But if you must have an answer, I make mods for myself, a Male Shepard player. I don't like playing as femshep, and it would be a major waste of my time to make mods I'll never use. Plus if people can't take the time to read my description where I make it clear about NO FEMSHEP why should I lift a finger for them?
So how easy would it be make one with this specific combination: Angaran helmet (MARK II with the antenna) Maverick Shoulders and Arms (Level X) Pathfinder Chest (Level X) Angaran Legs (Level X)
And ideally also for the original trilogy as well, not just the LE. That's an armour I wish I could commission to be in 2 and 3 especially, ideally also even with customizable colours.
While I do love making mods, my comment section is not a request/modding dev help box, thanks. Check out blender tutorials, the Frosty toolset, and the Legendary Explorer Wiki.
Please refrain from discussing commissions in my comments in the future, or they will get hidden.
You may port it as a PERSONAL MOD only, I do not offer permission for my mods to be ported and posted for the OT. The armor models as is already push the polycount limit in UE3 anyway, so with the lower memory available in the OT might cause a problem.
With that being said, the Legendary Explorer wiki has some resources. I don't offer individual modding help either.
Great job on these. I love the black and glowing red of the armors.
As mentioned in your reply below on how to change the color of the material, would I be able to do something similar to the Spectre version of the officer's uniform too, or is that texture? I'm such a newbie, but would love to learn since you don't take requests (which is completely understandable, so no worries there). I wouldn't mind seeing if I could change the lighter part of the long-sleeved shirt to black (like the N7 officer's uniform), while changing the Spectre insignia and the darker accent bits to white.
As for your question, you'll need to edit the texture in your favorite image editor of choice (so GIMP, Photoshop, or Photopea would be my suggestion.) In the casual's case, the color is completely decided by the texture. Things like shininess, lights, etc, are based on the material, like what that user wanted to do.
So, you can download LEX from Tools in ME3Tweaks, use Package Editor and navigate over to my mod's folder and open the file BIOG_HMM_CTH_MEA. From there, you can export the texture (and I would suggest exporting it as .png or .tga), open it in your image editor, recolor it to your liking, and then import it back into the package, save the file, and then reapplying the mod. If you want more detailed help, I'll be happy to assist on our modding discord :). We also have some various tutorials you can read through on our GitHub wiki, although nothing that matches exactly with what you want to do, but it can help with navigation and terminology.
I can also keep your suggestion in mind, it'll be a relatively easy thing to do with my setup (since it sounds like you want a black and white version of the Spectre outfit). MEA's outfits are based on a tintable diffuse that I bake my colors off of, and then later add the logos in a mix of Illustrator and PS. Might take a while before I update this mod again, though :)
Thank you for the info and the links. Your explanation on how seems easy enough, and if I need more help, I'll definitely join your discord (I'll likely join later regardless to learn more. )
And, thanks for keeping my suggestion in mind. :) No worries on when you can update the mod.
Hello thanks for the mod ! by any chance can you tell me which file or file name I should modify on MEM to change the glowing color on Heleus Champion armor ?
First off, you CANNOT use MEM to edit the lights. The color is not controlled by a texture, but rather a material.
So, to edit the lights, go to the Tools tab in ME3Tweaks and download Legendary Explorer Nightly. Next, once you have it installed, use Package Editor and navigate over to my mod folder to open the BIOG_HMM_ARM_REM file. In package editor, go to Options -> Properties -> Show Color Wheel. This will make it easier to edit the color.
Once you have the file opened, you should see a folder titled HELHVY. Double click on it to expand it. All three of the Heleus sets use the same materials. There are two materials in this folder: HMM_ARM_HELHVY_MAT and HMM_ARM_HELHVY_MAT_UND. You will need to edit both materials to change the light color. Click on the material and make sure you are in the properties tab on the right hand side. Double Click on Vector Parameter Values and then double click on None. This controls the light color. You will see Linear Color. You can click on it to change the color. Save the file and reapply the mod.
If you want to edit the lights on the helmet too, it's the BIOG_HMM_HGR_REM, the HELHELM folder, and the HMM_HGR_HELHELM_MAT.
Colors may not always look the same in game as they do in the editor, so you made need to play around with it. Confused? Feel free to join the Mass Effect Modding Discord and I can help you there too.
You will need to use this guide to help with that. I'm not sure if I'll add it as an armor in a future update (right now, I'm getting close to uploading the other remnant sets).
I'm not interested in making these interchangeable, but I am SLOWLY porting over the lower-level sets as well, as shown in the images with all three Heleus sets AND mentioned in my description.
These are awesome, glad MShep is getting some love! I don't suppose you're ever going to release your MShep head as a mod? I'm currently having a break, but would love to come back for a new playthrough in the future and have a decent looking MShep for once xd
Thank you, as long as I'm here Male Shepard is going to get all the love!
As per my description, I have no plans to release my Shepard or any of his assets as a mod. He's a blender sculpt I made for my specific game canon and a mix of a lot of personal ports of various mods and other game assets, so it's not something I can easily share either. One day I might sculpt a male Shepard for public release, but there's no plans for that currently.
oh sorry! I didn't see the description as I was only looking at your screenshots. And that's great because I only ever play male characters haha. Thanks!
While we're on the topic of custom heads, though, could I make a weird request? Kai Leng's face/head; I was wondering whether his head would be able to be rigged up as a custom Shepard face? If it's not possible or you don't want to then I understand, it's just so difficult to make an east Asian MShep with vanilla assets.
I also don't take modding requests, as per my description, but in the vanilla game, Kai Leng's visor is attached to his face, and his face textures and mesh do reflect that. The main issue with using NPC heads is that there's a high chance there will be a gap between the neck and the body with any mesh with an exposed neckline, such as the underwear/nude meshes.
Possible? Definitely, there's even a mod that gives Kai Leng a properly unmasked face (if you wish to go this route for personal use, as always, confirm permissions if you're going to post it), and the Custom Head Framework makes this type of mod fairly "easy" to achieve BUT ME3 vastly changed the weights (or how the face moves) from 1/2 so there's also a lot of work to rig the head properly so it can be used in earlier games.
So, to put it quite bluntly, no I won't be doing anything like this, but I do understand how difficult it is to make the Shepard you want to see reflected in the game. My Male Shepard I use as my models for my mods was one of the first ever mods I made for myself, so it's not like I had a ton of experience myself when doing it.
Thanks for the support, though! Male Shepard is the only way I play the game as well and I got into modding solely to make a good-looking Male Shepard, and then it snowballed from there...
46 comments
I also stated this already in my description, please take five minutes to read before commenting requests.
But if you must have an answer, I make mods for myself, a Male Shepard player. I don't like playing as femshep, and it would be a major waste of my time to make mods I'll never use.
Plus if people can't take the time to read my description where I make it clear about NO FEMSHEP why should I lift a finger for them?
Any chance of add Scavenger, Hyper Guardian and/or Maverick armor?
I'm taking a break from doing any more MEA armor ports for now, but Maverick has been on the list.
Well, at least you have it in mind. Thanks ^^
Angaran helmet (MARK II with the antenna)
Maverick Shoulders and Arms (Level X)
Pathfinder Chest (Level X)
Angaran Legs (Level X)
And ideally also for the original trilogy as well, not just the LE.
That's an armour I wish I could commission to be in 2 and 3 especially, ideally also even with customizable colours.
Please refrain from discussing commissions in my comments in the future, or they will get hidden.
With that being said, the Legendary Explorer wiki has some resources. I don't offer individual modding help either.
As mentioned in your reply below on how to change the color of the material, would I be able to do something similar to the Spectre version of the officer's uniform too, or is that texture? I'm such a newbie, but would love to learn since you don't take requests (which is completely understandable, so no worries there). I wouldn't mind seeing if I could change the lighter part of the long-sleeved shirt to black (like the N7 officer's uniform), while changing the Spectre insignia and the darker accent bits to white.
As for your question, you'll need to edit the texture in your favorite image editor of choice (so GIMP, Photoshop, or Photopea would be my suggestion.) In the casual's case, the color is completely decided by the texture. Things like shininess, lights, etc, are based on the material, like what that user wanted to do.
So, you can download LEX from Tools in ME3Tweaks, use Package Editor and navigate over to my mod's folder and open the file BIOG_HMM_CTH_MEA. From there, you can export the texture (and I would suggest exporting it as .png or .tga), open it in your image editor, recolor it to your liking, and then import it back into the package, save the file, and then reapplying the mod. If you want more detailed help, I'll be happy to assist on our modding discord :). We also have some various tutorials you can read through on our GitHub wiki, although nothing that matches exactly with what you want to do, but it can help with navigation and terminology.
I can also keep your suggestion in mind, it'll be a relatively easy thing to do with my setup (since it sounds like you want a black and white version of the Spectre outfit). MEA's outfits are based on a tintable diffuse that I bake my colors off of, and then later add the logos in a mix of Illustrator and PS. Might take a while before I update this mod again, though :)
And, thanks for keeping my suggestion in mind. :) No worries on when you can update the mod.
As per my description, no. I don't typically make mods for femshep and I have no plans to do any andromeda armors for her.
First off, you CANNOT use MEM to edit the lights. The color is not controlled by a texture, but rather a material.
So, to edit the lights, go to the Tools tab in ME3Tweaks and download Legendary Explorer Nightly. Next, once you have it installed, use Package Editor and navigate over to my mod folder to open the BIOG_HMM_ARM_REM file. In package editor, go to Options -> Properties -> Show Color Wheel. This will make it easier to edit the color.
Once you have the file opened, you should see a folder titled HELHVY. Double click on it to expand it. All three of the Heleus sets use the same materials. There are two materials in this folder: HMM_ARM_HELHVY_MAT and HMM_ARM_HELHVY_MAT_UND. You will need to edit both materials to change the light color. Click on the material and make sure you are in the properties tab on the right hand side. Double Click on Vector Parameter Values and then double click on None. This controls the light color. You will see Linear Color. You can click on it to change the color. Save the file and reapply the mod.
If you want to edit the lights on the helmet too, it's the BIOG_HMM_HGR_REM, the HELHELM folder, and the HMM_HGR_HELHELM_MAT.
Colors may not always look the same in game as they do in the editor, so you made need to play around with it. Confused? Feel free to join the Mass Effect Modding Discord and I can help you there too.
As per my description, I have no plans to release my Shepard or any of his assets as a mod. He's a blender sculpt I made for my specific game canon and a mix of a lot of personal ports of various mods and other game assets, so it's not something I can easily share either. One day I might sculpt a male Shepard for public release, but there's no plans for that currently.
While we're on the topic of custom heads, though, could I make a weird request? Kai Leng's face/head; I was wondering whether his head would be able to be rigged up as a custom Shepard face? If it's not possible or you don't want to then I understand, it's just so difficult to make an east Asian MShep with vanilla assets.
Can't wait for your future projects regardless!
Possible? Definitely, there's even a mod that gives Kai Leng a properly unmasked face (if you wish to go this route for personal use, as always, confirm permissions if you're going to post it), and the Custom Head Framework makes this type of mod fairly "easy" to achieve BUT ME3 vastly changed the weights (or how the face moves) from 1/2 so there's also a lot of work to rig the head properly so it can be used in earlier games.
So, to put it quite bluntly, no I won't be doing anything like this, but I do understand how difficult it is to make the Shepard you want to see reflected in the game. My Male Shepard I use as my models for my mods was one of the first ever mods I made for myself, so it's not like I had a ton of experience myself when doing it.
Thanks for the support, though! Male Shepard is the only way I play the game as well and I got into modding solely to make a good-looking Male Shepard, and then it snowballed from there...