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disposabletemp

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  1. enamelbag, would you mind posting a zip file of the RF5 bachelorette portraits you extracted? I want to try editing some sprites but I haven't bought RF5 yet
  2. Here's an invite link to moderchan's discord: https://discord.com/invite/v5xqAnTynm I found it here:
  3. A lot of the player character sprites seem to be inside "ANNOMutationem\Anno_Data\StreamingAssets\aa\StandaloneWindows64\duplicateassetisolation_assets_all_e4b8ca911864cd3d59764293a14617bd.bundle" All the names start with "anno_" like "anno_bluedress" Can anyone point me to a guide on how to use 3dmigoto to identify/mod textures? I have it installed but I have no idea how to use it.
  4. How do I get the atmosphere mod to work using yuzu emulator? The mod appears in the yuzu menu, I checked the box to enable it but it doesn't change anything in game (although it does take like 15 minutes to load). Did I mess the folder structure up? C:\Users\User\AppData\Roaming\yuzu\load\01002F7013224000\atmosphere\romfs\Data\StreamingAssets\aa\Switch\d4a5f60674ee67f9a5bab11869f7a17d.bundle
  5. Here's a quick guide on how to mod sprites. Hopefully the steps are easy to follow without screenshots (because I'm too lazy to make them). This method may seem complicated, but using MassiveTexRF4 makes it so you never have to use the command line so it's a little easier. First you need to unpack the game files. Find your install directory (C:\Games\Rune Factory 4 Special or maybe inside C:\Program Files\Steam\steamapps\common) and enter the Bundle directory. Copy "mbundleExtractor.exe" to this folder then drag bundleMain.mbundle onto the exe. This should unpack the game files into the bundleMain folder. Inside bundleMain, you can see all of the game files listed. Sprites are all .texture files and begin with a 2 digit number. For example, 00_PLAYER_W_body_00.texture is the female player default body texture and 02_CLORICA_body_00.texture is Clorica's default body texture. Copy over whichever textures you want into another folder (for example, "C:\rf4\player_female"). Use different folders for each character just to keep things organized. Move into that folder and add a copy of "RF4STextureExtractor.exe" and "MassiveTexRF4.exe" inside. From the folder navigation bar at the top of your window, click and drag the name of your current folder ("C:\rf4\player_female") and drag it onto "MassiveTexRF4.exe" This creates two new files called "MassiveExporter.bat" and "MassiveImporter.bat". If you run MassiveExporter, it will unpack all of the texture files into .dds files (which can be edited directly with paint.net). When saving .dds files in paint.net, it opens up a Save Configuration window. Make sure to set the first setting to "BC7 (Linear, DX 11+)" When you're done editing, run MassiveImporter and it will convert all the .dds files into new .texture files ("new_00_PLAYER_M_body_00.texture"). Rename these files to the original name ("00_PLAYER_M_body_00.texture") and copy them into the bundleMain folder inside the RF4 install directory, overwriting the old one. NOTE - it may be a good idea to save the original, unmodified .texture file somewhere safe just in case you need to undo any of your changes. And that's it! Your edited sprites should appear when you load the game. RF4STextureExtractor.exe MassiveTexRF4.exe mbundleExtractor.exe
  6. You can use UABEA (https://github.com/nesrak1/UABEA) to import/export the portrait image from the asset file.
  7. You can use AssetStudio to preview/extract sprites then UABEA (https://github.com/nesrak1/UABEA) to import modified sprites. Unfortunately, when I tried to use a modified asset file, the game got stuck on the initial loading screen.
  8. I think you don't want to include parens after is_close_or_extended_family_of: root.father = { is_close_or_extended_family_of = root.mother } Scope is kind of hard to understand but I'm pretty sure this will do what you want. I think "root.father" and "father" are equivalent in this case and you could also use "prev.mother" instead of "root.mother"
  9. I'm not really sure how to fix that. Simple shafts uses a lot of new meshes so it's possible that the royal court animations won't work properly with them. I tried a bunch of animations in the barbershop and it looks like this throne room animation is the only one that's broken (although there may be more). The fix I made for simple slits was way easier 🤷‍♀️
  10. Here's an update to Simple Shafts for Royal Court. Give credit to the original mod author WaffleIron. I didn't update the Carnalitas/futa stuff because it would be more complicated to fix and I don't think Carn is currently working. simple_shafts_rc.zip
  11. Here's an updated copy of Simple Slits that works with Royal Court. WaffleIron should get credit as the original mod author but since they haven't logged on in a while, I made the edits myself. simple_slits_rc.zip
  12. Ghostchain, most of the events in the game are triggered based on conditions defined in the game/common/on_action folder in your CK3 install directory. There are a bunch of on_actions that the game calls whenever certain things happen (like child birth, marriage, death, etc). You can create an on_action folder in your mod directory, add a new file named whatever, then hook into the existing on_birth_child on_action: on_birth_child = { events = { my_new_event.1000 } } Then you need to define your events in the events folder of your mod dir. You can just create a simple event that adds a trait if the character is female. If you install Carnalitas, you can use the existing on_action carn_on_sex (which triggers on any sex event) to add an event to remove your trait. Carnalitas also includes some events that modify characters when the game is first created so you could take a look at that too. Your best bet if you want to learn CK3 modding is to just look at the existing stuff that comes with the game and try to figure out how it all works. Like, search your game/common/on_action folder for "marriage" to try to figure out everything that happens when a character gets married.
  13. Carnalitas add a "Make Love" option when you right click on a spouse/concubine that will trigger a sex scene. And I'm not sure, but you might want to have try putting Carnalitas above Character Body Overhaul in the load order.
  14. Mange2020 is the mod creator, I'm just some random person answering questions I've learned a lot about modding CK3 just by diving into the stuff other people wrote so I don't mind passing that knowledge along. There's not a lot of active modding going on right now because the release of Royal Court is probably going to break stuff and might make a lot of this animation work obsolete. Which is a shame because Mange2020 did some great work!
  15. It looks like your curly braces may be messed up in the immediate block. To modify an existing event, just add "sex_animation_setup = yes" to the existing immediate block and "sex_animation_cleanup = yes" to the after block (create an after block if it doesn't exist yet). It looks like you may have removed some of the stuff that was in the original immediate block and broke your curly braces. I think it should looks something like this: immediate = { sex_animation_setup = yes carn_sex_scene_is_consensual = yes carn_sex_scene_is_vaginal = yes carn_sex_scene_is_cum_inside = yes scope:carn_sex_player = { carn_had_sex_with_effect = { CHARACTER_1 = scope:carn_sex_player CHARACTER_2 = scope:carn_sex_target C1_PREGNANCY_CHANCE = pregnancy_chance C2_PREGNANCY_CHANCE = pregnancy_chance STRESS_EFFECTS = yes DRAMA = yes } carn_undress_character_effect = yes } scope:carn_sex_target = { carn_undress_character_effect = yes } } That levitating double-animation issue you posted above will happen if "global_var:sex_animation_event" is set but you are viewing an event that uses default animations. The issue should be fixed once you fix the immediate block and make sure the event includes the cleanup step in the after block.
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