress Blues? Anderson is not part of this mod.
      Black textures are a bug often associated with a faulty mod or installation, where the texture location ref is lost or misplaced. Any mod run over this bug will not fix the issue as the PCC is effectively 'corrupted'. To fix the issue you'll have to vanilla the affected PCC files either by deleting and redownloading or by copying in a backup. There's really no reason for TPFs to cause this issue unless there was something hinky about the installation to begin with or the toolset you are using is too old/buggy.

      If new to using ME3Explorer I'd advise to read the first time setup guide. Make sure you are using the latest SF or SVN and create appropriate backups as indicated in the guide. Older versions of the toolset can cause issues, as it's still under development using the newest version is advised.
    2. focuspuller2375
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      I tried the latest version and followed the detailed guide. Everything was vanilla but the mod didn't work. All the replaced textures come out as black.
    3. Ottemis
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      Black texture bug can come from corrupted PCC's, depending on how you vanilla'd previously modded files, this can happen. Either copy in a vanilla backup or manually delete modified files then redownload via Origin update. Alternately, did you rescan your tree updating from pre 623 revs to the latest SF or SVN? That could also be a reason.
    4. focuspuller2375
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      Thank you for your help and taking the time to respond. I feel utterly perflexed as to why it's not working but obviously something somewhere along the line is not. I did as you said. I erased my vanilla back ups and started again. I reloaded a fresh copy from origin. I'm using rev632 which I believe is the latest? When I built the tree for Texplorer and it asked me to include DLC I selected yes. I added the binkw32 file for the origin work around then replaced the textures with yours (started simply with dress blues 4096). I see Anderson and suit texture is black. I get no error anywhere as far as I can see. I didn't get that MIPS next to the textures. Everything looked fine, as far as I could tell. Is there anywhere you think perhaps I went wrong or missed a step?
    5. Ottemis
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      Did you completely redownload from Origin? Start completely from scratch? Try physically throwing out all PCC files edited by the Anderson suit mod and redownloading those from scratch if you haven't yet. Also, where are you loading in to check Anderson? Is this the intro damaged version, the regular suit or both?

      I'm running a pass with the 4096 Alliance Blues TPF in the project atm btw. While a tpf can't 'break' there might be a bug with the toolset causing issues so I'll have a look.
    6. focuspuller2375
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      I'm going to try another fresh install now. Yes, I uninstalled and then manually threw out all ME folders including the preference ones ( C:UsersxxxxDocumentsBioWare). Then downloaded a fresh copy from origin. I also used a fresh copy of your mod which i'm about to do again now. I haven't checked damaged Anderson yet. I'm loading from a new game with male shep.

      Update: I got it to work! I used a fresh download of your mod as opposed to the copy I was using. Maybe it got screwed up some how. In anycase it works and it looks glorious! Thank very much for your time and help and sorry I couldn't resolve this myself sooner.

      I have noticed something. When I run the PCC console check now (using the Anderson mod as an example example) It said files to update 1. Where as before it wanted to update 6. I don't know if that means anything. In anycase it's working now!
    7. Ottemis
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      No worries hun, glad it's sorted out.

      Update files are for entries in the PCConsoleTOC.bin for the basegame and DLC's, it tracks PCC changes like filesize. Without a proper update the game can dive into infinite load issues. No way to say what's going on there unless compared against full vanilla state applications where it will update for each altered PCC (or rather altered to a degree that warrants an update). If it works it works =)
  6. thommaal
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    Thank you not just for your fantastic mods but also for the well-written tutorials at Otte's workshop. I had ME3Explorer up and running in no time thanks to you, and your tpf-creation guide was a welcome refresher after my hiatus from ME3.
    1. Ottemis
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      Ahh I'm glad they were useful hun, thanks a lot =)
  7. igod1
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    I cant find any .mod files in any of your uploads bar a few.
    1. Ottemis
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      This is true! I've switched to only TPF for texture mods, you can permanently apply them via me3explorer nowadays and they don't suffer from the same REV dependency .mods do =) I've attached an Article on using the TPF Tools on every projects and I'd advise to not to use my .mods as they are no longer compatible with the current development status of the toolset (they changed the script for texture mods in dlc, so those will pop errors).
  8. stainglasshart
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    Thank you Ottemis! ^_^
    1. Ottemis
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      Not a problem =)
    2. BugNexus
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      Hey, you again!
      You're really making all these mods or just bringing them to Nexus?
      Just asking because I've already seen mods that do the same things, altough yours eems a bit different and better, like I said on Liara's mod, I'll change the ones I'm using for yours.
    3. Ottemis
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      I've been a modder for a good 1.5 years ( i think? Maybe even 2 now) starting with ME1/2 then switched over to ME3 which is the one the bulk of my mods were created for. I have a release thread and projects on the Bioware Social Network. Most of my mods were moved here from the BSN, some are newly created (Liara Default/CE, Ashley Default/CE are the newest). Generally I don't move mods here until I consider them done, so there are still several mods that I've released that aren't featured here yet.