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Everything posted by paulscottttt
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Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
thats no worries. glad i could return the help. -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
to be fair thats just random numbers a threw out there. but i had the same numbers for X Y Z & 1 for W -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
if i remember right, smoothness was 100 and reflectance was some thing like 0.001 -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
should be. -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
did not end up using it like that. i made it so model for 01 would load for all ranks -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
if i remember correctly it was Smoothness, VFX_Smoothness & VFX_Reflectance. all should be a ShaderParameterType_Scalar -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
would depend on what helmet?, as some already have the settings and some you must add example would be pathfinder helmet 01 has the settings but 02 & 03 do not. so i had to add them to 02 & 03 -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
you mean make it reflective? -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
@Phnx thanks for the help dude. EDIT : okay so got it to work. i'll share the project in case anyone is interested in how to do it. also has some edited textures that remove the little triangles and fix up some of the tinting. it replaces the causal short sleeve and the base underarmor https://mega.nz/#!Y35VwI6b!REHQ0-EznGjeO6j2raZg_NmHDfwdCHb6bSXsWRHf-HI -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
So I've Got The Casual Outfit Replaced, But The Underarmor Goes Invisable Everytime I Try To Replace It. so i am obviously replacing it wrong -
Pointers On Replacing Casual & underarmor
paulscottttt replied to paulscottttt's topic in Mass Effect's Andromeda
yeah thanks. i know how to change one full armor for another but just cant seem to do it for the NPC underarmor -
hi can anyone give me pointers on replacing a casual outfit an the underarmor with the NPC No Collar Underarmor? i know there is a mod that does that. but i run the game through the editor and not the mod manager due to crashes and having to alt ctrl del to exit the game because of a black screen when i exit the game
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With Collar = Game/Characters/Human/HMM/HMM_ARM_A/HMM_ARM_HVYA_UND_SKINNED_MESH No Collar = Game/Characters/Human/HMM/HMM_UND/HMM_UND_NOCOLLAR_MODEL_MESH
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Help with tier 1 - 2 Pathfinder visor tinting
paulscottttt replied to KainPrimus's topic in Mass Effect's Andromeda
game/items/gear/head/apperarances open "appearancesitem_helmet_pathfinder_01 click where it says "SimpleAppearanceItemData" pick the first ItemMeshMaterialVariation. then Shader/VectorParamters item 37 Opacity item 40 Visor Color -
nope. but i noticed a mod had an archive missing. works fine once i removed that mod.
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just tired to run MEA with frosty manager and got this error. anyone know what is causing it? Object reference not set to an instance of an object. 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.ExceptionServices.ExceptionDispatchInfo.Throw() 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.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at FrostyModManager.MainWindow.<launchButton_Click>d__13.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
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Mod Request - Adding tattoo to male Ryder
paulscottttt replied to stompXdown's topic in Mass Effect's Andromeda
yeah i know that but i dont know what one is complexion 1 -
Mod Request - Adding tattoo to male Ryder
paulscottttt replied to stompXdown's topic in Mass Effect's Andromeda
i've only been modding MEA for 4 days haha so unsure where the complexions are, i dont know if they are just the pre-sets "names" textures -
Mod Request - Adding tattoo to male Ryder
paulscottttt replied to stompXdown's topic in Mass Effect's Andromeda
it could be added to the custom ones as well. unsure how it would look once you start changing the skin tone. -
Under Armor Texture Locations?
paulscottttt replied to HeirOfTheSeptims's topic in Mass Effect's Andromeda
if its the PF underarmor game/characters/human/hmm/0_armor/hmm_arm_patha/textures/ game/characters/human/hmf/0_armor/hmm_arm_patha/textures/ then just lookfor textures with "underarmor" in them unsure about the NPCs underarmors though -
Mod Request - Adding tattoo to male Ryder
paulscottttt replied to stompXdown's topic in Mass Effect's Andromeda
the texture for the body is mirrored for the bare arms. meaning only one texture for both arms. you could add it to the chest or something like that. Example http://imgur.com/VscXe3O -
Mod Request - Andromeda Initiative Armor Lights
paulscottttt replied to stompXdown's topic in Mass Effect's Andromeda
any idea when we will be able to edit meshes and be able to inport them in game? -
ah yes turning of the transpart i can see it. how owuld i save that with the intell plug in for PS? edit nevermind saved it wit hcolor + alpha.