![]() ![]() Here are the general rules every user should understand. Conversely, mod users need to follow a few general rules and have a slightly more sophisticated understanding of the texture replacement process (as found in this article). Mod creators need to get in the habit of communicating how textures are handled in their mods. However, with the advent of DLC mods and the ability to add brand new textures to the game, this is no longer the case. Toolset veterans know this used to be summed up with the mantra of "Never scan on modded files!". The condition of your game files prior to scanning is the most critical part of the texture process. It will convey important details about tool operations as they pertain to the game files. Launching the tool opens a corresponding Debug Window, which should be left open when possible. Its initial setup is a resource-intensive process, therefore running other CPU-intensive programs simultaneously (games, video-editing, etc) can result in crashes and should be avoided. Like ModMaker, Texplorer is a cross-platform tool that mods all three games in the trilogy. This hash is used to locate the texture's "address" in the future, and is the same hash used by Texmod Package Files (TPFs) when modifying textures.ĭO NOT scan on texture-modded files! If you've already applied TPFs, you MUST vanilla the game prior to scanning. Most importantly, as each texture is inventoried it's assigned alpha-numeric code called a "hash" (e.g., 0x42EE7CBF). Data such as where each texture is stored, which files reference it, the size, compression algorithm, appearance, and more are collected. The tool builds its inventory by looking through the files and gathering information about all textures encountered. Each game is treated separately and has its own "tree". We refer to this as "Texplorer scanning" or "treebuilding" because the inventory is stored in a file called me#tree.bin, and the results displayed in a tree-like structure. For ease of discussion, this article will use the terms "PCC" and "TFC", when needed.īefore Texplorer can be used, it must develop an inventory of what's present before the textures can be viewed and edited. The latter, especially, is imperative to obtain a basic understanding of how texture replacement in the trilogy works.Īs discussed in Textures in Mass Effect, the three games vary in exactly how textures are stored. Before continuing with this article, ALL users should read An Intro to Mass Effect Mods and Textures in Mass Effect. Doing so now will minimize confusion and time spent troubleshooting later. 5.13 ISSUES - Help! I've encountered an error not in this FAQ!īefore using Texplorer, it's extremely important to understand certain key details about how textures are handled in Mass Effect.5.12 ISSUES - There are thumbnail errors in the Debug Window. ![]()
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