Mass Effect 3

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  1. 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.


    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 the links to the log and diagnostic of your Installer. See how to upload a log and make a diagnostic.
    - If the issue is texture-related, send screenshots and a save game where it can easily be seen.
    - Pirated games aren't supported. They may or may not work.


    Spoiler:  
    Show
    EDIT 31/01/2017
    A.L.O.T for ME2 2017 has entered BETA phase. You'll find a link on Discord to try it out :).

    EDIT 10/12/2016
    Me and AlvaroMe are working on a gigantic update / overhaul of A.L.O.T. Let's call it A.L.O.T 2017 :).
    If you're in a rush, here's the short version : more textures, better textures.

    Also, you can join us on Discord ! Link !


    There are multiple aspects we will be improving :
    - The first is creating an exhaustive database of "portable" (ie identical) textures between the entire trilogy games.
    - Since Bioware downscaled many textures and upscaled others through the development of the 3 games (eg a texture could be 1024px in ME1, 512px in ME2, 256px in ME3 // I'm not making it up ! ), we'll be able to normalize the textures (same resolution everywhere). We'll have a vanilla plus base to work with, if you want. Let's call these textures vanilla upscales.
    - Afterwards, we'll compare this vanilla plus base with current A.L.O.T textures. One by one. To see which modded textures are worth keeping, which would be better replaced by vanilla upscales. We'll also try to catch any remaining bugs or inconsistencies in the A.L.O.T textures.
    - Then comes the most interesting, and long part. It's the manual upscale of dozens, if not hundreds of textures. I won't be doing it entirely by hand, fortunately. Upscale algorithms have greatly advanced since bicubic and bilinear, and the results I've got now are very promising.
    I won't be doing any bulk upscale, as this gives very inconsistent results.
    - Finally, we'll switch from ME3Explorer to MassEffect Modder for texture installation. This tool is much (!! ) faster than ME3Explorer, and fixes a few of it's glitches regarding texture installation (ie no more Aquarium TPF). The installation tutorial will be redone, in time. In the meantime, the wiki of MEM has a lot of information, if you feel like learning by yourself :).

    This won't be done in a fortnight. We have a lot of work ahead of us, so please be patient ! There won't be any updates to A.L.O.T in the meantime, consider it's current state as final while waiting for the overhaul.

    EDIT 24/10/2016

    Thank you ! I won't write pages about it, but I'm really grateful for the support. It's an awesome feeling to see that this mod is becoming so popular, and that my work has proven useful. Mass Effect modding has a great community :).

    EDIT 23/04/2016
    ME3Explorer 2.0 was just released, the new stable !!! No more bugs, yay ! Links are in the description.

    EDIT 08/04/2016
    There will MOST LIKELY be bugs in this release, please report anything strange you may be experiencing !
    This release couldn't exist without the spreadsheet mastery of AlvaroMe, thank you for working with me on this release !

    Massive update :
    - Ported 165 textures from A.L.O.T ME2 and MEUITM to A.L.O.T ME3.
    Basically, there is A LOT of textures that are strictly identical between the 3 games, and thus texture mods can often be used in more than one game, with just a bit of tweaking.

    General cleanup :
    - Includes all bugfixes from 4.3.4
    - Removed 0x681EEF7C, 0x6DE908D1, 0x4BCF1D68, 0xC95D3ED8, 0x3FD3029E (textures that stray too far from vanilla)
    - Removed 0xAD1FD63B and 0xC1628277, Inferno Armor retexture that strays too far from vanilla.
    - Placed 0x77B0B844 in the Aquarium TPF (smoke texture with a bad 2x1 size ratio)

    Misc :
    - Updated mirrors, torrent links and MD5 hashes.[/b]

    EDIT 20/02/2015
    A.L.O.T for ME2 is finished, at last ! Check it out here !

    Spoiler:  
    Show
    EDIT 19/02/2015
    Update 4.2 fixes some bugs in the textures, that caused stalls during the installation. You only need to redownload the 'Environment - Others' pack.

    EDIT 16/02/2015
    Went on a modding spree and got the final update of A.L.O.T for ME3 out, which includes mods from ME2 (some textures are identical between the 2 games, thus can be used by both). Time to get some rest now :D.

    EDIT 15/02/2015
    Update 3.4 is out, it will most likely be the last unless new mods come out (apart from bugfixes of course). I may get a version 4.0 out using mods from ME2 (JeanLuc's for example).

    EDIT 04/02/2015
    Update 3.3.3 is out. Again, minor bugfixes. Read changelog for more information.

    EDIT 30/01/2015
    Update 3.3.2 is out. Just a minor bugfix to a texture that could not be installed due to a wrong format.

    EDIT 17/01/2015
    Update 3.3 is out (forgot to notify about 3.2^^). A bunch of bugfixes and tweaks. Read the changelog for more information, the list of bugfixes is too long to post here. This release paves the way for version 4.0, which will be very experimental :).

    EDIT 29/12/2015
    Update 3.1 is out, it fixes an important problem that stalled the installation of the mod in me3explorer. To update, follow the instructions on the main description, under the "Updating" section.

    EDIT 26/12/2015
    Update 3.0 is out, consider it a late Christmas gift :). We passed the 2000 textures cap, partly thanks to LedGuardian who added his Tuchanka retexture to the modpack. I also upscaled some cosmetic textures (eyebrows, iris).
    Also included are a new Coalesced.bin preset and 2 GemFX/SweetFX recommendations.

    EDIT 06/12/2015
    Uploaded an optional text file : A Lot Of Tweaks. This is a list of tweaks you can make to the coalesced.bin or .ini files to highly upgrade the graphics. I won't make a tutorial until the full release is ready, this is just temporary so that you may still try it out. You'll need a coalesced editor (google) and some basic knowledge of ME3's file system.
    Please tell me how it goes if you try it out :).

    EDIT 28/11/2015
    Rollbacked HMM_EYE_MASTER_Diffuse (hash 0xF02FAA7B) to the old a lot 1.2 version, yet another try at fixing the black eyes bug. This time for real for real. Really. Hopefully. EDIT : Confirmed to work.

    EDIT 27/11/2015
    Fixed the black eyes bug, this time for real (hopefully).

    EDIT 23/11/2015
    Quick update (2.0.1) to fix a bug that caused some character's eyes to appear black, sorry about that.

    EDIT 22/11/2015
    Update 2.0 is now ready for the TPF Version ! (kinda) GuerillaTech sent me the METPFs for Update 2.0. They will replace the TPF Version for now. METPFs and TPFs are basically the same format, except that METPFs are not compatible with Texmod. I kept the old TPF Version for legacy purposes, until it gets updated.

    EDIT 20/11/2015
    Update 2.0 is finally ready for the 7z and DDS versions ! The TPF one will take a bit more time sadly, as I'm having problems with Texmod.
    1986 Textures are now modded out of the 27 379 of the all-DLC game. That's 7.3% (~10% including hashes applying to multiple textures).

    Anecdote : About the making of this update. Given that I don't have access to a proper Windows computer, only a Virtual Machine running on Linux, I asked for help on the Nexus forums. GuerillaTech, carnagejc and Spark9 answered to the call, and it is mostly them you should thank for version 2.0. They did the texture fixing part, which involved an arduous and long process of going back and forth between rev717, 718 and 721 of me3explorer (each rev having it's own advantages and quirks), all that while dealing with W7, 8 and 10 inconsistancies.

    EDIT 09/11/2015 :
    Update 2.0 (that's right ! ) is coming soon !

    EDIT 10/08/2015 :
    I need someone to help me build version 1.3 as I don't have access to a Windows machine. If you're interested in helping out, I opened a discussion in the forums tab with more information.

    Update 1.2 is out, it should fix all bugs reported as of now. Enjoy !


    IF YOU HAVE A PROBLEM WITH THE MOD, READ THIS POST !
    Then, and only then, write a comment or come on Discord if you still need help. Please. Help us keep our sanity.
  2. Epolbadare
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    i download this using google downloader, big mistakes
  3. First of all, thank you for the ALOT mods (and thanks to the community for all the other mods as well!)
    Regarding the 3.5 GB RAM limit (at least for 32bit DirectX9 programs like the OT) when playing with mods like Project Variety and ALOT set to 4K LODs, the issue seems to be that DirectX9 somehow mirrors the textures in normal RAM and VRAM. I know about a mod for Fallout 3 that seems to fix the issue of running out of memory when playing with high res textures (lStewieAl's "Out Of Memory Fix" - https://www.nexusmods.com/fallout3/mods/24063). So I started to think, "What would happen if there was a mod that replaced the DirectX9 rendering pipeline?" It seems DXVK does just that and allows to circumvent this limit, so that running ALOT with 4K LODs, Full Static Lighting and mods like Project Variety (without the ALOT Patch) is possible. As far as I can tell ME3 uses only about 1000 to 1300 MB of RAM at the Citadel Holding Areas with those mods installed plus DXVK 2.3 x32 dll in the game's binaries/win32 folder. It would need proper testing of course, to verify that it actually works like it should.
    1. Have you tested this at all? It sounds interesting for sure
    2. I haven't had much time to test it yet since I have only found that out yesterday. All I can say for now is that it seems to work at the Citadel areas in ME1 and ME3 and crashes/freezes (at least for me) near the entrance to Liara's office on Illium in ME2. But I wanted to report my findings as soon as possible since I am sure that I am not the only one who is interested in that and since there are people here who most likely know far more than I do about such things. But I also found some threads on another website of people talking about using it in conjunction with ALOT on Linux which were made about a year ago, so maybe someone else already knew about it.
  4. VioletGiraffe
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    Improved static lighting doesn't cover the multiplayer maps, right? If I only play the MP, there's no point in installing ISL?
    1. VAULTRENEGADE
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      I couldn't find a definitive answer on this, but I am inclined to say that it does have an effect on multiplayer since it enhances the resolution of ALL static lighting effects.  It wouldn't make sense for multiplayer to use different assets.
    2. VioletGiraffe
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      Thanks! I'll give it a go, appreciate the reply. I didn't think it could be non-map-specific, that's curious.
    3. CreeperLava
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      ISL will affect all static lighting effects, including MP maps.
  5. who321
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    Could not find anyone else with this issue to try and resolve. Using legitimate steam version with all dlc installed, tried even without any mods just ALOT but always get same failed message at same stage, "MassEffectModderNoGui crashed or returned a non-zero error code during installation of texutres"

    First error line that occurs but process continues
    [ERR] MassEffectModderNoGui reported an error: Issue opening package file: /BIOGame/CookedPCConsole/SFXCharacterClass_Sentinel.pcc
    -------
    and later it fails following this
    [WRN] Unhandled IPC command: EXCEPTION_OCCURRED "Failed get data!" bool Package::SaveToFile(bool, bool, bool) at Package.cpp: line 1009
    [FTL] [AICORE] Exception occurred!
    [FTL] [AICORE]
    [FTL] [AICORE] "Failed get data!"
    [FTL] [AICORE]
    [FTL] [AICORE] bool Package::SaveToFile(bool, bool, bool) at Package.cpp: line 1009
    [FTL] [AICORE]
    [FTL] [AICORE] Callstack:
    [FTL] [AICORE] 01.  Package::SaveToFile(bool, bool, bool) at Package.cpp: line 1009
    [FTL] [AICORE] 02.  MipMaps::removeMipMapsPerPackage(int, QList<TextureMapEntry>&, Package&, RemoveMipsEntry&, QStringList&, QStringList&, bool, bool) at MipMapsEmptyMips.cpp: line 311
    [FTL] [AICORE] 03.  MipMaps::replaceTextures(QList<MapPackagesToMod>&, QList<TextureMapEntry>&, QStringList&, QStringList&, QList<ModEntry>&, bool, bool, bool, bool, int, void (*)(void*, int, QString const&), void*) at MipMapsReplace.cpp: line 933
    [FTL] [AICORE] 04.  QString::operator+=(QString const&) at qstring.h: line 569
    [FTL] [AICORE] 05.  std::__atomic_base<int>::load(std::memory_order) const at atomic_base.h: line 426
    [FTL] [AICORE] 06.  Misc::InstallMods(MeType, Resources&, QStringList&, bool, bool, bool, bool, bool, bool, int, void (*)(void*, int, QString const&), void*) at MiscModsInstall.cpp: line 431
    [FTL] [AICORE] 07.  QStringList::~QStringList() at qstringlist.h: line 111
    [FTL] [AICORE] 08.  ProcessArguments() at CmdLineParams.cpp: line 532
    [FTL] [AICORE] 09.  runQtApplication(int, char**) at Main.cpp: line 182
    FTL] [AICORE] 10.  main() at Main.cpp: line 199
    [ERR] [AICORE] MEM exited with non zero exit code: 1
    [INF] [AIWPF] Installation result: InstallFailed_FailedToInstallTextures

    Any idea why this could be happening to my installation?
  6. abatarx2
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    PLEASE HELP.


    As i try to install alot for ME3 it just doesnt start. alot starts just fine but when ending the installation for me3, me3 doesnt work. i didnt install any mod, pcc file or anything that crashes it. it just cant even start for some reason. i only have all free dlc's and thats it. Help please.
    1. CreeperLava
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      Please make a diagnostic with the installer and post a link here.
  7. Spiderman459
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    Sorry dumb question, but does this affect multiplayer?
    1. CreeperLava
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      You will see updated textures in multiplayer, but it won't affect the gameplay.
  8. hakou984
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    ALOT installer sees ME2 but not ME3 for some reason. Is there a way to manually install the mod?
  9. Extremeterror117
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    I have ran into a issue where the textures failed to load in the engineering deck and shuttle bay and the physical barriers aren't loading in the shuttle bay so i can basically walk into the void and i am running diagnostics but nothing shows up as a problem and i am running a rtx 3090 with a amd ryzen 9 5950x cpu i am confused?
    1. DoYouKnowZeWay
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      Same problem with me, can't fix it 
      EDIT
      Found the problem, it's the unofficial patch conflicting with EGM, you need to delete the patch
  10. McGuirk
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    I'm having an issue with oppressive black shadows in the game.  From what I've read, this may related to Depth of Field.  I'd like to test this, but ALOT overwrites my gamersettings.ini with each run and re-enables DoF.  Is there any way to override this so I can see if it fixes the shadow issue?
    1. CreeperLava
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      Where did you read that? I know about ME2's crushed shadows issue, but not for ME3. Either way, DoF can be disabled in the in-game menu.
  11. XE007
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    I cannot seem to find this so forgive if I missed this, does the LOV third party mod on ALOT install ALL the files? I say this because I do not have all the mods Except Take Earth Back and Project Variety. 

    Thank you
    1. CreeperLava
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      What is this "LOV third party mod"? I do not understand your question.
    2. Apex720
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      I believe he was referring to ALOV, but I can't really figure out the rest of his question either.