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A guide to editing Character Meshes

Padme4000 edited this page Feb 9, 2022 · 20 revisions

Introduction

When replacing meshes for characters such as Squadmates or well known characters you have to edit what is called a pcc. It is these files we edit in order to put our characters into new outfits or give them a new hairstyle.

If you are looking to edit hair colour, eye colour or skin tint then I advise this tutorial: How To Change Hair, Eye, and Skin Color for NPCS

Patching

Originally I was going to write a small section about Patching but then realised it was a broader subject that could do with its own tutorial which is where this Mounts, Patching, Moddesc oh my comes in.

I definitely class this is a companion piece to this guide/tutorial due to these types of mods having a high need for compatibility patches. But also because I explain Mounts and how they work, so you get a better idea of why your mod may not be showing if you have another installed for the same character.

As sometimes the pcc's we use for these characters are shared between multiple characters.

So I suggest a read of this tutorial as it gives a good idea of how patching works in Mass Effect modding, as well as some tips on creating Installation Groups for your mods. The example is for patches but groups can be used when making multiple outfits for one PCC so users can then choose what they want but not accidentally install two of the same option.

However don't be discouraged as modding and seeing your mod in action is a great feeling. This is just to give you a heads up on Mounts, Patching and ModDesc for creating groups.

I also highly suggest to check any patches for the games for files that have been fixed so your mod can include those fixes instead of overriding them. Due to your mod mounting higher than the Patches.

I also suggest the LE3 Community Patch's optional Framework if it has a character you want to edit included.

Tools We'll Be Using

Legendary Explorer

  • Asset Database
  • Package Editor
  • Mesh Explorer
  • TFC Compactor

ME3 Tweaks Mod Manager

  • ASI Manager (Streaming Levels HUD)

GIMP (or your preferred photo editing software but for this tutorial I will be showing GIMP as it is what I have access to)

Getting Started

From this point onwards I will assume you have your meshes ready for import if not follow these tutorials;

Streaming Levels HUD

The Streaming Levels HUD ASI is super handy to help work out what PCC you want to edit.

You can find it in ME3 Tweaks Mod Manager > Mod Management > ASI Mod Manager (see image 01)

Image 01

Once open click on the game you want to install the ASI for, then click on Streaming Levels HUD and then install ASI (see image 02)


Image 02

Then in game you get to the area you want to edit. On top left you will green and yellow text such as image 03 below. In my case I went to the area Garrus is to see what PCC's are being used there.


Image 03

So why do we do this? We do this to better work out what PCC we may need to edit in the area we go to. So when we use asset database we can compare what we search for there with what is being used in the scene we take screenshots of to see currently used packages in that area/scene. This is especially helpful when you are looking for one specific location/scene to edit.

Asset Database

Now for companions or others such as Joker or Anderson we need to edit all PCC's their meshes show up in, in order for our edits to show up. Unless you are just editing one instance of them, however its still good to use Asset database. As it is a great tool to use to find these PCC's if you know what you're looking for.

In Legendary Explorer go to the utilities tab and the asset database (see image 04)


Image 04

If you have already scanned the game to create the database for the game you're editing it will look something like this (see image 05)


Image 05

For more detailed information on the other tabs we won't be using in this tutorial for Asset Database including setting up the database see this guide Finding in game assets quickly by Kinkojiro

However if you want to generate a new database go to Database and generate new database (see image 06)


Image 06

Characters File Names

Some are straight forward but I will still write them, others have unique code names. So this list will show what they are known as usually in packages as well the short hand used in their unique meshes and textures. When not listed it means they don't have a unique mesh/texture and instead use generic outfits that are shared, and/or use morphs to define a unique face.

When not using unique assets this does make it a bit harder to locate their packages but this is where the ASI I showed you how to install comes in handy.

LE3 Character File Names

Table below is for LE3.

Character Package Assets
Ashley Ashley Ash/Ashley
Garrus Garrus Gar/Garrus
Kaidan Kaidan Kai/Kaiden
Liara Liara Lia/Liara
James Marine San/James
Javik Prothean Prn/Pro
Tali Tali TLI/Tali
EDI EDI EDI
Jack Jack JCK/Jack
Aria Aria ARA/Aria
Cortez Cortez N/A
Brooks Femme FTL
Joker Joker Joker
Anderson Anderson Anderson
Hackett Hackett Hackett

LE2 Character File Names

Please be aware some characters use outfits with generic names rather than part of their character name. Such as Jacob's armour is called HMM_ARM_MEDe. But if you can locate their files, you are halfway there. Another part of this tutorial will be showing how to find what else they use via references.

Character Package Assets
Thane Assassin THN/Thane
Jack Convict JCK/Jack
Grunt Grunt GNT/Grunt
Jacob Leading JCB/Jacob
Legion Geth LEG/Legion
Garrus Garrus GAR/Garrus
Samara Mystic Sam/Samara
Mordin Professor MOR/Mordin
Tali Tali TLI/Tali
Kasumi Thief KSM/Kasumi
Zaeed Veteran Zad/Zaeed
Miranda Vixen Mir/Miranda

Using Asset Database

Now we have our list we can search for the character we want to work on, in my LE2 examples I will be using Garrus as there is something else I want to show as LE2 has some unique issues that in this case are luckily an easy fix.

However first lets open up another Asset Database and in one type in the search with the Files tab open the character we're searching for using the tables above to better find them. And here is the why I have in some cases two instances of Asset Database open. It is so I can have both File tab open and the meshes tab open, this way we can compare to see what PCC's actually have the meshes we want to edit in them.

As in some cases we may have PCC's with the character name that don't actually require editing due to not housing the meshes we want to edit. You could just use the meshes tab but to be on safe side I do have both open in order to compare on what needs editing and what doesn't need editing. (see image 07)


Image 07

Now we click on the mesh in my case TUR_HED_PROGarrus_Damage_MDL as his armours don't have his name in them and then I compare the list of usages on the right with meshes to the list of PCC's in my file search. (see image 08)

So now to explain which we use when there are more than one, why? Simply that with Legendary Edition patches were made as separate "DLC" and therefore mount higher than the basegame so if we were to use the basegame version of the file we wouldn't have any fixes done in the DLC_METR_Patch01. So if you ever see that latter name when there are duplicates always use that version instead.

In the Image 08 below I show this highlighted in red. Highlighted in green is the mesh I mentioned and highlighted in yellow are the PCC's I would require. As you can see comparing the right list to the left we do not need to edit the LOC_INT files as they do not contain the meshes.


Image 08

Now we know which ones we want right click on the PCC name on either file tab or meshes tab and click open in Windows explorer (see image 09)


Image 09

Now copy this pcc into your mods folder, repeating until you have all the PCC's you require to edit (see image 10)


Image 10

Now for characters like Garrus he has two unique head meshes in LE2 this means I also need to check what PCC's that is in, as that is another mesh I would need to edit. Especially since the mod I am creating will be editing the head. If you want to see the mesh you're clicking on Press Toggle Mesh Rendering at the bottom of the middle bar, with doing this I can see when clicking on TUR_HED_PROGarrus_MDL that is the other mesh I would need to edit. (see image 11)


Image 11

Now as you can see we can now see the mesh in the middle section, as well as another PCC I would require to edit (see image 12)


Image 12

Now before I start editing these files once I have all the ones I need I copy them to a seperate folder somewhere else, usually my workspace folders. So in case I mess anything up I don't have to do all that again to get the file. Only slightly increases the workflow speed but also a nice thing to do if its a character I also regularly make mods for, as then I have a starting point each time.

And when I successfully make edits that could then work as a base for other mods I also tend to back those up into their own folders as well. (see image 13)


Image 13

Creating an LE2 Mod

So now we know how to use asset database and the asi, we can now start making the edits we want to make on the files for our mod idea. For this LE2 mod I will be showing replacing the head, outfit which also include importing new textures. So this will be a combination of import and cloning.

I will also be showing how to fix a common bug when editing meshes in LE2, it does happen in LE3 as well and the fix will work there as well but it happens much less in LE3 than it does in LE2. It now has the name of melting face bug and you will see why when we come to editing the head.

Now for LE2 the first rule is remember when importing a mesh always use Import as Single LOD. I will be covering this again in the steps but stating it now as well. As it is an important part of LE2 mesh modding.

Another thing you must know before moving onto modding LE2 characters is that squadmates do not have their own Non-Combat outfits for down time like they do in LE3. Instead whatever armour you choose is what they wear on the Normandy for example.

Editing the Head

I am starting with the head to show the bug that happens when you are only editing the head. This is so if you decide you only want to edit the head you will know how to fix the bug.

So we want to first open Package Editor (see Image 14)


Image 14

Now with Package Editor open we can open our package files by either going to File > Open then locating the PCC in our mod CookedPCConsole folder (see Image 15)


Image 15

or dragging our PCC onto the right side of the Package Editor Window (see Image 16)


Image 16

Going back to our LE2 Character Names List we can compare to the file. Such as to make those lists I compared the files.

In this instance because I am editing Garrus I want to go to BIOG_TUR as TUR is short for Turian and then BIOG_TUR_HED_PROMorph as this is where his head is located. Then open it up and then open up PROGarrus and click on TUR_HED_PROGarrus_Damage_MDL(SKeletalMesh) as this is the head mesh for Garrus as its post recruitment scene so he already has a scarred face. If we click on the Mesh tab we will see the mesh like he did in Asset Database (see Image 17)


Image 17

Mass Renaming Assets

Now we're going to edit the names of the meshes and textures first, while I wouldn't have a different version between romance head and default head, this is a way for you to have differences in each scene without the game possibly loading it from another PCC that is streaming in.

So we go to Tools > Convenience Tools > Search and Replace Names (see image 18)


Image 18

In the first pop up window we want to write the part of the asset names we want to edit, so where it says search text type part of the asset name you want to change, for example mine is HED_PROGarrus and when ready press OK (see Image 19)


Image 19

And now in next window we want to write what we want it changed to, so for me I change replacement text to HED_PROGarrus_ROM ROM being for romance since this is one of his romance PCC's and when ready press OK (see Image 20)


Image 20

On next popup press OK, this is just a warning references can break. I personally have not ran into this. But doing this at the start does make it easier to start fresh in case it does. (see image 21)


Image 21

Then you will get a message telling you how many names were replaced, you can press OK (see Image 22)


Image 22

Textures

Now lets move onto textures so when we import the mesh the textures will look correct on the mesh.

In my case the textures I need to replace to my Saren based ones are;

TUR_HED_PROGarrus_ROM_Damage_Norm TUR_HED_PROGarrus_ROM_Damage_Diff TUR_HED_PROGarrus_ROM_Damage_Spec

So we click on the first one, go to the texture tab and where it says Texture Cache: with a drop down menu below? We want to change that to Create new TFC and then click on Import from File (see Image 23)


Image 23

and then we locate our texture in our folders and then click Open (see Image 24)


Image 24

And then this window will pop up (see Image 25)


Image 25

In mine it says Textures_DLC_MOD_Saren_as_Garrus. It should automatically add the name of your DLC mod onto the end, do not change that. Then press OK

Now Repeat for your other textures making sure to switch the drop down menu on the Texture Cache to your now new TFC (see Image 26)

Image 26

Now when we come to the Spec if you are using a texture you made for LE3 you may need to edit the texture to match LE2 Spec. So first extract the vanilla texture using Export to File (see Image 27) then export it to whatever folder you want.

This is also a good way to compare the Diffuse and normal maps as well if required, in this case for me I only need to compare my spec map to Garrus' default spec map.


Image 27

Now open the textures in your preferred editing software, mine is GIMP as its the one I have access to. Now with both textures in your editing software we want to split the layers into their channels. For my ME3 spec I made for Saren it has alpha, however LE2 is using DXT1 which means no alpha. We can see what format a texture is in if we go to the properties tab while the texture is selected in Package Editor as seen in Image 28


Image 28

Now I know in GIMP I would need to decompose my ME3 texture to RGBA and the LE2 texture to RGB as DXT1 has no alpha channel.

So with both textures open I go to Colors > Components > Decompose (see Image 29)


Image 29

On the next popup for the texture with an Alpha I would choose Color Model: RGBA (see Image 30)


Image 30

Then we can see on the right panel the channels have been broken down to layers, the first active one being the Red channel (see Image 31)


Image 31

Now decompose the other texture, for mine it is Color Model: RGB (see Image 32)


Image 32

Now if want to compare side by side rather than switching between windows first close the non decomposed versions of the textures, as we will be recomposing the one we are editing when ready. Then go to Windows > Untick Single-Window Mode (see image 33)

  • this will mean you can compare side by side rather than switching between the windows, but only do this if you want. This is just part of my process I thought I would share but is not at all required.


Image 33

Now make edits to your texture comparing red channel to red channel, green to green, blue to blue and alpha to alpha as well if required. For example I can see my Spec already needs adjusting on the Red channel. My spec left side and the default/vanilla spec's red channel on the right (see image 34)


Image 34

Once done we are ready to pack our textures back into one layer and all channels applied together. Go to Colors > Components > Compose (see Image 35)


Image 35

Then choose the format you require such as for me it is RGB, also in this window you will see your layers listed below the choice, this shouldn't need touching unless you moved your layers around. When ready press OK (see Image 36)


Image 36

Now export your texture and import it into the Package as we previously did for the other textures.

If you imported a texture multiple times and this was the only edit you was going to do then we would use TFC compactor in order to remove any unused textures such as our previous imports. Such as if you noticed afterwards your imported texture was in a different format to the one you imported over which would cause some visual issues in game.

For example the texture might show up as extremely bright

TFC Compactor

show how to use TFC compactor

Mesh

Now we want to import our edited/new mesh. So to open Mesh Explorer from within the Package Editor so it goes straight to our mesh right click the mesh name, and open in Mesh explorer. In my example I am right clicking on our renamed TUR_HED_PROGarrus_ROM_Damage_MDL(SKeletalMesh) (see Image )


Image

Creating an LE3 Mod

As we covered a lot of bases in the LE2 mod, this version for LE3 will be showing how to just edit the Non-Combat (NC) files, these are the files your squadmates use when on the Normandy and when roaming about in places where they are not wearing armour, such as some citadel scenes.

If using the LE3 Community Patch Framework you will also have NPC files for characters such as Joker.

So for the LE3 example, I will be showing editing one NC file from the vanilla game and one NPC file from the Framework. Kaidan's NC file, and Joker's NPC file from the Framework of the LE3 Community Patch.

Now since I covered a lot of the bases of what needs to be done in the LE2 section, if you are only here for LE3 you will be seeing new things, but if you're here for both you will be seeing some repeated information.

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