Thank you, this is so convenient! Not only for mods, but the intro itself is shockingly poorly written and there is no need to watch it forcibly for the 1000th time.
Omg, I love you for this. It's so annoying when I'm testing mods I'm making, that require a fresh start to test, to have to sit through the opening. You da best!
Thanks for the heads up. I will try to figure that out at some point. I made this before it occurred to me that the community patch might conflict, and I haven't yet looked closely enough to figure out what I might need to tweak to make it compatible.
Yeah, I see you there plotting how you can use this to quickly get screenshots of hair and complexion mods. Because that is precisely why I made it!
Speaking of which, in the process of working on my hair mods, I put together DLC packages of complexion mods to make my hair models look a bit better and more varied. I don't plan to release these because the complexions aren't my work (some of them are, in fact, yours.) If you would like the files so you can release them yourself (and therefore sidestep replacing basegame textures) I've done the work for you. Let me know and I'll throw the mods up on Google Drive and you can have them.
Thank you, I appreciate that you'd be willing to let me do that, but complexions aren't really my bailiwick. I can do minimal graphics stuff (for example, I used Gigapixel AI to upgrade the ones that weren't 4K, just to see if I could) but I don't know the intricacies of how they work in game. Like how they are affected by, for example, being bloodied and where the moments of transition into another appearance state are stored, and I'm afraid the mods I made might miss something vital there.
I imagine shortcomings with DLC mods in this could be why you made them replacement textures for the whole game instead of DLC yourself? So, if users came back to me telling me there was a problem, I wouldn't have a clue how to fix it. So I likely won't share them unless or until I find the time to do a deep dive and actually learn about how they need to be handled.
I honestly have absolutely no idea how to make DLC mods so yes, texture replacers are easier, so I wouldn’t be able to provide support on DLC mods either haha!
Really? I thought your hair mods were packaged as DLCs.
That's basically the approach I took for the complexion mods as well, simply creating .pcc files with the new textures stored in a .tfc and then savegame editing to use the correct code. But like I said, it's entirely possible (since I'm only using them to give my models more variety for screen-shotting hair mods I plan to make) that I've missed something that needs to be replaced later in game? idk.
Huh. I must have been thinking of someone else, I could have sworn some of the hair mods were yours. At least now the no-DLC thing makes sense now.
At any rate, I'll sit on the complexions for a while and if I don't find any reason they wouldn't work for people, maybe I will release them. In theory there might be a way to add them to the CC or AMM, but that would take more longer so it goes on the back burner for now. Thanks!
This is brilliant! Do you think it would be possible to do similar for the unskippable cutscenes in the From Ashes (Javik) DLC? I'm not familiar enough with the work needed to make such a mod, thus why I'm curious if you think it's possible.
I can see two ways of doing this, assuming they'd work (I don't know that they will, and at present I don't have any need for such a mod so I'm not likely to try it myself. Sorry.)
However, off the top of my head, I see two scenarios that might work. The first would be to replace the five .bik movie files that begin with "Cat001_Prothean_Flashback" (from the Movies directory in the DLC_HEN_PR DLC) with movies that are only a few frames of black, saved in the .bik format (no idea how this is achieved). That would effectively skip over them without the user actually having to skip them.
To make them actually skippable (assuming the process works the same way it does on this mod here) You'd have to locate 2 (or 3) files:
BioD_Cat001_350FlashbackA.ppc
BioD_Cat001_375FlashbackB.ppc
(And BioD_Cat001_600WrapUp.pcc, assuming you want to skip the third flashback after the final battle on Eden Prime)
Then, in the Legendary Explorer Package Editor...
In each file, do a search for BioSeqAct_BioToggleCinematicMode using the "Find Objects by Class" dropdown menu and button.
When you find objects of that class, there will be a pair of them, one after the other.
Select the second one.
On the right-hand panel you will see a property near the top called "disableCinematicSkip" and note that it is set to "True". Click on the item, then in the drop down above, select "false" and click "set". Then save your file.
If you wanted to distribute this as a DLC mod, there may be some peculiarities to modding official DLC content as opposed to modding the basegame, and that is the reason I'm not likely to take a crack at this myself when I'm in the middle of a different project (the reason I released this mod is because I needed it to make my life easier working on said project.) You would have to look into that yourself. But barring any differences from releasing a basegame DLC mod, it looks fairly straightforward.
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Speaking of which, in the process of working on my hair mods, I put together DLC packages of complexion mods to make my hair models look a bit better and more varied. I don't plan to release these because the complexions aren't my work (some of them are, in fact, yours.) If you would like the files so you can release them yourself (and therefore sidestep replacing basegame textures) I've done the work for you. Let me know and I'll throw the mods up on Google Drive and you can have them.
I imagine shortcomings with DLC mods in this could be why you made them replacement textures for the whole game instead of DLC yourself? So, if users came back to me telling me there was a problem, I wouldn't have a clue how to fix it. So I likely won't share them unless or until I find the time to do a deep dive and actually learn about how they need to be handled.
That's basically the approach I took for the complexion mods as well, simply creating .pcc files with the new textures stored in a .tfc and then savegame editing to use the correct code. But like I said, it's entirely possible (since I'm only using them to give my models more variety for screen-shotting hair mods I plan to make) that I've missed something that needs to be replaced later in game? idk.
At any rate, I'll sit on the complexions for a while and if I don't find any reason they wouldn't work for people, maybe I will release them. In theory there might be a way to add them to the CC or AMM, but that would take more longer so it goes on the back burner for now. Thanks!
However, off the top of my head, I see two scenarios that might work. The first would be to replace the five .bik movie files that begin with "Cat001_Prothean_Flashback" (from the Movies directory in the DLC_HEN_PR DLC) with movies that are only a few frames of black, saved in the .bik format (no idea how this is achieved). That would effectively skip over them without the user actually having to skip them.
To make them actually skippable (assuming the process works the same way it does on this mod here) You'd have to locate 2 (or 3) files:
Then, in the Legendary Explorer Package Editor...
If you wanted to distribute this as a DLC mod, there may be some peculiarities to modding official DLC content as opposed to modding the basegame, and that is the reason I'm not likely to take a crack at this myself when I'm in the middle of a different project (the reason I released this mod is because I needed it to make my life easier working on said project.) You would have to look into that yourself. But barring any differences from releasing a basegame DLC mod, it looks fairly straightforward.
Good luck.