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Showing results for tags 'modmaker'.
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Issue with metallic And with general dds Fallout 4 texture format I am using Blender for baking / texture making and gimp from conversion to DDS. But the result not looking very good If someone can explain this process in detail Because material I found they skip a lot of stuff Like which channel to bake?
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It is not possible to import a hair mesh into the mod maker. And it 's not about the imported file itself .obj, and in the creator. I tried to reinstall the mod maker, redo the code of the .obj file, but the commas in the modmaker code both were and remained. Everyone I found had numbers with dots in [skinned Mesh Asset]. For example: 1.000 I have it written differently: 1,000 I have no idea how to handle this. Maybe someone has faced a similar problem?
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- daimod
- daimods error
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Hi all, I'm wanting to edit some meshes on DAI but I can't get mod maker to even open. I used the DAI suite loader to get the mod maker. I installed and opened first time...everything went smoothly. Then I closed and tried to open again. Now it crashes each time tries to open. The only thing I can see (outside of the dai,modmaker has stopped working error message from windows) is the message [Cache does not exist or out of date. loading assets] I've tried uninstalling and re-installing & Installing in a completely different directory but nothing can get this damn mod maker open for me. Does anyone have any help or tip they can share on this issue? Also, if some kind soul would extract the mesh parts for the EF wedding dress maybe I can get going on editing it while this modmaker issue gets resolved. Thanks for anything and everything! :D
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I've been working on custom face texture mods. So far I've successfully done Alistair and Blackwall and they worked just fine. Now when I try to change any of the others, go to merge they all say they override each other. I was under the impression they were all unique files and a Cullen diffuse couldn't override a Cassandra one and vice versa. I've had that problem before when more than one mod uses a certain complexion, but every other mod I create for the squad members just doesn't want to work. Any help would be appreciated! Thanks!
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- complexion
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Mass Effect 3 Hair Mod Not Showing
CommanderKhaleesi posted a topic in Mass Effect's Original Trilogy
Hi all! So I've spent the past week trying to get to grips with the modding within ME3. I've finally got all of them working a part from one. It's Ottemis braided hair mod. I've used Modmaker as instructed. I have the latest of which and done the SVN checker. Everything in that area that I'm aware of is fine. Yet when I load the game through TexMod (after loading the .tpf) the game only shows the Mohawk which is the basis of the default hair. Speaking of hair mine is basically ripped out from trying to find an answer, which the only solution to my particular problem that I can find is use the latest ME3explorer (106) and run SVN check. Any help will be gratefully welcomed and I regretfully ask that any given could be in very basic term as aforementioned I am only starting the modding process for ME3. Thanks! -
Hi everyone, I'm trying to import a modified head mesh into ModMaker but keep getting errors. Either "Input string was not in a correct format." when I'm doing what usually works, or "Exception: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index" when I change settings. I've already tried everything I could find online. Here's what I have done and know so far: I didn't change any names of objects/groups/LODssame amount of vertices, none deleted or (re)addedtried different import/export settings in Blender. --I used Blender 2.79 especially because some export setting(s) changed in 2.90 and I know the export options to use for 2.79.tried different scales, though it is obvious that just keeping everything at the default 1.000 is correctregion time & check for commas in the OBJ file (there were none).running ModMaker as adminreset configs & deleted the cacheSlimDX & DirectX11 are installed.NET Framework 4.8 (does it have to be 4.0?)Like others before I tried just exporting the OBJ from ModMaker and re-importing it without any changes. That also doesn't work. At first I thought it was an export issue, but a hair mesh I've altered works just fine. So... I'm confused and don't know what else to try. It's been hours and I'm starting to annoy myself a bit. It's not a drastic change or anything game-altering but I need to know:D Any help is appreciated! :smile: Edit: Even though the hair mesh I tested out today does import, when merged in ModManager the game stays on an infinite loading screen.
