I'm a full time Chemist (it's not my passion but it pays the bills) but I have modding to make me happy. I have bachelor's degrees in Biochemistry and Fine Art(the reason I like doing this type of mod):) I have always drawn(comics, video game art, and anime etc...) I love science fiction. I play a bit of guitar(blues and rock mostly). I practice+help teach Goju Karate as a 1st degree black belt. I like having hobbies. My latest hobby is modding. The Mass Effect Updated/Improved Textures Mod is my first mod. I was inspired by JeanLuc's work on ME2 and the handful of ME1 textures he did. I wanted to give ME1 the graphics it deserves and seeing his work showed me it was more than possible. I am new to modding and very much still learning, open to suggestions/constructive criticism. I also will tackle requests to the best of my ability. I am happy to be a part of and share my work with the modding community :)

Comment History  (0 - 30 of 715)
CDAMJC
CDAMJC Dec 17 2014, 1:28am replied:

Just checked the exact scene, no crash, so it's not the mod. Double check the Bioengine.ini tweaks for typos as a setting invalid or too high in the texture lod changes can also cause crashes like this.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 17 2014, 1:19am replied:

Judging from the screenshots, it looks like the dates are from 2 different version only first 2 parts of which are this one which is December 2014. The rest are from the july 2013 upload (very old).

I would use only the parts direct from Moddb, the torrent, or the direct link from the Nexus at this point to make sure you are getting the correct versions. Parts from two different versions even though they are each 7 parts cannot be combined the installer will simply fail because the hashes won't match.

Looks like the Gamefront links are the old version.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 17 2014, 1:16am replied:

Maybe try a reinstall? The only time the mod crashes with a successful install is when LAA is not working/applied. So I would try an alternative method to whichever of the 3 you used and/or reapply LAA to be be sure.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 16 2014, 1:56am replied:

This is because LAA is either not applied or not working. Use LAA, CFFExplorer, or 4GB patcher to apply LAA to MassEffect.exe. Also 3 or more GB of RAM is required for the mod to run without crashes and for these patches too have any effect.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 16 2014, 1:50am replied:

sounds like the downloads are incomplete should be MEUITM.exe and then MEUITM.2-7 no x. I'm guessing x means incomplete.

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 14 2014, 6:52pm replied:

This mod on 360 or PS3 is absolutely not possible due to hardware limitations of those systems.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 14 2014, 6:50pm replied:

I'm glad you like the teeth! Thanks for letting me know it resolved the issue :) Happy holidays :D

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 12 2014, 3:41am replied:

Sorry I wasn't aware of this issue :/

The shaders are in xxxx\Mass Effect\Engine\Shaders the file names are: BranchingPCFCommon.usf
BranchingPCFProjectionPixelShader.usf
BranchingPCFModProjectionPixelShader.usf

I wasn't aware of 3D fixed dynamic shadows but to undo the shader changes the mod adds just replace these 3 files with the 3D fixed shaders.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 11 2014, 1:54am replied:

Nexusmods.com

Link to enb

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 10 2014, 4:21am replied:

I beleive what you are experiencing is ambient occlusion forced through the Nvidia control panel, disable it and the issues should be gone. Currently the Mass Effect profile for Ambient Occlusion from Nvidia is broken and causes flickering making it seem like light sources are going on and off. You can disable to completely remove the flickering, or use the Haken compatibility settings to reduce, but not quite completely remove the flickering and still have the added depth that comes from Ambient Occlusion.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 9 2014, 2:30am replied:

I use Origin myself so I doubt that's the issue, sounds like maybe a bad download? I'm not really sure though, the installer worked when I tested it and for others as well :/

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 9 2014, 2:29am replied:

It could work, though I did all my testing installing over an unmodded ME. If you have issues there will be no way to know if it's because of the new version or because it wasn't installed on an unmodded copy.

So give it a try and if you have issues install over unmodded?

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 7 2014, 2:50am replied: +1 vote   media: Alliance Marine WIP
CDAMJC
CDAMJC Dec 6 2014, 7:09am replied:

I was inspired by JeanLuc's work on ME2 and the handful of ME1 textures he did I had no Idea you could do that to a game, until that point I have seen most texture overhauls as up-resing and then applying a sharpening or noise filter which really rarely added any quality, his were beautifully painted works of art and I wanted to challenge myself to do something similar.

+4 votes   download: M.E.U.I.T.M. Torrent link 12/06/14
CDAMJC
CDAMJC Dec 6 2014, 7:05am replied:

So I do all the texture work myself and build the mod using ME3Explorer myself and I do the majority of bug testing myself, with users letting me know what I missed lol.

Recently though Daemonjax from the Nexus sites sent me a link to a shadow shader he? wrote and though it didn't seem to take Daemonjax long (more than a few days maybe a week) to tweak it into what is now in the mod I had been trying to get similar results for over 2 years using the wrong approach, so I am extremely grateful.

I do this in my free time which sometimes I want to use for less "work" type things but I seem to always come back, it's fun for me because I love the game and it's fun to be able to improve it even if it is only visual.

I started the mod just to see what I could do and if people wanted the same improvements I did and here we are today. It's been very fun, but also a lot of work. Textures themselves are a lot of work in a "painting" sense, but modding a game that was never meant to be modded even with help of great programmers making ME3Explorer, is work. That part (the building and bug testing) isn't fun for me lol but I find seeing the end result and happy people comments/gratitude worth it.

+3 votes   download: M.E.U.I.T.M. Torrent link 12/06/14
CDAMJC
CDAMJC Dec 6 2014, 7:05am replied:

Hello there,

I began very basic work on the textures in 2011 when there was only Texmod as a mod tool. As I learned new techniques and tried to improve my early work ME3Explorer came along I'm not sure how long they were working on it, but I would say shortly after ME3 came out at the earliest. So over 2 years now for them. I started following the progress hoping they would make a similar tool for ME1 because Texmod was so glitchy and a resource hog, eventually Saltisgood did just that. I was a tester and we communicated back and forth I would relay bugs along with Fog.gene and other users, we worked out a lot of kinks with Saltisgood's help. Since then programmers like Kfreon have collaborated, added features etc...I bug test the new versions when I can and relay what I find. Lately the focus seems to be on ME3 and people are busy and having a hard time finding time to work on ME1 features, which is ok because it's 98-99% perfect, just the low lod issues causing trouble.

+3 votes   download: M.E.U.I.T.M. Torrent link 12/06/14
CDAMJC
CDAMJC Dec 6 2014, 6:42am says:

All updates uploaded just awaiting authorization :)

+5 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 6 2014, 2:29am replied:

Also added backwards earth fix, no upgrade I just flipped the texture as is already looked detailed it was just backwards.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014, 2:01pm replied:

It still looks best with depth bias 0.006 and max shadow res upped to 4096, however the shadows will look dramatically better even without any bioengine.ini changes. They are soft without that weird jagged effect the vanilla shadow engine has.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014, 12:57am replied:

Also Daemonjax's shadow fix (real soft shadows) now included with full credit to Daemonjax built into the installer just remember to clear the shader cache after running the installer for them to show up in game. Thanks again Daemonjax

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014, 12:45am says:

New version in testing, will upload when done.

Updates include:

-Rachni crashes resolved on Altahe, should be resolved anywhere they may have cause crashes Altahe was repeatable for me.

(For me the mod is now 100% stable I hope it will be for everyone but there are hardware combinations so no guarantees :/)

-Random NPC Asari faces are now a little more detailed.

-Udina's hair mask was misaligned causing odd coloring along the hairline, this is now corrected.

-Cleaned up some NPC clothings (sheen on Asari dress, and the underline of the breasts on the Consort dress/outfit which many NPC's also use, removed the blatant line and replaced it with more subtle shading.

-More NPC Salarian clothings re-textured

-FemShep face shine while talking to Kaidan on the Normandy has been corrected (minimized as much as I could very pale complexions may see some sheen still but it will at least be lessened), and while making these correction small improvements have been added to femshep faces.

-Kaidan teeth (whitened) and eyebrows(returned more to vanilla look),

-Male eyebrows and facial hair (more definition),

-Some female eyebrows (the ones I felt particularly needed it)

and I'm sure a few more small things I can't recall right now.

+5 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014, 12:38am replied:

I hope to do one when the tools are ready right now it appears ME2 is giving the MEExplorer team some trouble, and/or they are still primarily focusing on ME3. Either way it's coming I'm sure, just not yet.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014, 12:37am replied:

No nothing illegal here, you need to have the purchased game updated to version 1.02 for the mod to function properly, no .exe is included in the mod except the installer which is just that, an installer, so you need the .exe that came with your game when you purchased it.

No options on what to and not to install (it's all with the installer or do it yourself with the tpfs. This is because I have no clue how to program an installer that intricate, but film grain can be turned on or off in the game's graphics options menu.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014, 12:31am replied:

hopefully this week

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014, 12:31am replied:

It runs so so on my Surface Pro gen 1 at 720p which uses Intel HD 4000 I average 30 fps on Citadel with minor stutter. Off the Citadel its much smoother. I would say overall it's still a better experience frame rate wise than it was on the xbox 360 :)

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014, 12:29am replied:

Fixed (very easy one :)) added it to the new version which I am working on the now it's compiled I am installing now over vanilla to do a test run and look for glitches crashes etc...If all goes well we should see an update this week.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Nov 7 2014, 1:27am replied:

Sadly the mod only changes textures and shadow renderer but this issue is with CPU instruction sets for AMD 3D now which existed when the game came out. AMD has since moved away from that architecture for newer more efficient architectures and ME still sees the brand as AMD and uses the 3D now support :/. That Incomplete 3D now support is what causes the glitch.

Unfortunately I don't even know where that kind of code/instruction set is stored. I have a theory if you could trick the game into thinking it was using Intel no matter what CPU you are actually using, the glitch would be gone because I'm pretty sure new AMD processors support the SSE functions from older and current Intel chips. I could be completely wrong but I wish I knew how to at least give it a try :/

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Oct 14 2014, 4:52am replied:

Updates are coming, his teeth are updated to as clean as I can get them in the coming version (though even in vanilla they never looked quite as you describe IMO and the tint on them is blue when you look at the actual texture so I'm not sure how they could look brown, unless you have sweeetfx or some other color injector cranked up or tint change).

Updates so far:

-Fixed All rachni related crashes, Altahe, Noveria, etc...

(problem was the Queen Rachni Spec Map, it had a left over 8k texture from one of my experiments with 8k textures for textures that covered large surfaces that could use the extra details. Rachni warriors and the Queen share this spec map. I have now rebuilt the mod so the spec map is 4k, which means compatible.)

In short ME can't handle 8k textures without crashing and there was straggler which is now removed.

-Random NPC Asari faces are now a little more detailed.

-Udina's hair mask was misaligned causing odd coloring along the hairline, this is now corrected.

-Cleaned up some NPC clothings (sheen on Asari dress, and the underline of the breasts on the Consort dress/outfit which many NPC's also use, removed the blatant line and replaced it with more subtle shading.

-FemShep face shine while talking to Kaidan on the Normandy has been corrected, and while making these correction small improvements have been added to femshep faces.

Kaidan teeth and eye brows,

Male eyebrows and facial hair,

Still working on female eyebrows...

and I'm sure a couple more small things I can't recall right now.

+5 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Sep 11 2014, 8:23pm replied:

Yeah the updates aren't released yet so yeah it will still crash... until unreleased the update, it will be named with the release date as always.

+5 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Sep 10 2014, 4:10pm says:

Wow over 1,000,000 visits!!! Thanks everybody for the interest and support :)

Updates so far this week:

-Fixed All rachni related crashes, Altahe, Noveria, etc...

(problem was the Queen Rachni Spec Map, it had a left over 8k texture from one of my experiments with 8k textures for textures that covered large surfaces that could use the extra details. Rachni warriors and the Queen share this spec map. I have now rebuilt the mod so the spec map is 4k, which means compatible.)

In short ME can't handle 8k textures without crashing and there was straggler which is now removed.

-Random NPC Asari faces are now a little more detailed.

-Udina's hair mask was misaligned causing odd coloring along the hairline, this is now corrected.

-Cleaned up some NPC clothings (sheen on Asari dress, and the underline of the breasts on the Consort dress/outfit which many NPC's also use, removed the blatant line and replaced it with more subtle shading.

-FemShep face shine while talking to Kaidan on the Normandy has been corrected, and while making these correction small improvements have been added to femshep faces.

+11 votes   mod: M.E.U.I.T.M.
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