HR Alliance Dress BluesHR Alliance Dress Blues for both genders.
This mod applies to NPCs, Shepard, Sanders, Anderson, Hackett
HR Alliance Dress Blues
Started by
Site Bot
, Dec 12 2013 11:24 PM
11 replies to this topic
#1
Posted 12 December 2013 - 11:14 PM
#2
Posted 14 December 2013 - 06:29 PM
Very nice texture!! Well done
#3
Posted 16 December 2013 - 04:26 PM
Thank you! =)
#4
Posted 17 December 2013 - 04:07 PM
I wish there was a mod that removed the frankly goofy shoulderpads on this item of clothing.
#5
Posted 22 December 2013 - 12:36 PM
It's possible in theory through mesh-editing, but not something I'd be motivated to do I'm afraid.
#6
Posted 05 January 2014 - 10:31 AM
Hello Ottemis, thank you for the wonderfull mods!
I do have a question and since you seem to be the only modder giving details about rev versions and basegame/dlc mods maybe you can help me..
Months ago i tried modding my me3 but gave up due to all kinds of errors but back then it was advised to make your own .mods from good tpf's.
Has me3explorer been changed somehow that makes it unnecessary to make your own mods and now we can just aswell use other peoples mods?
For this mod you give a separate basegame and dlc enabled mod but what if theres only a basegame mod and i want it enabled in dlc?
Can i just use the texmod tpf and make my own mod( after making sure it is "fixed")? Will that have dlc enabled as i have dlc in my treestruct?
I do have a question and since you seem to be the only modder giving details about rev versions and basegame/dlc mods maybe you can help me..
Months ago i tried modding my me3 but gave up due to all kinds of errors but back then it was advised to make your own .mods from good tpf's.
Has me3explorer been changed somehow that makes it unnecessary to make your own mods and now we can just aswell use other peoples mods?
For this mod you give a separate basegame and dlc enabled mod but what if theres only a basegame mod and i want it enabled in dlc?
Can i just use the texmod tpf and make my own mod( after making sure it is "fixed")? Will that have dlc enabled as i have dlc in my treestruct?
#7
Posted 05 January 2014 - 12:16 PM
There have been some broken REVs in the past and backwards compatibility with older modding methods during the development of the tool weren't optimal. When the broken REV issues surfaced, me and one of the coders of the project spent a lot of time bug-testing and I ended up writing a warning explaining the issues and later the first time setup guide, advising modders to include REV build numbers with their mods but as you've noticed not a whole lot of them actually do that.
Due to those issues it's advised to recreate any .mod that wasn't created after mid-August 2013 or wasn't created with REV 473 or above.
Some people with non english localization versions have reported some .mods not working properly for them, those people were also advised to rebuild .mods on their own system using the fixed format TPF's where applicable. KFreon wrote a guide on how to fix format issues in TPF's. Texmod is a lot more forgiving in therms of fileformats than ME3Explorer because it doesn't directly touch any of the gamefiles, because ME3Explorer repackages them in the files you are bound by the Engine's rules and often the format in TPF's is not what it should be for it to allow permanent replacement.
If you find a .mod that's basegame only (I think I'm the only one that makes the distinction) and you want it to apply to DLC, you will indeed have to run the TPF through Texplorer's Mod Generator. On the bright side, if you poke me for any of my mods, I'll do this for you and most if-not all mods I've shared here are Fixed format TPF's, this is why I keep my TPF and .MOD releases close together.
I started offering basegame only mods first because you are required to run a patcher or run through a separate launcher when you mod your DLC files. Any .mod created with a basegame tree-structure is inherently incapable of replacing ANY DLC files even if you yourself are using a DLC enabled tree-structure. The same effect comes from running a DLC enabled .mod on top of a basegame tree-structure but some people like knowing there's no way it can happen if they don't choose it to. I will personally always list whether a mod was created with a basegame or DLC treestruct, but sometimes textures are only in the basegame and there is no need for a DLC enabled .MOD
So long story short, using other people's .mods is fine as long as they were created with REV 473+ or after August last year. If you run into issues regardless or need a DLC enabled .mod where none's available you can use Fixed Format TPF's to bake a fresh .mod =)
Best thing to prepare is to read my first time setup guide, it directs you to the other information you will potentially need like the guide on tpf to .mod conversion and the information on the DLC patcher etc. Hope that answers your questions otherwise shout =)
Due to those issues it's advised to recreate any .mod that wasn't created after mid-August 2013 or wasn't created with REV 473 or above.
Some people with non english localization versions have reported some .mods not working properly for them, those people were also advised to rebuild .mods on their own system using the fixed format TPF's where applicable. KFreon wrote a guide on how to fix format issues in TPF's. Texmod is a lot more forgiving in therms of fileformats than ME3Explorer because it doesn't directly touch any of the gamefiles, because ME3Explorer repackages them in the files you are bound by the Engine's rules and often the format in TPF's is not what it should be for it to allow permanent replacement.
If you find a .mod that's basegame only (I think I'm the only one that makes the distinction) and you want it to apply to DLC, you will indeed have to run the TPF through Texplorer's Mod Generator. On the bright side, if you poke me for any of my mods, I'll do this for you and most if-not all mods I've shared here are Fixed format TPF's, this is why I keep my TPF and .MOD releases close together.
I started offering basegame only mods first because you are required to run a patcher or run through a separate launcher when you mod your DLC files. Any .mod created with a basegame tree-structure is inherently incapable of replacing ANY DLC files even if you yourself are using a DLC enabled tree-structure. The same effect comes from running a DLC enabled .mod on top of a basegame tree-structure but some people like knowing there's no way it can happen if they don't choose it to. I will personally always list whether a mod was created with a basegame or DLC treestruct, but sometimes textures are only in the basegame and there is no need for a DLC enabled .MOD
So long story short, using other people's .mods is fine as long as they were created with REV 473+ or after August last year. If you run into issues regardless or need a DLC enabled .mod where none's available you can use Fixed Format TPF's to bake a fresh .mod =)
Best thing to prepare is to read my first time setup guide, it directs you to the other information you will potentially need like the guide on tpf to .mod conversion and the information on the DLC patcher etc. Hope that answers your questions otherwise shout =)
Edited by Ottemis, 05 January 2014 - 12:43 PM.
#8
Posted 05 January 2014 - 01:02 PM
Yes, thank you very much.
I allready have your excellent Guide in a window aswell as the me3explorer forum
Though i must say, there may be a lot of information on the forum, it is not very friendly to casual modders such as myself and is in dire need of more people like you... dumbing down the techtalk so people like me can understand
The required patcher or launcher for dlc example... I know nothing of such things but apparantly WV just released a bink32.dll which will eliminate the need for this?
Guess i will just have to try and find out.
I'm all set up to start my modding, now to find and download the good mod files
I allready have your excellent Guide in a window aswell as the me3explorer forum
Though i must say, there may be a lot of information on the forum, it is not very friendly to casual modders such as myself and is in dire need of more people like you... dumbing down the techtalk so people like me can understand
The required patcher or launcher for dlc example... I know nothing of such things but apparantly WV just released a bink32.dll which will eliminate the need for this?
Guess i will just have to try and find out.
I'm all set up to start my modding, now to find and download the good mod files
#9
Posted 05 January 2014 - 01:56 PM
Yeah honestly I'm not up to speed on the status of development for the patcher/launcher, you'd have to give it a whirl I'm afraid =/
They're smart people onforum but it's definitely hard to follow what they're getting at most the time haha.
They're smart people onforum but it's definitely hard to follow what they're getting at most the time haha.
Edited by Ottemis, 05 January 2014 - 01:57 PM.
#10
Posted 06 February 2014 - 05:50 PM
A thing I've been wondering about the dress blues textures:
Is it just me, or are the hands quite dramatically different from those of other outfits worn by Femshep, at least?
It's an issue that's quite visible with the original textures too.
Is it just me, or are the hands quite dramatically different from those of other outfits worn by Femshep, at least?
It's an issue that's quite visible with the original textures too.



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