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 723)
CDAMJC
CDAMJC Jan 24 2015, 12:48am replied:

I think the mod may just be stressing the ol'ME1 engine to it's limits. It depends on how sensitive you are to micro-stutter. I haven't experienced any game freezing stutter, just tiny hitches most likely as the textures load. I was able to minimize it by setting poolsize=2048

Performance has never been ME1's strong suit especially when it first came out, but I know there are zero stutters on today's hardware with the vanilla game, and I get slight stutter on my rig with the mod mainly on the Citadel. Through most of the game however, I honestly didn't notice any, but people may be more sensitive or there may be an issue I am not having. I will do some more testing and see if I can find any settings that may help.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 21 2015, 9:18pm replied:

Probably not the specs, I have almost the same setup (except a 4790k @4.6ghz and 2 titan SC sli), at 2560x1600 I need 2 titan SC for 60 FPS if I want to use Downsampling or SGSSAA with Ambient Occlusion. I can make it stutter even on a powerful system if resources are pushed with downsampling. Try the texture streaming pool size tweak and see if that helps, it does for me. The stutters are the game not being designed to stream that much texture/vram usage. The engine is being pushed to it's limits. The tweak helps tell it to use more vram and therefore reducing frequency of loads and dumps which reduces stutter.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 21 2015, 6:55am replied:

Stuttering depends heavily on specs, also micro-stuttering can be reduced by changing the texture streaming setting in the bioengine.ini to the following:

[TextureStreaming]
PoolSize=2048

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 21 2015, 6:53am replied:

You need to apply a LAA to MassEffect.exe and check the .ini for typos. Those are the only 2 reasons that will cause rendering thread exceptions. The mod is stable if installed and setup as stated in the readme. For more info see troubleshooting in the readme.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 3 2015, 7:24pm replied:

Using TexMod does take forever to load and produces visual glitches (I don't personally recommend TexMod for these reasons and that it will crash if you choose to try to load too many textures), the only way around it is to install manually with MEExplorer or use the installer. Those methods permanently mod the game which avoids Texmod's flaws. Also TexMod is very demanding performance wise, the installer or MEExplorer methods are much nicer to hardware.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 3 2015, 1:47pm replied:

I have tried it and I enjoy it, though you will need a powerful rig, the game looks quite nice in 4k.

+1 vote   download: M.E.U.I.T.M. Torrent link 12/06/14
CDAMJC
CDAMJC Jan 3 2015, 1:45pm replied:

The first time you load it after clearing the shader cache is the worst, however I do notice a longer start time now that I have included the new soft shadows from daemonjax. I think they take longer to compile in the shaders (not entirely sure) but I think the trade off is worth it, the shadows were really bad before. Anyway I hope you enjoy the mod :).

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 1 2015, 1:36pm replied:

x:\Users\xxx\Documents\BioWare\Mass Effect\Config

Make sure you are editing the bioengine.ini that's in the above directory not the one that's in the game folder.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 24 2014, 4:43pm replied:

You downloaded an old version of part 7 from 2013 most likely from the alternative gamefront link (I don't know why they are so old), use the direct link. Different version parts are not compatible with each other,

+1 vote   download: M.E.U.I.T.M. part 7 12/06/14
CDAMJC
CDAMJC Dec 20 2014, 4:18pm says:

Required patch: No brows fix extract the file into your Mass Effect folder and say yes to overwrite

Nexusmods.com

Use this if you find your NPC's are missing eyebrows

+1 vote   download: M.E.U.I.T.M. part 1 12/06/14
CDAMJC
CDAMJC Dec 20 2014, 4:18pm says:

Required patch: No brows fix extract the file into your Mass Effect folder and say yes to overwrite

Nexusmods.com

Use this if you find your NPC's are missing eyebrows

+1 vote   download: MEUITM (.tpfs) Direct Link 12/06/14
CDAMJC
CDAMJC Dec 20 2014, 4:18pm says:

Required patch: No brows fix extract the file into your Mass Effect folder and say yes to overwrite

Nexusmods.com

Use this if you find your NPC's are missing eyebrows

+1 vote   download: M.E.U.I.T.M. Readme and Troubleshooting
CDAMJC
CDAMJC Dec 20 2014, 4:17pm says:

Required patch: No brows fix extract the file into your Mass Effect folder and say yes to overwrite

Nexusmods.com

Use this if you find your NPC's are missing eyebrows

+1 vote   download: M.E.U.I.T.M. Torrent link 12/06/14
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.
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