From what I understand, when you're editing your appearance at the beginning of the game, at the bottom of the screen a 'face code' is generated. This 'face code' consists of a string of text that.
PremiseHello everyone. It's time for me to provide a tutorial regarding the currently in the works fix for ME2 to ME3 face import dissatisfaction. As you may know, user woodbyte on the Bioware Social Forums has produced an excellent tool for getting femSheps from ME2 to ME3 to look more like they should. So far we've had some great results.Before I begin, this program itself is still in development. In addition, it is only directly compatible with PC saves at present, though X360 saves are possible via workaround or if you're willing to wait, will be available later without a workaround. PS3 is stuck, unfortunately. In addition, this process has only been directed at female Shepards thus far. Male Shepards will be coming eventually. It does not change any of your story progress, only the face.BackgroundThe Lazarus Project works by finding the values of vertices on your ME2 face and 'maps' them to the corresponding vertices on the ME3 face, then saves. A vertex is a point where two lines meet. By using multiple vertices one can create a 'face' or side, enclosed by lines. You can think of this like a cube which has 8 vertices and 12 lines going between them enclosing 6 faces. If you move a vertex, the cube will look different. This is the reason ME3 faces look different; each vertex is in a different place. Lazarus moves those vertices to places they were in ME2.Files and Programs You NeedYou will need a couple of programs to attempt this. It would be wise to download and install them in the order I am providing them. If you get confused, feel free to ask for help in the comments below. Microsoft.NET Framework 4. You may already have this. It's a library of code used to create programs with some programming languages. Microsoft XNA Framework 4.0. Similar to.NET, this is a library specifically for programs like games or 3D applications. Lazarus has a 3D element, and so needs this library. Mass Effect 3 Face Codes Xbox 360Any good archive extraction tool. I use PeaZip. WinZip or WinRar will be fine too. ![]() This is for extracting Lazarus when you download it. Lazarus Project Version 0.1.1. This is the core program. However it is not fully up to date as a package. Right click and select 'save as' to download the 'me3-lazarus-0-1-1.zip' file, then extract all the files inside to a folder you make. Lazarus doesn't need to be 'installed'; you can get rid of it at any time. Before you go further, go to the directory you extracted the files to and rename 'LazarusProject.exe' to something else, like 'LazarusProject(old).exe'. We're about to replace it, but you might like the old one too. Do the same for 'lodmapping.xml'. Rename it to 'lodmapping(old).xml'. Again we're replacing it in a moment, but you might want to continue using it. Lazarus Project executable r18. This is an updated version of the core program. Right click 'LazarusProject.exe' and select 'save as', saving it in the same place you extracted the previous files. Lazarus Project map r17. This is an updated version of the map, which is like a list of vertices to copy. Right click 'lodmapping.xml' and select 'save as', saving it in the same place you extracted the previous files. At present, Lazarus only operates on PC saves at present, but you can do this with an X360 too by following the below guidance. Beware that by performing this you are breaking the Terms of Service for your X360. Zoombinis mountain rescue download. Follow this tutorial, for getting your save off of your X360 and back again when finished. Thanks to Dimensio for this. Now you will need versions of Gibbed's Mass Effect save editors. The ME2 version is. Forge of empires hagia sophia. The ME3 version is. (saveeditr85b107.zip is likely the best). Open up Gibbed's ME2 save editor and load your.xbsav you got off your X360. Save it as a.pcsav. Open up Gibbed's ME3 save editor and load your.xbsav you got off your X360. Save it as a.pcsav. Perform the guidance above using Lazarus. Open up Gibbed's ME2 save editor and load your.pcsav you editted with Lazarus, then save it as an.xbsav again. Open up Gibbed's ME3 save editor and load your.pcsav you editted with Lazarus, then save it as an.xbsav again. Transfer the.xbsav back to the X360.Caveats, Bugs and IssuesAside from the X360 and PS3 compatibility issues, Lazarus also has a problem with a particular mouth shape. In ME1 or ME2, if you picked 'Mouth Shape 1', you'll have issues. Instead, it is suggested you use 'Mouth Shape 7' instead, which looks the same. You will need to create a new Shepard in ME2 in order to change this.If your character is from ME1, you can use the 'YAML' method to find a good face code for your Shepard, then change the mouth. You can follow from step 5 onwards to do this. I'm personally running 7 64bit Professional. I had problems with some compatibility with the new lod map and.exe when downloading them and replacing the base files, which might be what you got too. ![]() You need to make sure you're using the newest lod map and newest.exe. It took be a couple of tries to understand what was going on to be honest.The issue, as I gathered it, is that the format for the lod map has changed because it now includes vectors and scalars, as well as collapsing vertices. What I've linked SHOULD be correct, but if you can't get it going, feel free to e-mail me and I'll see if I can do it for you:D.Also, that you mention 7 as a cause, have you tried it on a different OS? You might be right, I'm not certain either:D. Woodbytethis instance, I used the DataContractSerializer in.NET to lazily read/write to an.xml file the class which contains the map information (all it takes is a few annotations of the class fields). Not the best way to save a program's state by far (large file), but it is simple and I've abused it quite a lot on my college projects.Also, it's very robust. You can add/remove members to the class without breaking compatibility with older versions most of the time. I'm hampered by lack of knowledge here, but whenever I try to boot your.exe up, it tells me it's not compatible with my version of Windows. I did have it running when Ihnoc first posted about it, so something about getting the upgrades has caused it to throw its toys out of the pram.As I see that Ihnoc/Phoenix is offering to help users get this fixed, I'm going to take him up on that offer and send through some saves. Let me also thank you both (again) for taking the time to work through this horrendous farce of a situation. I appreciate all your efforts! Don't know if you're still checking this blog, but I just tried using LP. It looks like I've hit a problem that no one else has encountered. I followed each of your steps, in order and got the program running. However, there is no 'Save ME3' button anywhere! I have saved loaded up from both ME2 and ME3 and the facial structure is displayed in both windows. I've tried check and unchecking boxes, expanding the window.every little thing I can think of. And where the 'Save ME3' button is suppored to be, there's just nothing.Any ideas? I'm thinking about showing off my Shepard faces to you guys for Mass Effect 3. See about what you think about them and do you like them as the usual face or with full renegade scarring. It's all up to you.I have 4 male face codes & 2 female face codes for right now.(Male)Douglas Shepard: 241.WMF.LTK.G4I.DEU.KCD.MDJ.4LG.MG6.GI2.133.5Ivan Shepard: 161.1CA.ICE.G25.IHF.I6F.NLC.1CJ.G91.DG8.179.5Terence Shepard: 251.VCE.L9L.J87.9FG.4AM.AQ9.7AP.945.8D2.E41.1Terence (changed): 252.VCE.L9L.J87.9FG.4AM.AQ9.7AP.946.8DC.742.3(Female)Jane Shepard: 543.HGQ.DHC.L2D.GKI.B1Q.DBG.5AA.JA6.9AD.A63.177Hilary Shepard: 231.PDQ.JQ7.M7B.LGH.116.P6M.9LK.HB3.D45.8D7.24B. Edit 4/15/2012: So I learned a lot more about this process between 2 and 3 and have learned still more than that since people started looking into the issues with importing to 3. And it turns out that the facegen process is more complicated than I at first believed, and the ME1 sliders actually have a slightly different value range than ME2 sliders in some cases; and so many of these results will be off by a tick or two for some Sheps and.wildly. off for a few. Also, back-porting your code to ME1 won't yield a perfect, 1:1 match, though the difference should be difficult to notice, unlike ME2-ME3.Unfortunately, even with these problems and even after ME3 1.02, this is still one of our more viable methods for getting a 3 Shep to look right:/Ever posted a screencap of your awesome Shepard, been asked 'hey, can I have that face code?' And had to say 'sorry, it's an ME1 import'? Ever looked at one of your own imported Shepards and thought, 'you know, he doesn't look quite right in ME2, if only I could just tweak his cheekbones a little further forward'? Ever gotten as far as Chora's Den and suddenly realized your Shep was a Jess, not a Jennifer, or should have AI Hacking instead of Medicine as a bonus talent, but it was too late to do anything about it because you could never, ever accurately reproduce her face if you restarted your game? In short, have you ever wished beyond all reason that there was a way to get a face code from an ME1 face?Well, after many, many hours of frustration, math, fast-forwarding through the ME2 intro fifty-odd times, and dicking around with the Gibbed save editor, I've discovered an inefficient, pain-in-the-ass, but basically effective way to pull that off! Because I figure this is something other people might be interested in, and because I'd love to spare anyone else who wants to try this as much of that work as possible, I thought I'd share the process, since I'm happy to have found this comm and it seemed as good a first post as any.:)Edit: femSheps take note - has written and linked a PHP script that will automate this process! Saving you a great deal of math. Check out the comments section.:DFace codes themselves are pretty easy to read once you get used to them, but you really don't want to try to calculate one by hand - particularly given the way that the game stores that information - so basically, what we're going to do is figure out the slider values for our original ME1 face (like, 'fifth tick left of center on the neck thickness slider', 'eighth tick over on the eye color slider'), then recreate that face in an ME2 new game and let the game itself generate the face code for us.Okay. To begin, make sure you have a copy of the (Xbox users will also need to know how to transfer saves to a PC - I can't help you with this, but there are a few guides floating around out there).Now, import your ME1 Shepard of choice into ME2 (keeping your imported face, naturally), and save this new game as soon as Miranda starts yakking at you about grabbing the pistol from the locker. Quit the game.Fire up the Gibbed save editor, load the new save you just made, and find a pencil and some scratch paper. A calculator's not a bad idea either.The info you're looking for is under the Raw tab; go to the Squad section, expand the Player entry, then Appearance, then Morph Head, then click the. button next to Morph Features to bring up the submenu.There are two basic categories of Morph Features. First you've got. Let's call them 'static' features, like facial structure, skin tone, eye shape, hair color - these sliders let you cycle through several fixed, preset options. If you look at these choices in the in-game character generator, they might have anywhere between three and sixteen 'ticks' on the slider you can pick between. We'll start with those, because they're easy.For facial structure, scroll down a ways until you find the section with a whole bunch of racex entries. You want to find the one that isn't 0 (might be 0.4, might be 1; the value doesn't matter, just that it isn't zero).You'll notice there are nine different race entries, from 'young black' to 'liara.' (A male character will have only six entries, ending with oldCauc). They correspond exactly to the nine ticks on the facial structure slider (or six, if you're male); if you're raceiconic, the seventh one down, the slider labeled 'facial structure' should be on the seventh tick (from left to right, with the first tick being 1).Eye shape is the same. There are nine (or eight, for males) possible eye shapes; if the fifth shape has a value greater than zero, your eye shape slider should be on the fifth tick.(Don't be fooled by the naming inconsistency - eyesslantDown is actually the sixth eye shape, even though it doesn't use the eyeShapeX naming structure. Mass Effect 3 Faces DatabaseLikewise, for dudeSheps, eyesSlantUp and eyesSlantDown are 4 and 5, despite not following the eyesShape convention of the other six choices.)Mouth shape is not quite as simple. FemSheps will see the following entries scattered through the list:mouthShapeiconic (tick 1)mouthShapeliara (tick 3)mouthShapeashley (tick 2)mouthShapeoldAsnmouthShapeoldBlk (tick 5)mouthShapeyngBlk (tick 6)mouthShapeyngCauc (tick 7)mouthShapeyngAsn (tick 9)If your femShep has none of these (they all =0), you've got mouth shape 4, 8, or 10 (all three are completely identical, just flip a coin. Mass Effect 3 Custom FacesFrom what I understand, when you're editing your appearance at the beginning of the game, at the bottom of the screen a 'face code' is generated. This 'face code' consists of a string of text that represents the details of your character's face. For example, this one possible face code:141.111.WW1.Q7Q.CAE.34M.9L5.711.QN8.B13.B4B.17AThe above face code represents the following face:This is an extremely convenient way to share your character's appearance with people, but it's not so convenient to access. For all I know, the only time you can access this face code is during the appearance editing process. If you wanted to share your face with someone after leaving that interface, there is no way to do so. But this is all, again, 'for all I know'.Is there a way to access your face code after leaving the appearance editing interface at the beginning of the game?(Note: Credit goes to for introducing me to the face code.).
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