In prior versions of ME3explorer I was able to use Ashley66444's cloning tutorial to create new entries for Armor, casuals, visors etc, to show up in the closet for femshep
In ME3 explorer it looks like alot of the tedious tasks that used to be required have now been made more user friendly (one click cloning, hex editing) which seems like a really good thing
That being said I have been trying for awhile now to successfully clone an the CTHk entry for a new DLC mod that would contain many new entries for casual alternatives but while it seems to be working ( in that the textures show correctly in texplorer, and the MDLs show correctly in Meshplorer) when I try them in game I can not get them to show up. I think my Coalesced entries are right but I suppose that could also be wrong.
I have looked around and so far I have not seen tutorials on cloning in ME3explorer that I could look at to make sure I am doing it right but I have not found one yet. Could someone direct me to one?
I would assume you can take notes from both this DLC mod: www.nexusmods.com/masseffect3/mods/429/? or this DLC mod: www.nexusmods.com/masseffect3/mods/415/? as a guide to see if you've missed something somewhere. Failing that, you could poke either author in the thread here to ask for their help. We'd appreciate a proactive approach so I'd advise you do this only after you've looked through their mods for clues as to what you might have missed yourself.
I have looked at several DLC's of this type including those you listed. I have looked at the outcome after cloning of the PCC in question and mine look the same as theirs so I am at a loss as to what I have done wrong. I do try to figure things out on my own. (Half the fun really) but I am now at that stuck phase where I can't see what is wrong but I know it is not working. I wonder if it would help if I outlined the steps I used for people to see. Maybe that would spark some idea about where I am going wrong and at the same time start a kernel for a future tutorial? Good idea or too much
Well if the mesh and textures show up, but the armor doesn't show up in the locker, I'd assume there's a list you'd have to update somewhere that refers to the entries in the locker. I haven't worked with the locker myself but for the CC you essentially clone in a new instance, add names, change ids, make sure it's added to the slider array, edit number of iSteps, replace cloned mesh and textures and change mat in meshplorer. I haven't done anything with the locker specifically, but I would assume the same goes there in essence. Let's que someone in, @elysiumfic Maybe she's run into the same issue in the past and can point to a cause top of head.
I wonder if it would help if I outlined the steps I used for people to see. Maybe that would spark some idea about where I am going wrong and at the same time start a kernel for a future tutorial? Good idea or too much
That is an excellent idea, specifically because you're in the process of doing it now. Tutorials are always useful/wanted/needed and yes, it might help pinpoint what you're missing, for sure.
So I made this step wise documentation of the cloning process because I had tried it several times without success and I thought it would at least provide documentation of the process so others could tell me where I messed up. Of Course, as it turns out however, this time it worked! I have not tried to duplicate it yet. I have been able to clone 2 other spots in the same pcc file. So it seems like the process below should work.and is simplified by cloning the already cloned entries.
I wrote this specific to my situation but if/when it gets turned into a tutorial then I think it could be made more generic easily enough.
I have some additional questions which I will post in a followup regarding the possibility of simplifying this.
Cloning a CTH slot steps. 1. Preparation: I used the ModManager3 development tool to generate a custom DLC starter kit I named the Mod DLC_MOD_FancifulEDI I gave this a mount priority of 3332 I copied the BIOG_HMF_ARM_CTH_R.pcc file from the \Mass Effect 3\BIOGame\CookedPCConsole folder into the \Mass Effect 3\BIOGame\DLC\DLC_MOD_FancifulEDI\CookedPCConsole folder I renamed that file "BIOG_HMF_ARM_CTH_R_FEDI.pcc" I copied a newly created CustTextures0.tfc file to the DLC_MOD_FancifulEDI\CookedPCConsole folder and renamed it "Textures_DLC_MOD_FancifulEDI" I used AUTOTOC to update the TOC for the DLC 2. Cloning I opened the BIOG_HMF_ARM_CTH_R_FEDI.pcc with Me3Explorer Package Editor I used the Add Name menu item under EDIT to add the following names: CTHm CTHm_MAT CTHm_MDL CTHm_DIFF CTHm_NORM CTHm_SPEC THese names now appear from 712 to 717 in the names tab I saved and reloaded the file Under the exports tab I cloned the following entries by right clicking and selecting "clone": CTHk CTHk.HMF_ARM_CTHk_MAT_1a CTHk.HMF_ARM_CTHk_MDL CTHk.HMF_ARM_CTHk_Diff CTHk.HMF_ARM_CTHk_Norm CTHk.HMF_ARM_CTHk_Spec These now appear at the bottom of the export list as entries 1829-1834 I now select CTHk and then slect the Meta Data Editor and change the name to CTHm and Save Changes I now select CTHk.HMF_ARM_CTHk_MAT_1a and then slect the Meta Data Editor and change the name to CTHm_MAT and the link to CTHm I change the index to "0" (zero) and Save Changes I repeat with the others until all have the right name and link I now have the following in my export table: CTHm CTHm.CTHm_MAT CTHm.CTHm_MDL CTHm.CTHm_DIFF CTHm.CTHm_NORM CTHm.CTHm_SPEC I save the file and reload it In the exports table I select CTHm.CTHm_MAT and then choose the Interpreter/Hex Editor tab. I expand the 01c0: Name: "TextureParameterValues" so that the 0, 1 and 2 subsections are visible. I click on the third line that says "022C Name: "ParameterValue". Once selected at the top a box will appear with the number 1805 showing and the text (HMF_ARM_CTHk_DIFF) In the box I type 1833 so that the text now reads (CTHm_DIFF) and click Set Value (this difference of 1 between the index number in the export table and tha actual number needed has always been there but I am not sure why) I repeat the process for the NORM and the SPEC entries so that they match the CTM versions. I save the file. I used AUTOTOC to update the TOC for the DLC 3. Model Replacement I opened the BIOG_HMF_ARM_CTH_R_FEDI.pcc with Me3Explorer Meshplorer I select sKM#1831: CTHm_MDL from the list of models on the left hand side. I choose Import from UDK from the Transfer menu In the resulting UDKcopy window I click file>open UDK package and open my model file. I choose LOD 0 in the right frame and click Import LOD. I click on DONE The new model shows in the revolving model frame. With sKM#1831: CTHm_MDL still selected I scroll down the middle frame until I find the Materials subsection of Skeletal Mesh. When I click on that entry the box at the top of the window shows #1536:HMF_ARM_CTHk_MAT_1a I choose the down arrow next to the box and select #1830: CTHm_MAT from the list I click Set as Material I save the file I used AUTOTOC to update the TOC for the DLC 4. Texture replacement. I open Me3Explorer Texplorer 2.0 I select Rebuild Database I deselect all DLCs and basegame listed except for DLC_MOD_FancifulEDI I click continue and it scans When the scan is complete and the tree is expanded CTHM is showing below CTHk I choose Change Custom TFC from the top bar and select Textures_DLC_MOD_FancifulEDI to be the custom texture file I open the CTHm folder. The textures cloned from CTHk are showing. I replace the DIFF NORM and SPEC with my new textures. (here there is a small descrepancy. When I try to replace the NORM it tells me that I don't have the right number of MIPS but I know I do. IF I save the other two changes, close ME3Explorer and reopen it, set the custom texture and then change the norm it gives me no message and everything saves fine. The thunbnail displays perfectly in subsequent openings so I am not sure what is going on with that.) Once the save is complete I close Texplorer I used AUTOTOC to update the TOC for the DLC 5. Coalesced.bin editing I open Me3Explorer Coalesced Editor I browse until I find the Default_DLC_MOD_FancifulEDI.bin in my DLC mod. I click Convert I open the newly created Default_DLC_MOD_FancifulEDI folder in my DLC. I open the BioGame.xml file in Notepadd++ I add the following to the file: <Section name="sfxgame.sfxplayercustomization"> <Property name="casualappearances"> <Value type="3">(Mesh=(Female="BIOG_HMF_ARM_CTH_R_FEDI.CTHm.CTHm_MDL"),Id=120,PlotFlag=-1,Type=CustomizableType_Torso)</Value</Property> </Section> I save the file Back in Coalesced Editor I browse to Default_DLC_MOD_FancifulEDI.xml in the Default_DLC_MOD_FancifulEDI folder I click on Convert which generates a new Default_DLC_MOD_FancifulEDI.bin in the Default_DLC_MOD_FancifulEDI folder I click on this new Default_DLC_MOD_FancifulEDI.bin and paste it into the \Mass Effect 3\BIOGame\DLC\DLC_MOD_FancifulEDI\CookedPCConsole folder allowing it to replace the orginal there I used AUTOTOC to update the TOC for the DLC 6. Run the Game It worked
I think my prior error was in one of two processes.
1. In the cloning process in my prior failures I did not change the index to 0 in the meta data editor. I noticed it was 1 after the cloning this time and I changed it. 2. It is possible my original Coalesced for my mod I might have corrupted it during a prior unsuccessful attempt. This successful attempt I started from a clean slate and only used the ME3explorer Coalesced Editor rather than using ModManager's version of the same thing in prior attempts.
Not sure about this but one of them might have done it.
The only thing I have seen that is a bit odd so far is that the casual appearance I created shows up twice in the closet for some reason.
So it works to make multiple new slots, every cloned entry I do is ending up in the Closet twice for some reason. Not a huge problem as there is not an upper limit to closet entries as far as I know but odd anyway.
Here is how I do it. I am unsure if this is the right way but it seems to work...
Get your DLC framework ready. Copy the pcc files from your main game to your DLC Open Texplorer Rebuild the database using only the new DLC Open any texture folder and replace any texture. DON'T SAVE Close texplorer WITHOUT SAVING Open your Mass Effect 3>BIOGame>CookedPCConsole folder. You should have a new file called CustTextures0.tfc CUT that file (you don't want to leave it there) and paste it into your DLC. Rename this to the right name for your DLC
Now you have a new texture file that you can use to store the textures in for your DLC.
Remember that every time you work on textures in your DLC you have to use the "Change Custom TFC" command and select your new texture file. This command only works for that specific session. If you close Texplorer then it reverts to making new CustTestures files in your CookedPCConsole folder.
By the way..Once I created a new CustTextures0.tfc as described. I keep a fresh unused copy to use on future projects.
I figured out the double entry issue. Turns out I was using the same ID number in my Coalesced.bin file which was then causing my models and textures to show up in two places.
Now I am having some additional problems.
I am trying to make 4 modular DLCs that can be mixed and matched. I have made them with different mount priorities, used different names for the DLCs and used different ID numbers in the Coalesced, but when I use them together the best I can get is for two of them to work together. I am struggling to find where the conflict is. I have tried various combinations hoping to identify them. If I were to number them 1, 2, 3 and 4, then 1 works with all of them. 2 3 and 4 will not work with each other. They all work by themselves and with other DLC mods that I have been using for testing that affect the closet.
It sounds like it might be some form of conflict. I have their priorities set at 9992, 9993, 9994, 9995.
In the casualappearance section of the coalesced I use the following numerical scheme for the IDs
Update and hopefully the last one since I believe we can count this discussion completed.
I have all 4 DLCs working. I am uncertain but I think that the conflict might have been in the Custom Texture files and how they were created. After creating the first DLC, I generated a new CustTextures(0) file and copied it several times into the new DLCs and then renamed it to the correct name for the DLC. I a moment of clarity and desperation I decided this might be the issue and junked them and started fresh with newly created CustTextures(0) files made for each DLC. Now they work. Odd.
I appreciate all the helpful suggestions and for that matter just a place to vent and let my thoughts and process coalesce (if you will pardon the pun)
I am willing to put the cloning outline into tutorial form. Who should I talk to about that?