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Ehamloptiran

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Everything posted by Ehamloptiran

  1. is the infinite loading screen due to modding? or just in general?
  2. Try installing Visual C++ 2017 redistributable: https://go.microsoft.com/fwlink/?LinkId=746572
  3. Yes make sure to only use mods made for ur version of the game, especially when it comes to gunstats, powerstats, etc. as these are a single file containing all stats for weapons, powers, etc. and are frequently updated each patch
  4. Its just hanging on load, not necessarily actually loading as a background process, thats how all processes start, and then when they boot they move to active, in this case it hangs. Unfortunately the cause of this is unknown, i suspect its an incompatibility with the bcrypt.dll that mod manager places in the directory, and there is currently no known method to fix.
  5. have u tried launching thru the mod manager with zero mods applied? maybe theres a bad mod causing the hang
  6. How long have u left it? Coz sometimes my game does that (even unmodded) for a good 5 - 7 minutes, and then it just boots itself up, usually I will see the memory increase from ~50mb to ~80mb after that point and I know its going to boot then.
  7. What do u mean by launching in the background? is it launching or not?
  8. In case u didnt know, I am GalaxyMan2015 on discord. I posted that b4 I knew of the gunstats issue.
  9. yeah gunstats has changed, so any mods affecting that need to be updated
  10. I have a problem with ME: Catalyst too. When I want to launch the game through Frosty Mod Manager, it says: "Mod data path does not exist. Creating this path requires admin access (To create links between original and modified data). You will only be prompted to do this the first time." And when I press OK, it says: Method not found: !!0[] System.Array.Empty(). at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass17_0.<Run>b__0() at System.Threading.Tasks.Task.Execute()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Frosty.ModSupport.FrostyModExecutor.<Run>d__17.MoveNext()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult() at FrostyModManager.MainWindow.<launchButton_Click>d__13.MoveNext()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) Install .NET Framework 4.6.1 or above
  11. yeah sorry can't really help then, I have no idea why it wouldn't work outside of origin, the main fix for that issue is restarting origin. u could probably try deleting the ModData directory and bcrypt.dll, outside of that, not sure.
  12. try restarting origin, that worked for me when i had the same issue not long back
  13. custom saras have a tint color applied to their faces, so u need to keep the face texture the same color as the original basically, otherwise its going to completely throw off the tinting process as u can see.
  14. yes u do, otherwise it just runs the vanilla game, u can launch the mod manager from the cmdline, so that way u can create a shortcut to run the game, using the following command: FrostyModManager.exe -launch <ProfileName> this will launch the mod manager, which will automatically launch the game with the specified profile, and then the mod manager will shut itself down.
  15. Check the mask files for the face, im guessing the R channel of the texture still has remenants of the brow and what ur seeing is HBAO
  16. Issue is with either ur level of access or the permissions to the above path location, or mass effect executable is still running in the background.
  17. either run the mod manager as admin or go to the MEA install dir and untick readonly and apply to all files/subfolders
  18. They were just some random classes I picked, nothing relating to mod slots, but this is what they are for: IntegerProvider_Add: adds multiple integer values together, these are provided in the form of other providers. IntegerProvider_PlayerId: Is the id of the player, presumably 0 or 1 IntegerProvider_AmmoCount: How much ammo an entity currently has (There are options inside the provider for wether or not this is full ammo count, weapon ammo count, or clip ammo count) For mod slots, u would most likely use IntegerProvider_Const which is just a constant value u provide, like 1, 2, 3 This has been possible since v1.0.1. Can extract meshes (skinned, rigid or composite) to FBX, OBJ or DAE.
  19. No deciphering head morph data is still a whiles away in my books, and even then it would be done inside a tool, not in the character creator.
  20. The next release is a big release, so its going to take more time than normal before I am able to release. Included in the next release will be: - Audio export/import and previewing - Mesh import and previewing - EBX class instantiation and more control over ref assigning - Searching and filtering for assets (not inside assets)
  21. Probably, im guessing it'll be texture based or shader based, you'll just need to find the right parameters to change
  22. Once the tools have matured more, I think you'll find some more amazing mods, because as of right now, besides ebx edits, the only other real editable part is textures, and only so much can be done with textures, ie. face/makeup, body, colors, etc. where as with mesh editing, whole new hairstyles, etc.
  23. Yeah thats just texture modifications, check the tutorials, then locate the resources in the tool and modify
  24. What do you mean by faces? Like modifying the mesh itself? if so, then this is not possible, but modifying the textures is possible, I dont think there really is any guide to doing that specifically, but here are a couple of tutorials on texture modification in general using the frosty toolsuite: https://munchyfly.me/frostytoolsuitetutorials/
  25. I know someone in the discord channel is working on nomad speed upgrades, but not sure on their progress,u might want to join the discord channel (if u havent already) so u can discuss, and keep an eye out for any details on it. Link is in the description of the toolsuite page.
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