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  (180 - 210 of 715)
CDAMJC
CDAMJC Feb 4 2014, 9:31pm replied:

"The Bulldozer cores support most of the instruction sets implemented by Intel processors available at its introduction (including SSE4.1, SSE4.2, AES, CLMUL, and AVX) as well as new instruction sets proposed by AMD; ABM, XOP, FMA4 and F16C"

So if we can tell Mass effect to use SSE instruction sets for the FX chips rather than the (removed from architecture) AMD 3D Now instruction sets, maybe the game won't have the glitch anymore. It's all just a theory but sounds plausible to me.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 4 2014, 9:22pm replied:

Yeah I have the issue documented and linked in the readme to the fix you are referring to, but I was responding to the idea of a permanent fix.

So view mode unlit fixes the problems but removes lighting, it must be a lighting calculation issue in the 3D NOW code. Maybe there is a way to force the Intel instruction sets on the FX processors (in other words trick the game into thinking its running on Intel)

On a bad note since it's probably in the lighting engine we can't really borrow anything from ME2 because the lighting engine was the major overhaul between games(why the game looks so damn good in comparison to 1).

I'll dig in the games files and see if I can find AMD specific files and if anything can be done with them.

Also there are lighting settings in the bioengine.ini perhaps playing with those could resolve the issue. I have a feeling though IQ could suffer as a result but it may be worth a shot.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 4 2014, 4:32pm replied:

lol no problem, it would have been funny.

That's a good idea, I just have no clue what part of the code to use.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 4 2014, 2:21am replied:

You cant really remove them directly, but the next version will fix the glitches

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 3 2014, 9:41pm replied:

Wow with the down votes that's a first for me here lol. I must have struck a nerve with a die hard AMDFX fan, sorry if I did, just paraphrasing what I have researched. The glitch is because ME uses AMD 3D NOW instruction sets for AMD processors and the FX a.k.a. Bulldozer line ditched those sets and therefor some compatibility, so Mass Effect can't communicate properly with the CPU and the black character bug is the result. I am certainly not going to buy a new (older) cpu to test the issue. I think in time the problem will work itself out anyways as FX chips are put to rest as newer chips begin to dominate the market.

On another note I am seriously skeptical about the .ini fix only because this problem is so old and so prominent. If there was a legit fix it would be all over the web not just in one youtube comment. But I figure it's worth a shot.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 3 2014, 9:26pm replied:

No problem please let me know if you make any progress.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 3 2014, 5:35pm replied:

a user posted this on the page linked above:

"For anyone still having this problem I was able to permanently able to fix the problem adjusting the LOD rendering distance in the INI"

Play with this setting maybe? I have no way of testing because I only own Intel CPUs.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 3 2014, 5:32pm replied:

No one can do that lol, that's a game engine incompatibility with "Bulldozer (AMDFX) CPUs) It's a programming/math thing not a texture thing. If I learn programming I'll have a look but I wouldn't hold my breath. I'll definitely post here if I ever find something though.

0 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 2 2014, 1:19pm replied:

I should have this uploaded by next week, but I'm going to try hard to finish today, so you could see uploads tomorrow if all goes smoothly.

+4 votes   media: Coming Updates and Current WIP
CDAMJC
CDAMJC Feb 2 2014, 1:18pm replied:

No injector enhancements just NVidia SGSSAA and Ambient Occlusion, but I found some new Bioengine.ini settings to further make the game look like ME2 and to even further smooth out the shadows! That's why the images may look better than vanilla settings.

+4 votes   media: Coming Updates and Current WIP
CDAMJC
CDAMJC Feb 2 2014, 3:43am says:

Added some screens of a few updates I squeezed in while in the middle of compiling the new version.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 2 2014, 2:15am replied:

The textures that I have done in the past should carry over properly now with the updates to Mass Effect Explorer. But There are a ton of NPC clothes I still need to do...so eventually.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 31 2014, 3:20pm replied:

I am 2/3 to 3/4's done compiling the new installer version, .mods, and fixed .tpfs, but I have been asked to fix textures (skin and teeth) and add the Geth so I can't give an exact date, I do all of this in my free time and work has been busy. I hope 1-2 weeks but for safeties sake assume 1 month.

As far as improvements to the old version I have finished so far:

I have fixed all femshep and Ash's teeth (they were miss aligned in the center and slightly yellow), finished medium Turian Colossus armor properly, removed a seam from Anderson's head, and whitened his teeth a bit, overhauled Benzia (much more detail now).

I still have to do the Geth and finish converting all of the textures into fixed tpfs, .mods, and the installer.

So there is still a ton of work.

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 28 2014, 6:33pm replied:

description updated

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 28 2014, 6:07pm replied:

here were but they were removed because I didn't like them, the new version will have better ones, sorry I forgot to update the description.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 28 2014, 6:02pm replied:

Sounds like a bad install or corrupt game/save, the mod has been tested from start to finish (and cannot corrupt save games) by myself and many others, so something in the install is probably corrupt, try re-installing the mod and if that doesn't work the game and then the mod. Or you could have a corrupt save Mass Effect has its share of crashes that aren't related to the mod. Mod crashes are always a result of one of two issues: RAM managment fixed by LAA and other setting if applicable in the readme, and Bioengine.ini typos/invalid settings fixed by eliminating the errors.

Let me know if the re-install doesn't work I'll see what else I can think of.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 24 2014, 11:05am replied:

the new version will fix the language problems, mass effect puts the textures and subtitles in to the same files, so when I built the mod off of my english version it saved the english subs, the new version contains all languages, I should be done in 1 or 2 weeks hopefully.

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 24 2014, 11:04am replied:

the new version will fix the language problems, mass effect puts the textures and subtitles in to the same files, so when I built the mod off of my english version it saved the english subs, the new version contains all languages, I should be done in 1 or 2 weeks hopefully.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 23 2014, 12:20pm replied:

This is true but please note these textures are much older than what is in the current version available. When I finish my new .mods and .tpfs they will be up to date and contain updates and texture fixes currently unavailable anywhere,

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 17 2014, 7:28pm replied:

If you can't get past that point something is wrong with the game itself, I would install a fresh copy make sure you can get past that point and then re-install the mod. If it's random it's most likely a ram issue, if you've tried LAA and it's not working try CFF Explorer to set large address aware. Some users have better luck with it. Also make sure you have followed the instructions in the readme on how to setup 32-bit systems for LAA and that you have more than 2 gigs of RAM. Typically I get that error message when:
a) bioengine.ini typo or invalid setting
b) LAA is not applied/working properly
c) The game install is corrupt for any number of reasons.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 16 2014, 7:05pm replied:

This style of update may or may not be possible depending on the texture you want to replace. I would highly recommend a fresh install of the game and then install the update or .mods as you see fit. If you are working with a modded version of the game, most .mods will work, however you will get errors on some textures like the N7 armors for instance, because in the first version I removed the mips to fix a glitch in the character create menu and in this version I'm leaving them to eliminate shimmering (the character create menu will be blurry but for the rest of the game the texture will work properly). So my guess is that Texplorer will throw a format exception if you try to replace the modded version with the new updated version.

As always, for ease of use, the installer will be re-uploaded and up to date. But you will need to download the whole thing again sadly...ME1 really doesn't play nice with modding.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 16 2014, 6:58pm replied:

The tools aren't quite ready yet, above are some links to .mods for ME2 but I will move on to ME2 in the future, maybe ask JeanLuc for permission to add his work into an installer and combine it with any of my textures he his don;t cover. But MEExplorer has some kinks to work out and dlc is still impossible to mod without cracking the game, so it will be a while til I get around to it I'm afraid.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 14 2014, 5:41pm replied:

:) thanks for your kind words

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 13 2014, 6:01pm replied:

read the readme, it addresses this.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 12 2014, 11:36pm replied:

you need a torrent client to use torrent files, they will use the torrent file to setup a download and connect you to peer2peer sharing and get the download. I use Utorrent, its free and painless.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 12 2014, 4:02pm replied:

thanks for this :)

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 11 2014, 2:23pm says:

Status updates:

Belated Happy holidays and Happy new year everyone!

I took a break from modding as you can guess by my lack of activity here, but I'm back. I have worked with xammat to compile a "master version" of Mass effect which contains all languages available for the game. I am now modding this version and simultaneously building .mods. Soon I will have a version released in three options: direct download, a new torrent, and .mods for full customization.

Also I have taken some constructive criticism seriously and re-worked the femshep faces to tone down the shine and shimmer people are seeing, these were not so obvious in the character creator which is why I missed them but in parts of the game under certain lighting the skin would gleam way too much so I have corrected this. There will also be minor fixes and some new textures like Nhilus's armor etc...I will update more when I have completed the new version, thanks everybody for your support :)

+8 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 11 2014, 2:17pm replied:

All files are equivalent, so the torrent is identical to the files hosted here. But My torrent is not Malware, if you use the link I have provided I can assure you its safe, but feel free to get the files through Moddb if you are nervous or if torrent don't work for you, that is why I did both :)

When I update which should be soonish I will have .mods, torrent and the direct downloads all updated and available so there will be even more options.

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 10 2014, 6:19pm replied:

here is the part mentioned above:

"Saw this in another Post by krissgjeng:

"finally got it to work
found this on the bioware forum
seems to be a problem with openAL
Quote:
After searching a lot I found a way to solve the crashing black screen issue at startup of the game:
1) in /Mass Effect/Binaries locate the OpenAL32.dll and wrap_oal.dll files

2) Rename OpenAL32.dll to OpenAL32.bak

3) Rename wrap_oal.dll to OpenAL32.dll

4) Launch as Admin by using the MassEffect.exe

5) Enjoy

the problem with Vista is the OpenAL dll, which is a sound api. Vista and Windows 7 has split the sound API from diretx thus causing some issues.

Now the game plays flawlessly!!!!!!! "

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 10 2014, 4:32pm replied:

Very helpful post I wish we had stickies here, thank you for sharing I have a feeling this is the main culprit of crashing besides needing LAA patching.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Jan 9 2014, 6:34pm replied:

Check the readme for crash fixes, LAA or cff explorer can work wonders by allowing 4GB Ram usage to the executable. On my rig I never and I mean never get crashes with LAA applied. I have win7 64bit pro, nvidia card both 2gb and now 6gb neither has crashed, 8gb ram. This setup equals no crashes for me with LAA applied properly to MassEffect.exe

+2 votes   mod: M.E.U.I.T.M.
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