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Costume Customizer Mod (v2.5.2) - Added Yukino Support, plus skin/shadow fixes and additional menu.ini fixes


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  • 2 weeks later...
Posted
On 12/13/2021 at 4:50 PM, buckethead5613 said:

Adding all this part in my d3dx.ini solved the invisible body issue for me :

 

;2020-11-05 update start
[ShaderOverrideClothesPS13-2-20201105]
; Bytecode hash: 854a6c07
hash = 02da19c390d6535f
run = CommandListClothes
[ShaderOverrideClothesPS8-20201105]
hash = 310f88fea46eed18
run = CommandListClothes
[ShaderOverrideClothesPS9-20201105]
hash = 34f8dc0dc92d7532
run = CommandListClothes
[ShaderOverrideClothesPS10-20201105]
hash = 86ea375d41faa35e
run = CommandListClothes
[ShaderOverrideClothesPS11-20201105]
hash = 80d73e6c4a1c2771
run = CommandListClothes
[ShaderOverrideClothesPS12-20201105]
hash = d286498aed98af2d
run = CommandListClothes
[ShaderOverrideHairPS1-20201105]
hash = 8b6a3d659fb81489
run = CommandListHair
[ShaderOverrideHairPS2-20201105]
hash = 4dd080ec95432a48
run = CommandListHair
[ShaderOverrideClothesPSBurst-20201105]
hash = 41a91765e13bc793
run = CommandListClothes
[ShaderOverrideClothesPS13-20201105]
hash = 99e23e411e5d8650
run = CommandListClothes

;2020-11-05 update end

nice

Posted (edited)

Hello. As is often, the last update in DMM changed the values for the "cb2.buf". I update these files as always, but this time all meshes in the alpha slots are less transparent. This is an example.

Old

 

Spoiler

FGCIu1lXIAcUHIx.thumb.jpg.0c7ed9ac7d1c3aac14efd62b92b286fa.jpg

 

New 

Spoiler

1274945969_DEADORALIVEXtremeVenusVacationScreenshot2021_12.29-18_14_56_40.png.8e7ba3a951e7200b8cca93de815e4aff.png

As you can see, the pants are more shiny and less transparent. I'm using a cb2.buf file from the same source (this happens with all alpha meshes). I tried different d3dx.ini files and CC versions. But the result is the same.

 

Problem fixed:

Thanks to @ronjimox and @KuroKaze78. The problem was the hash 86ea375d41faa35e in the d3dx.ini file. I haven't installed DAFF_SWAPS  yet due to tests with CC, so that wasn't the problem. I couldn't find any other file that has the hash 86ea375d41faa35e written in it. So for the time being I remove it from the d3dx.ini.

 

-----------------------------------------------------------------------------------------------------------------------------------------------------

In other note, since the last update (v2.2.3), crashes are extremely rarely in comparation with other versions (v2.2, v2.2.2).

 

Side note:

 

If anyone has this bug with Marie's body (it happens with all mods, even with the full nude).

Spoiler

1527658640_DEADORALIVEXtremeVenusVacationScreenshot2021_12.29-23_59_35.87_LI.jpg.341610904af746d7b7c0db334b763bfa.jpg

 

I updated her legs in the share folder to fix it.

Spoiler

1200885977_DEADORALIVEXtremeVenusVacationScreenshot2021_12.30-00_02_21_75.jpg.a960272c7c610c366264941829bdc061.jpg

 

File:

Marie_Legs.7z

Edited by SavageMoonBoy
Posted

Hello.

The problem I had previously solved has happened again.
Also please help me to solve the problem.
I'm currently getting an image error message, is it related?

23.jpg

24.jpg

Posted
18 hours ago, SavageMoonBoy said:

Hello. As is often, the last update in DMM changed the values for the "cb2.buf". I update these files as always, but this time all meshes in the alpha slots are less transparent. This is an example.

Old

FGCIu1lXIAcUHIx.thumb.jpg.0c7ed9ac7d1c3aac14efd62b92b286fa.jpg

New 

1274945969_DEADORALIVEXtremeVenusVacationScreenshot2021_12.29-18_14_56_40.png.8e7ba3a951e7200b8cca93de815e4aff.png

As you can see, the pants are more shiny and less transparent. I'm using a cb2.buf file from the same source (this happens with all alpha meshes). I tried different d3dx.ini files and CC versions. But the result is the same.

 

In other note, since the last update (v2.2.3), crashes are extremely rarely in comparation with other versions (v2.2, v2.2.2).

 

Side note:

 

If anyone has this bug with Marie's body (it happens with all mods, even with the full nude).

1527658640_DEADORALIVEXtremeVenusVacationScreenshot2021_12.29-23_59_35.87_LI.jpg.341610904af746d7b7c0db334b763bfa.jpg

 

I updated her legs in the share folder to fix it.

1200885977_DEADORALIVEXtremeVenusVacationScreenshot2021_12.30-00_02_21_75.jpg.a960272c7c610c366264941829bdc061.jpg

 

File:

Marie_Legs.7z 58.36 kB · 19 downloads

 

I had a similar problem with the same costume a while back and the problem was that i was using a mod with this lines in it:

[ShaderOverrideClothes]

hash = 86ea375d41faa35e
allow_duplicate_hash = overrule
run = CommandListClothes

 

I think the problem was because that hash was already on my d3dx.

This is how the costume looks right now(i haven't applied your shine effects fix yet):No reshade used.

Spoiler

DOAX-VenusVacation_211230_145944.jpg.bc39eb999c0bac6107594606749160f8.jpg

 

Posted (edited)

FYI, ensure you only have 1 ShaderOverride for each hash nearly at all times. Having multiple causes them to technically perform the replacements multiple times which strains your system more than it and unintended results. @CeeZ_M's recently released DAFF_SWAPS includes a HashOverride.ini file that may have duplicates between your d3dx.ini file and that file. If that is the case, remove one of them (the ShaderOverride sections, not neccessarily the whole file) since for alpha meshes, drawing them more than once will make them less transparent. since they will be layering on top of themselves.

 

Shaders involved with CostumeCustomizer. I believe finally both Steam and DMM are both up to date one the same shader hashes (for atleast the ones involved in CC):

 

 

Clothing Opaque: 37d3e66b5d8a0361
Clothing Alpha: 86ea375d41faa35e (This one was duplicated in DAFF_SWAPS/HashOverride.ini)

 

Skin: d4490acbf65bd5e3


Shadow: 732814fc80dfd238

Edited by KuroKaze78
Posted
1 hour ago, KuroKaze78 said:

(This one was duplicated in DAFF_SWAPS/HashOverride.ini)

I didn't include the HashOverride.ini in my public release, but i did include a ShaderOverride.ini which is not needed if you have CC installed.
From my tests, having multiple ShaderOverride.ini didn't cause any noticeable conflicts (I believe SwimsuitSwapper has one too) but if it does i'll remove it.

Posted (edited)

Wasn't sure about the HashOverride.ini file technically came from, just happened to have a copy of it in my Steam setup and when I finally updated my d3dx.ini to match my DMM one I noticed the effect and realized it was supplementing it previously and it explains some of the issues that people are recently commenting about. The key point isn't so much about where it came from just in any sense, apparently having 2 ShaderOverrides for the same hash both doing CommandList#### from the main d3dx.ini causes them it to run TextureOverrides more times than intended, and its most noticeable on alpha-blended meshes, since it they'll overlap. Opaque meshes would be indiscernable, however the fact remains that they would be technically drawing more times needed and taxes the users computer more than necessary. I wonder if it warrants going through purging the ShaderOverrides from the d3dx.ini and instead create a file for each hash individually (filename being the hash) to avoid such issues, however introducing such a system would bring its own set of hassles getting people to switch over properly and maintaining the convention.

 

image.png.92df4548adc387e72b732c6a9d037ca6.png

Edited by KuroKaze78
Posted

@flamehazetania - It means that All of the vertices of the mesh should only have weight belonging to the target vertex group and none on the others. The following will force all vertices of a mesh to a single group, so you would likely want to do this first, before weight painting the vertices that should span multiple groups such as the ones that intersect with the body.

 

Here, I'll re-assign all vertices to only vertex group 2, and remove all weight paint from the other groups.

Example: Mesh having 8 vertices with varying weight on 4 different vertex groups.
image.png.91016be5f398abafbb81ab88e4ebaa35.png

Other vertex groups for reference

Spoiler

image.png.2f6969ce107a06988223ccc86b2d28f7.png

image.png.597ffe54f413396d31ebe080a9b76bdd.png

image.png.d28ff6b3e76b6d621f65cd92b1f85c3c.png

 

Step 1: Switch to edit mode and select all the vertices.

image.png.54d860d08eb282d0db29e8567d32f964.png

 

Step 2: Select the desired vertex group and click "Assign"

image.png.f28f3f5649c1054a7a94f414add888b4.png

 

If you switch back to Weight Paint mode, you'll notice the weight paint for the desired vertex group is now all red (full 1.0).

image.png.0693e89c875242d5c590fd81162568a3.png

 

Step 3: To remove the weight paint on the remaining groups, we'll utilize the benefit of the "Limit Total" weight tool which will allow us to limit the number of vertex groups each vertice can participate in to 1 so that it only keeps the highest (being our desired vertex group) and drops the weight assigned to all other vertex groups. Make sure that its set to "All Groups" and Limit: 1.

image.png.e72dff507d2ea5925a85656d3933f36c.png

 

Change Options > Show Zero Weights: "Active" so you can easily notice the desired effect and groups 1, 3, 4 will show only black (no weight), while group 2 will show full red (full 1.0 weight).

image.png.f5800de6a94dc7373e35683b84dc0b5c.png

 

Other vertex groups for reference

Spoiler

image.png.bde7db1deff00784ac170555d00ad549.png

 

image.png.fbc6c17ff7d56e67e5dd349f52391930.png

 

image.png.4e60a79f817c367734d13781f2d71d79.png

 

 

Alternatively to step 3, you could do it manually for each each vertex group you want to remove. Select all vertices in edit mode, select the vertex group to zero-out and then click the "Remove" button. Just a bit tedious since most of the meshes have 100+ vertex groups to go through, but if you only wanted to do this effect to a portion of a mesh and not every single vertice this may be your best option, since it only applies to the vertices you select unlike the "Limit Total" tool that applies to the whole mesh.

image.png.03abfff5088f68e68ffbab0b0f4cd60f.png

  • 2 weeks later...
Posted

@mr1470123162

 

in CC the path to the nude tan texture Resources is (game root)\mods\tan\tan_nude.ini\tannude...

if the "tan_nude.ini" name or location is changed it would cause that error

 

If you still have the original "tan_nude.ini" it needs to be in "\Mods\Tan\"

 

If you don't have it, extract the contents into "Mods\Tan\"

Tan.zip


 

Posted (edited)

@flamehazetania - I'm not completely following what you are trying to do between the different meshes you have displayed, it looks like the primary issue is bad vertex weight painting. In general, you'll have to transfer weights from the "BodyWeights" mesh in my provided template to your custom body meshes and legging/shoes clothing. You can refer to the tutorial video to help with how to do that: 

 

If you want the custom body meshes to be compatible with other mod-packs than your own, then you'll need to match the seams, but like I mentioned its not a requirement or anything, but otherwise, you'll see conflicts like your bottom right screenshot. If you want to separate your custom groin mesh into a custom groin mesh w/ a custom leg mesh such that the seams match, then refer to my Generic Flow for creating a DOAXVV CC Mod Pack and Fixing seams on Body Meshes sections in the 3rd post of this topic:

 

 

 

 

@kevin tsao - "BP Piercings" was just a quick modification I made for the piercings to fit Option #6 of BP Boobs for the Common body-type and I didn't prep any other options for the other BP options or body types. "NudeStraps" includes the same piercings but for the vanilla models for each body-type.

 

 

@mr1470123162 - Update your d3dx.ini, Feel free to update thorugh Mod-Manager if that works, otherwise it looks like Ceez just posted one that should get you updated enough.

 

 

Edited by KuroKaze78
Posted
On 1/16/2022 at 6:11 PM, KuroKaze78 said:

 

@mr1470123162 - Update your d3dx.ini, Feel free to update thorugh Mod-Manager if that works, otherwise it looks like Ceez just posted one that should get you updated enough.

Btw, thanks for this! You fixed my Playboy Earring mod which stopped working some time ago and I never figured out why.

Posted
13 hours ago, SolomonSTB1973 said:

顺便说一句,谢谢!你修复了我的花花公子耳环模组,该模组前段时间停止工作,我一直不明白为什么。

I used the suit weight and put it on 3BAR. I think it may be that the CC itself lacks the armpit weight.

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