I just started MELE1 with my Shepard who has blond hair. But it always looks grey or dark grey, even in the level up menu. So far I only found two places where her hair color appears normal (Infront of the fountain in the Citadel Tower and on Therum). First I thought it might be an lightning issue, but I also found a clearly blond NPC in the Citadel and standing next to her in the same light Shepards hair still looks grey. I'm really confused what the issue is and if there is even something I can personally do to fix it?I hope that this will get fixed or that I can do something about it in any way, it's really straching on my enjoyment a little bit right now. I'm really attached to my Shep and I don't want to change her.
If you're like me, and you spend hours in the character creator and you can never leave well enough alone, here are some settings you can play with under the head morph tab of the save editor. Things function pretty much the same as they did with the old gibbed editor, but the colour values are easier to handle.Before you start, make a clean save of your base face under good game lighting. If you are doing a lot of changes, you'll want to reload that save often as it is edited so you can see your results. I recommend using LE2 since the lighting is fairly neutral in the opening lab. In save editor, export a base headmesh as a backup in case you mess up and can't figure out what you did, or decide you like her as she was. Then grab a notebook app and write down your base headcode. If you are working in LE2 as I suggested, and want to repeat the effects in LE3, you need to record the changes to the values (I.G. +0.2) not the final values themselves. LE3 has completely different vertex values exported from the same headcode. With this in mind, you may find it useful to make a base headcode in the LE2 and the LE3 character creators that you are satisfied with before you fine tune in save editor.Hair Mesh: the shape of the hair. Most any hair can be swapped in on this line. Exceptions for Femshep's default hair and Aller's hair, because these require precise edits to the head's vertices (found in LOD0) to avoid the head clipping through the mesh. Ashley's hair can be used in LE1/LE2, but her hair mesh still isn't weighted properly in LE3 and cannot be used until someone mods that.Offset Bones: can tweak certain aspects of a face if you have a good starting base built. Every X/Y/Z value has its own axis for the part you are manipulating. Generally you want to start with small tweaks, from 0.1 to 0.3, save, and then check to see what you have done. Sometimes a tiny value change has a huge impact; other times you may need to be more drastic to get the results you wanted. As I give suggestions, consider the values as an absolute. If I say increase or up by 0.1, you should end up with [1 => 1.1] and [-1 => -1.1] and if I say decrease or down by 0.1 I mean [1 => 0.9] and [-1 => -0.9]For example, I like more eyebrow than Bioware wants to give me. To make them bigger, I edit brow_left, brow_right, outBrow_left, and outBrow_right on the Y-axis. Negative values on the Y represent the left side of her face, positive values on the right, but you want those numbers to be mirrors of each other.brow_left Y: -1.338 => 0.000 (change of +1.338)brow_right Y: 1.338 => 0.000 (change of -1.338)outBrow_left:Y: -4.762 => -5.062 (change of -0.3)outBrow_right:Y: 4.762 => 5.062 (change of +0.3)For some eyebrow shapes, you may wish to lift on the Z-axis by 0.1. If you increase outBrow too much, you may need to adjust X down by 0.1 to 0.3 to keep her head round. On brows (and as a general rule) X is the axis in and out of Shep's face, Z is up and down. You will find exceptions to those rules if you play with the mouth settings.Mouths are extremely easy to break, but the payoff is nearly worth it. Your changes might look beautiful in stills but summon Cthulhu when they animate. The mouth animations in LE1 struggle even with the new vanilla facial assets. (If you're curious, the Dr. Chakwas and Jenkins scene provides excellent frustration on a mouth that might look perfectly fine talking to Pressly). There are ~13 offset bones that can alter a mouth. Do not change the LipCorners! This will break the lipsync! Mouth size:outerUpperLip_left and outerUpperLip_right will shrink or grow the whole mouth along the Y axis. Ignoring the negative (-) sign, which just represents the side of the face on Y-axis, the 'larger' that value, the smaller the mouth. Keep it symmetrical. Ticking Z up by 0.1 will give her a more pleasant resting face (or down if you want the opposite.) Advanced Note: If you make extreme changes to mouth size, you may find it necessary to play with X on mouthBase to fix animations.Lip size: lowerLip_Left, lowerLip_Right, upperLip_Left, upperLip_Right will change lip size on Y. Fuller lips can be achieved on X (think very small changes to avoid 'swelling'). The 'inner' variants of these bones will also change mouth shape.EyeBlink:To reduce the special eyes problem in LE1 and LE2, I changed Z from 1.042 to 1.000. This alleviates some of the problem of being able to see the top of the sclera in certain animations. You may wish to make a smaller change if you feel like your Shep is now squinting. In LE3, step your value down in increments of 0.01, and check for eyelash clipping on the blink in cutscenes.Scalar Parameters: light and intensity on a texture. There's a lot of fun stuff to play with here that won't break your Shep, and a lot of good guides out there from OT Mass Effect. If that stuff about offset bones made you nervous, now you can relax.Blush Intensity:Controlled by HED_Blush_Scalar. I wanted a dusting on her skin much less garish than the blushes in CC. My value is set to 1.250 on light-medium skin. Depending on the depth of your skin colour and the blush colour you pick, you may need to decrease or increase this value. 0.000 is no blush at all. 2.500 works for deeper skin.Lip Shine:Controlled by HED_Addn_Spec_Lips_Scalar. 0.000 has a faint shine on female characters. I wanted matte lipstick, but going lower than -0.125 will cause weird artifacting on her mouth.HED_Addn_SPwr_Lips_Scalar controls how diffused the light is on the lips. 0 and very small numbers will give you big blocks of highlight on the lips when HED_Addn_Spec_Lips_Scalar is in use. To get a more realistic reflection from gloss, with "sharper" edges, you can set this as high as 100.Matte Lips HED_Addn_Spec_Lips_Scalar: -0.100HED_Addn_SPwr_Lips_Scalar: -0.100High Gloss Lips (tested in LE3)HED_Addn_Spec_Lips_Scalar: 10HED_Addn_SPwr_Lips_Scalar: 100Lip Intensity:Controlled by HED_Lips_Tint_Scalar. 0.000 is bare lips. 1.000 is bolder lipstick. Stepping by 0.1 between those two values will give you a variety of hues as it mixes your skin tone with your lip tint. The lipstick tint map is darker around the edges and lighter in the middle, so it will not give you a solid colour block.Eyeliner:Controlled by HED_EyeShadow_Tint_Scalar. Eyeliner is stronger in LE1/LE2 than it is in LE3. Whatever value you set here may have to be boldened in LE3. Mine was 0.700 in LE2 and 0.950 in LE3Eyeshadow:Controlled by HED_Brow_Tint_Scalar.Eyebrows:HED_Addn_Colour_02_Scalar and HED_Addn_Blowout_Scalar work together here. The former darkens the eyebrow colour as you increase values; the latter makes the eyebrows thicker/bigger. A little goes a long way for HED_Addn_Blowout_Scalar. Too much and Shep will look like she had an accident filling her brows. 1.150 is a good value for that. Eyebrows render much paler/thinner in LE2 than in LE1 or LE3, so you will need to be mindful of that difference.Hair Shine:Controlled by HAIR_Spec_Contribution_Scalar (shine) and HAIR_Shine_Desaturate_Scalar (how much coloured lights reflect). Hair is significantly less shiny in LE2 than it is in LE1 or LE3. For LE2 I set HAIR_Spec_Contribution_Scalar to 2.200. For LE3, 1.250 was enough. For HAIR_Shine_Desaturate_Scalar, setting it to 0.500 gives a pretty distinct effect.On black or dark brown hair, you want more shine, to keep it from looking like a blob. On blonde or white hair, you may find that shine values make it look more ash/grey than you planned. You can always tweak the tint in the vectors.Skin:HED_SPwr_Scalar controls the highlight shine on the face. This light appears to be emited from Shep, independent of light sources. The default value is ~5 and makes Shep look vaguely sweaty in LE1/LE2, but plasticky in LE3. Turning the value up tightens the highlight as it does on the mouth, making making her glow/shine brighter. I set the value down to 3 for more matte skin. Not as matte as Miranda, but closer to that. Changing this value is not as important as changing HED_Spec_Add_Vector. (See below) Hed_SPwr_Scalar should not be set below 2.5, lest artifacting begin.Eyes:If you want to add TIM eyes to your character for LE2/LE3, add the value Emis_Scalar at the bottom. This value controls the intensity of the glow of the eye implants. In LE2, the implants will work without this value, but they won't show up in LE3 without it. 0.7 for subtle => 3.000 for bright.To adjust the shine of the eyeball in LE3, add EYE_Iris_SPwr (35.000) and EYE_White_SPwr (1.000). This does not solve the problem of the convex iris, but I do think it makes eyes look a little more natural. You could also try using EYE_Lens_Spwr_Scalar.Vector Parameters: colour! Objects in mirror are lighter than they appear. Choose a colour you like, and then make it much deeper on the colour picker. Otherwise your final result will be washed out/blown out.HED_Blush_Vector is blush. SkinTone is skintone. EYE_Iris_Colour_Vector is eyes. Eye values are true to what you choose in the picker.HED_Hair_Colour_Vector is hair. Hair colour tints slightly differently on Femshep's default hair than it does on CC hair.HED_Addn_Colour_Vector is brows. HED_Lips_Tint_Vector is lips. HED_EyeShadow_Tint_Vector is eyeliner. HED_Brow_Tint_Vector is eyeshadow.HED_Spec_Add_Vector is one of the reasons Udina looks ashy. It may be the reason your Shep's skin looks ashy/grey/plasticky. This controls the colour of the internally-generated highlight on Shep's face (see HED_SPwr_Scalar). This value is set to a light grey by default. Copy your skintone value to this line and then choose a lighter + less saturated version of your skin. You can see the changes clearest in LE3 squad screen. NOTE: this highlight colour will affect the mouth as well. You will get patches of orange/brown on the lips if you leave it exactly the same as your skin tone. The more neutral colour you pick, the less you will notice it on lips.Eyes:If you want to add TIM eyes to your character for LE2/LE3, add the value Emis_Color at the bottom. This will let you pick the colour of the cyborg eye implants.Texture Parameters: does what it says on the tin. Paths are particular here. You can always use CC skins with no problems.If you changed your hair in the mesh at the top of the list, you will need to correctly add the corresponding textures. Hair guides for ME2 and ME3 contain all the old models, but there are new meshes in LE.If you are falling through the map in LE3, a texture path has gone wrong. Eyes:If you want to add TIM eyes to your character for LE2/LE3, add EYE_Spec: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_SpecEYE_Diff: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_DiffIf you want more control over your eye shine or want to make your eyes exactly like TIM in LE3, you will need:EYE_Iris_Norm: BIOG_HMM_HED_PROMorph.Eye.EYE_Iris_NormEYE_Mask: BIOG_HMM_HED_PROMorph.Eye.EYE_SpecEYE_Lens_Norm: BIOG_HMM_HED_PROMorph.Eye.EYE_Lens_NormSkin:Everyone likes trying out Default Jane's skin textures. In LE1/2 you can use the normals, but in LE3 the makeup maps are baked into the skin. Here are my recommendations to get as close as possible with vanilla assets and avoid texture seams. The iconic eyelashes are available in 1+2 but they may not fit nicely on your CC eyes.LE1/LE2:HED_Scalp_Diff: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_DiffHED_Scalp_Norm: BBIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_NormHED_Diff: BIOG_HMF_HED_PROMorph_R.PROSheppard.HMF_HED_PROSheppard_Face_DiffHED_Lash_Diff: BIOG_HMF_HED_PROMorph_R.Custom.HMF_HED_PROLash_Opac_M01HED_Norm: BIOG_HMF_HED_PROMorph_R.PROSheppard.HMF_HED_PROSheppard_Face_NormLE3:HED_Scalp_Diff: BIOG_HMF_HED_PROMorph_R.Diffuse.HMF_HED_PROBase_Scalp_DiffHED_Scalp_Norm: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_NormHED_Diff: BIOG_HMF_HED_PROMorph_R.Diffuse.HMF_HED_PROCustom_Frek_DiffHED_Lash_Diff: BIOG_HMF_HED_PROMorph_R.PROShepard.EyeLashMASK_Iconic_FemshepHED_Norm: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_PROShepard_Face_NormHED_Scalp_Mask: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_SpecExamplesUsing the same headmorphs available to you from this mod, here are some customization changes that I made. Please note that texture paths vary between the games. The Marine (LE2)Start with New Jane head. Delete the hair mesh at the top and leave the value blank.Emis_color: #1AD12A00HED_Scalp_Diff: BIOG_HMF_HIR_PRO.PROCustomFade03.HMF_HIR_PROCustomFade03_DiffHED_Scalp_Norm: BIOG_HMF_HIR_PRO.PROCustomFade03.HMF_HIR_PROCustomFade03_NormHAIR_Diff: BIOG_HMF_HIR_PRO.Classy.HMF_HIR_Cls_DiffHAIR_Norm: BIOG_HMF_HIR_PRO.Classy.HMF_HIR_Cls_NormHAIR_Tang: BIOG_HMF_HIR_PRO.Classy.HMF_HIR_Cls_TangHED_Scalp_Spec: BIOG_HMF_HIR_PRO.PROCustomFade03.HMF_HIR_PROCustomFade03_MaskEYE_Diff: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_DiffEYE_Spec: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_SpecThe Politician (LE2)Start with Classic Jane head.HED_Lips_Tint_Scalar: 0.250EYE_Iris_Colour_Vector: #182640FFHED_Hair_Colour_Vector:#957853FFHED_Lips_Tint_Vector:#4F0C0A00Emis_Color:#2A414FFFEYE_Diff: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_DiffEYE_Spec: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_SpecThe Diplomat (LE2)Start with New Jane head.Hair Mesh: BIOG_HMF_HIR_PRO.Iconbun.HMF_HIR_IBun_MDLHED_Blush_Scalar: 2.500HAIR_Shine_Desaturate_Scalar: 0.600HAIR_Spec_Contribution_Scalar: 2.300HED_Addn_Colour_02_Scalar: 1.000HED_Lips_Tint_Scalar: 0.200HED_Blush_Vector: #4F160200SkinTone:#5A1C0500EYE_Iris_Colour_Vector:#020202FFHED_Hair_Colour_Vector:#020202FFHED_Addn_Colour_Vector:#000000FFHED_Lips_Tint_Vector:#050100FFHED_EyeShadow_Tint_Vector:#050100FFHED_Scalp_SpecShift: BIOG_HMF_HIR_PRO.Human.HMF_HIR_PROAll_SpecShiftHED_Scalp_SpecShift2: BIOG_HMF_HIR_PRO.Human.HMF_HIR_PROAll_SpecShiftHAIR_Diff: BIOG_HMF_HIR_PRO.Iconbun.HMF_HIR_IBun_DiffHAIR_Norm: BIOG_HMF_HIR_PRO.Iconbun.HMF_HIR_IBun_NormHAIR_Mask: BIOG_HMF_HIR_PRO.Iconbun.HMF_HIR_IBun_MaskHAIR_SpecShift: BIOG_HMF_HIR_PRO.Human.HMF_HIR_PROAll_SpecShiftHAIR_SpecShift2: BIOG_HMF_HIR_PRO.Human.HMF_HIR_PROAll_SpecShiftThe Officer (LE3)Start with New Jane head.Hair Mesh: BIOG_HMF_HIR_PRO.Hair_Iconbun.HMF_HIR_IBun_MDLHED_Addn_Spec_Lips_Scalar: 0.500HED_Addn_SPwr_Lips_Scalar: 100HAIR_Spec_Contribution_Scalar: 20.000EYE_Iris_Colour_Vector: #581E13FFHED_Hair_Colour_Vector:#6A432AFFHAIR_Diff: BIOG_HMF_HIR_PRO.Hair_Iconbun.HMF_HIR_IBun_Diff 2b1af7f3a8