I was a full time Chemist for 7 years, now I am a Chem lab leader(it's not my passion but it pays the bills). I have modding to make me happy. I have a BS in Biochem 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 practiced and helped teach Goju Karate as a 1st degree black belt but work has since gotten in the way, I haven't been back for over a year:/ I like having hobbies. My latest hobby is modding. MEUITM was 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 still work on MEUITM. I also have done some texture mods for Dragon Age Origins and now I am working on Super Mario Galaxy 1 Dolphin HD texture mod started by Razius. I am happy to be a part of and share my work with the modding community.

Comment History  (60 - 90 of 768)
CDAMJC
CDAMJC Dec 14 2014 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 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 replied:

Nexusmods.com

Link to enb

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 10 2014 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 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 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 replied: +1 vote   media: Alliance Marine WIP
CDAMJC
CDAMJC Dec 6 2014 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.

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

+5 votes   download: M.E.U.I.T.M. Torrent link 12/06/14
CDAMJC
CDAMJC Dec 6 2014 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.

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

All updates uploaded just awaiting authorization :)

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

hopefully this week

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Dec 3 2014 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 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 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 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 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 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.
CDAMJC
CDAMJC Sep 6 2014 says:

Update: I have narrowed down the crashes in Noveria and Altahe back to the rachni in particular the Queen specx map was 8k and did not get overwritten properly on my last attempt to fix, the spec is shared between the queen and the rachni warriors. I gave resolved the issue but now have to rebuild the whole mod because MEExplorer wont let me update the textures lol...

I am on vacation for 1 week and have decided to get back to the mod, I want to resolve crashes and instabilities as much as possible. There are some I can't fix like the AMD issues and some sound card incompatibilities but I will try to fix all crashes due to texture related issues. Maybe some updates to textures if I find the time.

I was working on Image quality today. Particularly HBAO+ from Nvidia. As I've said before the Hawken bits work well with Mass Effect for AO but I did see some flickering. My ultimate hope is that gedosato is eventually able to implement the AO we see in Dark Souls II into Unreal engine games, but until then the Hawken setting is the best I found. Ironically setting it to performance gave me the least flickering and better IQ overall, most of the time it looks excellent.

Expect more updates soon.

+8 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jul 31 2014 replied:

Read the readme you need laa to run the mod period. The description and links are in the readme.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jul 26 2014 replied:

Seems like the errors people get when laa is not applied or not working. If you have applied laa then try cff explorer instead to enable large address aware. Those errors happen when the game uses more than 2 gigs of ram. Laa is a requirement not a recommendation. See the readme for instructions and more info on laa.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jul 23 2014 replied:

I think especially if you are using a laptop the game is using more vram than the card can handle. Windows then allocates system memory and page file to buffer to memory causing the error message you are seeing. Also a dual graphics card tends to slightly false advertised... example a gtx690 is advertised as a 4gb card. Technically it is however it can only use 2gb at a time because sli mirrors ram and the 690 is 2 2gb 680s on one board just as 2 680s in sli the 690 can only use 2gb vram as a frame buffer.

So that said 2gb vram should be enough to run the mod at 1920x1080 without needing to dip into system ram and paging. At 2560x1600 with high AA ands Ambient Occlusion you may go over the 2gb mark in places like the citadel.

Can you post your gfx card and system ram? I should be better able to help with that info.

Also if you have disabled your page file and/or made it very small that could be the cause of your issues because for some reason Mass Effect for split seconds pages some vram to be loaded I think all dx9 games do that is why LAA is required and if your page file is disabled or very small it could indeed give that error message.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jul 12 2014 replied:

hmmm this a new crash then, I am sorry to hear this. Try running as administrator or re-downloading/checking the file integrity maybe it's an incomplete download?

But first some clarification: when I say disable sound I mean go into control panel, device manager, and from there disable audio devices (before running the installer) and then re-enable (after running the installer)

Try that if you haven't and if it still doesn't work let me know.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jul 12 2014 replied:

It's worth a shot, but usually that has something to do with texture size differences. ME3 is very picky on which mods it displays especially if you are changing from one mod to another on the same character.

+1 vote   mod: M.E.U.I.T.M.
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