Mass Effect Hair Color

broken image


How to Use the Default ME3 Femshep Facial Textures
  1. Mass Effect 3 Hair Color
  2. Mass Effect Andromeda Hair Color
  3. Hair Color Side Effects
  4. Mass Effect 2 Hair Color Codes
  5. Mass Effect Hair Mod
  6. Mass Effect Hair Color Codes
  7. Mass Effect 2 Hair Color Codes

I successfully managed to get the ME3 default femshep facial texture onto my custom femshep. I'm just compiling information others have shared into one place. Give the credit to the makers of the Gibbed's ME3 editor and a number of users on these forums.
  • Mass Effect 3: List of Moddable Hairstyles. Is there any possibility to change the hair color for these hair mods?
  • Mass Effect Andromeda. They're just tweaks to the hair color chart (the actual chart, not the little dials that tell you the color). Some are subtle.
  • Your hair mods are awesome. I'm putting together an improved character creator mod for Mass Effect 3 (better hair colour, skin tone, eye colour options, etc.) and extra hairstyles – selectable during character creation. At the moment I'm using other NPC styles, but would love to be able to use some of these, if that was okay with you?
*Depending on which nose shape and facial structure you use in creating your custom femshep, you may notice some minor texture artifacts around the bottom of your femshep's nose. In my opinion, these artifacts are worth how much better the default facial texture looks compared to the presets, and for me, these are unnoticeable in all but a few weird angles. But if anyone comes up with a solution, please share!

Open Gibbed's Mass Effect 2 Save Editor. Now the fun begins! XD Click on the FOLDER icon at the top left corner to open a save game. Find the save game you just made in the folder Bioware/Mass Effect 2/Saves/.name of character./Save0001 (or something like that).


**I'm not responsible if your savefile is corrupted. Make sure to back up your original savegame somewhere.**
If you're doing this on Xbox, you'll need some other things first to transfer your save file to your computer. I use Xplorer and Modio for this, and the method is the same as for Mass Effect 2 savefiles.
1) Download Gibbed's Mass Effect 3 Editor. The latest build can be found here:
http://svn.gib.me/builds/masseffect3/
2) Open your extracted .xbsav or .pcsav file in the editor. As of this post, the Player and Plot tabs in the editor are unavailable. Click on the raw tab.
3) Click the little arrows to open up the lists under Squad -> Player -> Appearance -> Morph Head
4) Click on Texture parameters and the click on the small button with the ellipsis to the right of where it says Collection.
5) Once in this menu, this is where you'll need to change which textures your savefiles looks for when rendering your character.
Change the values under each key to the following:
Key: HED_Scalp_Diff
Value: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_Diff
Key: HED_Scalp_Norm
Value: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_Norm
Key: HED_Diff'
Value: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Face_Diff
Key: HED_Norm
Value: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROSheppard_Face_Norm_Stack
Key: HED_Brow
Value: BIOG_HMF_HED_PROMorph_R.Base.HMF_HED_PROCustom_Blank_Norm
Click OK and back out to the main Editor panel. Save your savefile. For Xbox, you'll need to Inject your savefile properly with Modio (or another program), making sure to Rehash and Resign, and then use Xplorer (or another program) and your Xbox-formatted jump drive to load the save into your game.
There you go! Your femshep should have the facial structure, eye color, and hair color you've slaved to choose and create, but will have the freckled, eye-shadowed, lip-sticked face of the ME3 default femshep!
How to use the Default Femshep hairstyle, without clipping issues! Courtesy of Dizzig
If you've tried to used the Default hairstyle before, you've noticed a bald spot due to the hair clipping through the custom character forehead. This is because Bioware decided to use a different shape for the default femshep head. To fix it, you'll need to edit the actual vertices that define the head shape, essentially moving them farther back behind the hair so it appears to fit properly.
First, change the hair mesh to:
BIOG_HMF_HIR_PRO.Hair_PROShepard.HMF_HIR_PROShepard_MDL
Then, change the Hair_Diff texture to:
biog_hmf_hir_pro.Global.HAIR_Long_Diff
Now to the tedious part. Until Gibbed figures out a way to import and export Lod0Vertices, we'll have to edit them by hand. Locate the Lod0Vertices section, and change the following. Where you see commas in the following list, such as 5,5, this means 5.5. A comma is a decimal point in these cases. There is a very small clipping issue remaining farther up the scalp near the part. It is barely noticeable.
Index Number = X/Y
250 = 5/2
251 = 6/1
252 = 5/1
253 = 4/2
254 = 3/2
255 = 3/1
256 = 1/1
257 = 1/2
269 = 0,5/5,5
270 = 1/5,5
271 = 1,5/5,5
287 = 3/4
288 = 4/4
289 = 5/3
290 = 4/3
291 = 2/4
292 = 3/3
293 = 1/4
300 = 2,5/5,5
330 = 1,5/4,5
331 = 2,5/4,5
340 = 1/4,5
355 = 5,5/1,5
356 = 6,5/1,5
357 = 3,5/1
358 = 3,5/1,5
362 = pending
363 = pending
364 = pending
365 = pending
366 = pending
369 = 2/4,5
1460 = 6,5/1,5
1461 = 6,5/0,860723436
1462 = 5,5/3,5
1463 = 4,5/4,5
1464 = 6,5/2,5
1465 = 3,5/5,5
1466 = 3,5/5,5
As you can imagine, teasing this out by hand would have been incredibly tedious. A big thanks to Dizzig for a heroic effort in figuring this out.
How to darken makeup to make your femshep look more like ME2
For those of you that just want darker eyeshadow, adjusted skin tone, or the ME2 auburn / red hair color, here are some adjustments in Gibbed's Editor I find to work well. I think this is a closer match to how faces look in ME2. Use these with the default preset complexions.
Changing the face code field in the editor after the game has started will not alter your face, just the code displayed in the squad menu. To change your facial appearance mid-game, you'll need to alter the head morph, or import a new one.
Edit: The following colors here have been pleasantly rendered obsolete by the new versions of Gibbed that include a color picker. I'll keep them here for reference. To use these values in the color picker, multiply them by 255. Of course, they can still be entered into the Raw section as before.
SkinTone -- skin tones look bleached in ME3. this is slightly darker from the old default, looks more like ME2
B: 0.16114029
G: 0.284192272
R: 0.6474706
Edit: 3/31/12 - Hair colors in ME3 are more complicated, using multiple variables adjusting the color can make a difference but the changes may not always be intuitive.
HED_Hair_Color_Vector -- ME2 red/auburn hair color
B: 0.0445526168
G: 0.0846414939
R: 0.215764433
EyeShadow_Tint_Vector -- ME2 darkest eye shadow color
B: 0.019918
G: 0.004559
R: 0.019918
HED_Brow_Tint_Vector -- ME2 darkest eye shadow color
B: 0.009021491
G: 0.00775102666
R: 0.009021491
HED_Brow_Tint_Scalar -- ME2 darkest eye shadow
1.55
HED_Addn_Spec_Lips_Scalar -- slightly more glossy lips
0.2
HED_Lips_Tint_Scalar -- slightly darker lips
0.225
Hair Mesh - slightly different hairstyle, works better with visors, helmets, etc
biog_hmf_hir_pro.Hair_PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL

Edited by Captain Arty, 03 April 2012 - 04:41 AM.

Additional examples with actual RGB values for Vector & Scalar to show how colours come together.

Deep Red Brownie


Vectors:
HED_Hair_Colour_Vector = R 0.17,
GB 0
EYE_Iris_Colour_Vector = Hair_vector
HED_Addn_Colour_Vector & blonde
R
Mass
0.05, GB 0
HED_Lips_Tint_Vector = R 0.07, GB 0
HED_EyeShadow_Tint_Vector = R 0.17, GB 0
Highlight 1&2 Color = R 0.23, GB 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 250
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar = 4
Hightlight 1&2 Intensity = 2

Khaki


Vectors:
Hair_C_Vector:
R 0.7372549
G 0.709803939
B 0.419607848
Same colors for highlight 1&2 vectors
Scalars:
HighlightIntensity 1 & 2 = 1
HLSpecExpScalar 1 & 2 = 50

Pink Candy


Vectors:
Hair_C_Vector:
R 1.7294118
G 0.56078434
B = G
Same colors for highlights 1 & 2
Scalars:
HighlightIntensity 1 & 2 = 1
HLSpecExpScalar 1 & 2 = 50

Pink Rose

Vectors:
Hair_C_Vector:
R 1.02941179
G 0.56078434
B = G
Highlight Vector 1&2:
R 1.72941184
G 0.56078434
B = G
Scalars:
HighlightIntensity 1&2 = 2
HLSpecExpScalar 1 = 50, 2 = 250

Midnight Blue

Vectors:
Hair_C_Vector:
R 0.09803922
G = R
B 0.427450985
Same colors for highlights 1&2 vectors
Scalars:
HighlightIntensity 1&2 = 2
HLSpecExpScalar 1 = 50, 2 = 250

Midnight BlueYellowHL

Vectors:
Hair_C_Vector:
R 0.09803922
G = R
B 0.427450985
Highlight 1&2 vectors:
R 2
G 1
B 0
Scalars:
HighlightIntensity 1&2 = 2
HLSpecExpScalar 1 = 50, 2 = 250

Olive

Vectors:
HED_Hair_Colour_Vector
R
0.498039216
G = R
B 0
Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 250
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar =2.5
Hightlight 1&2 Intensity = 2

Lime Door, using TIM eyes

Vectors:
SkinTone
R
0.5882353
G 0.2784314
B 0.109803922
HED_Hair_Colour_Vector
R 0.68235296
G 1
B 0.137254909
EYE_Iris_Spec_Colour = 0.2
EYE_Iris_Colour_Vector
R 0.4509804
G 0.65882355
B 0.09019608
Emis_Color = Hair_vector
HED_Addn_Colour_Vector & blonde = Eye_Iris_vector
HED_Lips_Tint_Vector = Eye_Iris_vector
HED_EyeShadow_Tint_Vector = Hair_vector

Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 250
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar =1.25
Hightlight 1&2 Intensity = 2
Emis_Scalar = 0.4

SilverPurple, using TIM eyes


Vectors:
HED_Blush_Vector
RB 0.3764706
G 0
HED_Hair_Colour_Vector = RGB 0.7490196
EYE_Iris_Colour_Vector = RB 0.03, G 0
Emis_Color = RB 0.7, G 0
HED_Addn_Colour_Vector & blonde = RB 0.03, G 0
HED_Lips_Tint_Vector = Addn_vector
HED_EyeShadow_Tint_Vector = RGB 0
Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 4
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar =1.25
Hightlight 1&2 Intensity = 2
Emis_Scalar = 4
HED_Blush_Scalar = 2

Lime Green

Vectors:
HED_Hair_Colour_Vector
R 0.2
G 0.8
B 0.2
Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 4

White

Vectors:
HED_Hair_Colour_Vector = RGB 1
Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 4

Golden Blonde, using TIM eyes

Vectors:
HED_Hair_Colour_Vector
R 0.847058833
G 0.6313726
B 0.1254902
Highlight 1&2 Color = Hair_vector
HED_Addn_Colour_Vector & blonde

R 0.4392157
G 0.31764707
B 0.0627451
HED_Lips_Tint_Vector = R 0.07, GB 0
EYE_Iris_Colour_Vector = RB 0.03, G 0
Emis_Color = RG 0.7, B 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 4
HED_Addn_Spec_Lips_Scalar = 0.25
Emis_Scalar = 4

Sandy Blonde

Vectors:
HED_Hair_Colour_Vector
R 1
G 0.6392157
B 0.168627456
Highlight 1&2 Color = Hair_vector
HED_Lips_Tint_Vector = R 0.07, GB 0
EYE_Iris_Colour_Vector = RB 0.7, G 0
Scalars:
Highlight 1&2 SpecExp_Scalar
Mass
= 4
Hightlight 1&2 Intensity = 2
HED_Addn_Spec_Lips_Scalar = 0

Grey

Vectors:
HED_Hair_Colour_Vector = RGB 0.3882353
Eye_Iris_vector = Hair_vector

DarkRed Blue HL

Vectors:
HED_Hair_Vector
R 0.3764706
G 0.109803922
B = G
Highlight 1&2 Color vector = B 0.5372549, RG 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 250
Hightlight 1&2 Intensity = 7

Brunette

Vectors:
HED_Hair_Colour_Vector
R 0.356862754
G 0.20784314
B 0.129411772
Highlight1Color
Mass effect 3 gibbed hair color codes
R 0.239215687
G 0.137254909
B 0.08627451
Highlight2Color = RGB 0
Scalars:
Highlight1SpecExp_Scalar = 350
Highlight2SpecExp_Scalar = 0
Hightlight1Intensity = 2.4
Hightlight2Intensity = 0

Lightblue Crewcut & Mohawk


Vectors:
HED_Hair_Colour_Vector
R 0.6862745
G 0.7921569
B 1
Highlight 1&2 Color = RGB 0

Extreme Red Glow

Vectors:
HED_Hair_Colour_Vector
R 10
GB = 0

Black Custom

Vectors:
HED_Hair_Colour_Vector = RGB 0.12
HED_Addn_Colour_Vector & blonde = RGB 0
HED_Lips_Tint_Vector = RGB 0
EYE_Iris_Colour_Vector = RGB 0.05
HED_EyeShadow_Tint_Vector = RGB 0
Scalars:
HED_EyeShadow_Tint_Scalar = 5

Black Red HL

Same as Black Custom with added
Highlight1Color = R 1, GB 0

Black Blue HL

Same as Black Custom with added
Highlight1Color = B 3, RG 0

Black Grey HL

Same as Black Custom with added
Vectors:
Highlight1Color = RGB

Mass Effect 3 Hair Color

0.38
Scalars:
Highlight1SpecExp_Scalar = 250
Hightlight1Intensity = 12

PurpleFreak

Vectors:

Mass Effect Andromeda Hair Color

SkinTone
R 0.768627465
Mass

Hair Color Side Effects

G 0.3019608
B 0.145098045
HED_Hair_Colour_Vector = RB 0.2, G 0
HED_Lips_Tint_Vector = RGB 0.06
HED_EyeShadow_Tint_Vector = RGB 0
Highlight1Color = Hair_vector
Highlight2Color = RGB 0
EYE_Iris_Colour_Vector = R 4, G 1, B 0
EYE_White_Colour_Vector = RGB 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 500
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar = 0.45

Mass Effect 2 Hair Color Codes

Hightlight1Intensity = 6
Hightlight2Intensity = 0

Omni Orange

Vectors:
HED_Blush_Vector B 0.3764706, RG 0
HED_Hair_Colour_Vector = R 1, G 0.466669, B 0
HED_Lips_Tint_Vector = RGB 0.06
HED_EyeShadow_Tint_Vector = B 0.2, RG 0
Effect
0.05, GB 0
HED_Lips_Tint_Vector = R 0.07, GB 0
HED_EyeShadow_Tint_Vector = R 0.17, GB 0
Highlight 1&2 Color = R 0.23, GB 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 250
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar = 4
Hightlight 1&2 Intensity = 2

Khaki


Vectors:
Hair_C_Vector:
R 0.7372549
G 0.709803939
B 0.419607848
Same colors for highlight 1&2 vectors
Scalars:
HighlightIntensity 1 & 2 = 1
HLSpecExpScalar 1 & 2 = 50

Pink Candy


Vectors:
Hair_C_Vector:
R 1.7294118
G 0.56078434
B = G
Same colors for highlights 1 & 2
Scalars:
HighlightIntensity 1 & 2 = 1
HLSpecExpScalar 1 & 2 = 50

Pink Rose

Vectors:
Hair_C_Vector:
R 1.02941179
G 0.56078434
B = G
Highlight Vector 1&2:
R 1.72941184
G 0.56078434
B = G
Scalars:
HighlightIntensity 1&2 = 2
HLSpecExpScalar 1 = 50, 2 = 250

Midnight Blue

Vectors:
Hair_C_Vector:
R 0.09803922
G = R
B 0.427450985
Same colors for highlights 1&2 vectors
Scalars:
HighlightIntensity 1&2 = 2
HLSpecExpScalar 1 = 50, 2 = 250

Midnight BlueYellowHL

Vectors:
Hair_C_Vector:
R 0.09803922
G = R
B 0.427450985
Highlight 1&2 vectors:
R 2
G 1
B 0
Scalars:
HighlightIntensity 1&2 = 2
HLSpecExpScalar 1 = 50, 2 = 250

Olive

Vectors:
HED_Hair_Colour_Vector
R
0.498039216
G = R
B 0
Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 250
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar =2.5
Hightlight 1&2 Intensity = 2

Lime Door, using TIM eyes

Vectors:
SkinTone
R
0.5882353
G 0.2784314
B 0.109803922
HED_Hair_Colour_Vector
R 0.68235296
G 1
B 0.137254909
EYE_Iris_Spec_Colour = 0.2
EYE_Iris_Colour_Vector
R 0.4509804
G 0.65882355
B 0.09019608
Emis_Color = Hair_vector
HED_Addn_Colour_Vector & blonde = Eye_Iris_vector
HED_Lips_Tint_Vector = Eye_Iris_vector
HED_EyeShadow_Tint_Vector = Hair_vector

Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 250
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar =1.25
Hightlight 1&2 Intensity = 2
Emis_Scalar = 0.4

SilverPurple, using TIM eyes


Vectors:
HED_Blush_Vector
RB 0.3764706
G 0
HED_Hair_Colour_Vector = RGB 0.7490196
EYE_Iris_Colour_Vector = RB 0.03, G 0
Emis_Color = RB 0.7, G 0
HED_Addn_Colour_Vector & blonde = RB 0.03, G 0
HED_Lips_Tint_Vector = Addn_vector
HED_EyeShadow_Tint_Vector = RGB 0
Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 4
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar =1.25
Hightlight 1&2 Intensity = 2
Emis_Scalar = 4
HED_Blush_Scalar = 2

Lime Green

Vectors:
HED_Hair_Colour_Vector
R 0.2
G 0.8
B 0.2
Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 4

White

Vectors:
HED_Hair_Colour_Vector = RGB 1
Highlight 1&2 Color = Hair_vector
Scalars:
Highlight 1&2 SpecExp_Scalar = 4

Golden Blonde, using TIM eyes

Vectors:
HED_Hair_Colour_Vector
R 0.847058833
G 0.6313726
B 0.1254902
Highlight 1&2 Color = Hair_vector
HED_Addn_Colour_Vector & blonde

R 0.4392157
G 0.31764707
B 0.0627451
HED_Lips_Tint_Vector = R 0.07, GB 0
EYE_Iris_Colour_Vector = RB 0.03, G 0
Emis_Color = RG 0.7, B 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 4
HED_Addn_Spec_Lips_Scalar = 0.25
Emis_Scalar = 4

Sandy Blonde

Vectors:
HED_Hair_Colour_Vector
R 1
G 0.6392157
B 0.168627456
Highlight 1&2 Color = Hair_vector
HED_Lips_Tint_Vector = R 0.07, GB 0
EYE_Iris_Colour_Vector = RB 0.7, G 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 4
Hightlight 1&2 Intensity = 2
HED_Addn_Spec_Lips_Scalar = 0

Grey

Vectors:
HED_Hair_Colour_Vector = RGB 0.3882353
Eye_Iris_vector = Hair_vector

DarkRed Blue HL

Vectors:
HED_Hair_Vector
R 0.3764706
G 0.109803922
B = G
Highlight 1&2 Color vector = B 0.5372549, RG 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 250
Hightlight 1&2 Intensity = 7

Brunette

Vectors:
HED_Hair_Colour_Vector
R 0.356862754
G 0.20784314
B 0.129411772
Highlight1Color
R 0.239215687
G 0.137254909
B 0.08627451
Highlight2Color = RGB 0
Scalars:
Highlight1SpecExp_Scalar = 350
Highlight2SpecExp_Scalar = 0
Hightlight1Intensity = 2.4
Hightlight2Intensity = 0

Lightblue Crewcut & Mohawk


Vectors:
HED_Hair_Colour_Vector
R 0.6862745
G 0.7921569
B 1
Highlight 1&2 Color = RGB 0

Extreme Red Glow

Vectors:
HED_Hair_Colour_Vector
R 10
GB = 0

Black Custom

Vectors:
HED_Hair_Colour_Vector = RGB 0.12
HED_Addn_Colour_Vector & blonde = RGB 0
HED_Lips_Tint_Vector = RGB 0
EYE_Iris_Colour_Vector = RGB 0.05
HED_EyeShadow_Tint_Vector = RGB 0
Scalars:
HED_EyeShadow_Tint_Scalar = 5

Black Red HL

Same as Black Custom with added
Highlight1Color = R 1, GB 0

Black Blue HL

Same as Black Custom with added
Highlight1Color = B 3, RG 0

Black Grey HL

Same as Black Custom with added
Vectors:
Highlight1Color = RGB

Mass Effect 3 Hair Color

0.38
Scalars:
Highlight1SpecExp_Scalar = 250
Hightlight1Intensity = 12

PurpleFreak

Vectors:

Mass Effect Andromeda Hair Color

SkinTone
R 0.768627465

Hair Color Side Effects

G 0.3019608
B 0.145098045
HED_Hair_Colour_Vector = RB 0.2, G 0
HED_Lips_Tint_Vector = RGB 0.06
HED_EyeShadow_Tint_Vector = RGB 0
Highlight1Color = Hair_vector
Highlight2Color = RGB 0
EYE_Iris_Colour_Vector = R 4, G 1, B 0
EYE_White_Colour_Vector = RGB 0
Scalars:
Highlight 1&2 SpecExp_Scalar = 500
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar = 0.45

Mass Effect 2 Hair Color Codes

Hightlight1Intensity = 6
Hightlight2Intensity = 0

Omni Orange

Vectors:
HED_Blush_Vector B 0.3764706, RG 0
HED_Hair_Colour_Vector = R 1, G 0.466669, B 0
HED_Lips_Tint_Vector = RGB 0.06
HED_EyeShadow_Tint_Vector = B 0.2, RG 0
Highlight 1&2 Color = RGB 0
EYE_Iris_Colour_Vector = R 4,

Mass Effect Hair Mod

G 1, B 0
EYE_White_Colour_Vector = RGB 0.5
Scalars:

Mass Effect Hair Color Codes

HED_Blush_Scalar = 1.75
Highlight1SpecExp_Scalar

Mass Effect 2 Hair Color Codes

= 5
Highlight2SpecExp_Scalar = 500
HED_Lips_Tint_Scalar = 1
HED_EyeShadow_Tint_Scalar = 4.3
Hightlight 1&2 Intensity = 2



broken image