=Editing & Creating Y6 Mods=

NOTE: All ".bin" files must be converted using "reARMP.exe" for editing. Once done, drop the file back into the reARMP.exe for conversion.

-Infinite Loading-
- If you get this issue, it probably means you are missing a texture. The game cannot load without the mesh's assigned textures. Make sure to check the material slots and confirm you have all the textures in the DDS folder.

-Porting Models From "Yakuza 7: Like a Dragon"-
- In the Yakuza Properties, you must remove "_h2dz" from "Shader Name". Otherwise, the mod will fail to load and the game will replace the intended character with a dummy Kiryu.
- Another thing to keep in mind are the models from Y7. Some bones have different weights and will not be compatible with Y6. This is mostly related to skirts and accessories around the waist.

-Height Scaling-
- You can edit a character's height in the "character_full_model_data.bin" file, located in "db -> e". This can be useful if you want accurate heights for certain characters. Keep in mind that any character not of Kiryu's height will make this edit worthless in story cutscenes. Gameplay is fine, however.

-Neck Joint Clipping-
- If the neck joint is clipping through the actual neck in-game, thus ruining the immersion, this info may help. Highlight the neck joint and find "Object Properties" (Orange square). In "Transform", change the X-Y scaling to "1.005". This will give some space between the neck joint and the actual neck, but tiny enough that it isn't noticeable in-game.

-Neck Joint Weights-
- Here is an easy way to fix the weights for the neck joint, especially for two combined neck joints.
- Delete everything, but keep only the main body and head. Merge them together as one mesh.
- Now, find the green triangle icon called "Object Data Properties" and delete all the weights from the neck joint.
- Next, click the neck joint on the dictionary, hold Left Shift, and click the body. If your "Vertex Groups" remains empty, you are doing it correctly.
- Switch over to "Weight Paint", click "Weights" at the top and choose "Transfer Weights".
- You will now see "Tranfer Mesh Data" at the bottom left. Open it, click the drop-down box next to "Source Layers Select" and choose "By Name". Your "Vertex Groups" should now have a list! :-D
- This method can be useful if you don't want to manually paint the weights yourself. :-)

-Invisible Meshes/Green Textures In-game-
- You may encounter this from time to time. There are two solutions, both of which usually need to be edited.
- Change the mesh piece name in Blender. It must not be the same as the original name. Be sure to keep it simple.
- Find the name of the mesh model in "character_tex_change_table.bin", located in "db -> e", and replace the model name with zeroes. This will fix the green textures. Some model names may not be listed, which is OK. That just means you don't have to worry about them. :-)

-Sculpting Nipples-
- This is optional and mostly for myself. :)
- First off, you will need to create new vertices around the circle. DO NOT use "Subdivide" on the entire circle all at once. You must create the vertices manually. Using Subdivide in this manner will give the mesh a wrinkly appearance. You do not want this.
- Start by highlighing two neighbouring points, right-click and choose "Subdivide". This will create a new vertice. Repeat the process until you have a circle.
- Highlight the new vertices, right-click and choose "Connect Vertex Pairs". You now have a circle.
- You will want to repeat this process again for the inner circle.
- Once you have your circle, you need to create new vertex lines to fill the gaps. The best method is to perform a "Z" pattern. It must be consistent. This will smooth out the mesh.
- Now, go into "Sculpt Mode" and select "Inflate". Set the radius by 100 and Strength by 1.000. Enter "Wireframe" mode, make sure the mirroring is turned on. (Screwdriver & wrench, Symmetry, enable Mirror X) Go inside the model and face the front, get close and have the circle aim for the very centre of the nipple. (Some distance is OK) Inflate and click the target by 10 times. Congrats, you got yourself a nipple! :-D
- Be sure to check the results. If you don't like it, undo and try again by putting some more distance. The more distance, the more influence from the Inflate!

-Nipple Texturing-
- For the texture editing, you need to set your shade of red by 50% opacity. It must not be a solid colour. You can figure out the outline by going into Blender, highlight the mesh, click "UV Editing" and then highlight the vertices. For even more simplicity, you can screenshot the outlines and layer it on top of the original texture to help guide your paint brush. The screenshot has to be translucent, of course.