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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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Posted

@gswg94Ā - Couple of things:

  • The weight transfer part is one of the most important parts, you have the vertex groups from when you merged, but w/o weight, all of the vertices of the mesh will always stay at the origin and never move with the model.
  • The "Leg" section is for a replacement body mesh, not for the clothing mesh. Leave that one alone w/ default values for now. For the piece you are importing, you'll only need a single Solid or Alpha slot (depending on if the mesh is supposed to be somewhat transparent).
  • I'm pretty sure you shouldn't be renaming the UV-maps, it should be fine to leave them as the TEXCOORD#.##.

The reason why there isn't anything there is because you have no weight paint on the new piece. Technically, its probably rendering, just somewhere off-screen.Ā Once you do the weight transfer, then you should see something from the thigh belt. You still won't see the legs until you switch the "Leg" mesh in the editor back to default, because right now you are adding a new mesh for the thigh belt but you are also swapping out Honoka's actual legs with another copy of the thigh belt as well.

Ā 

Ā 

To do the weight transfer from what you have.

  1. Select the thigh-belt copy again.
  2. Remove all vertex groups again.
  3. Ensure BodyWeights_Honoka mesh is visible.
  4. Select the BodyWeights_Honoka mesh
  5. Shift+Select the thigh-belt copy (so both are selected, with the thigh-belt copy last)
  6. Switch to "Weight Paint" mode
  7. Select "Transfer Weights" in the Weight Tools
  8. Update the parameters to match the following:
  9. image.png.70bf8804632b4e6b01027b0bb360b5f3.png
  10. Switch back to Object Mode
  11. Switch back to Weight Paint
  12. Select "Normalize All" in the Weight Tools
  13. Switch to Object Mode
  14. Export Mesh
  • 2 weeks later...
Posted

So... I've watched the original 3D Migoto tutorial video and I've got down what he teaches pretty well.Ā  As far as creating my own custom packs, well the tutorial here still reads a bit like Greek to me. I don't suppose there's a video tutorial for that?

Posted
21 minutes ago, Geradness said:

So... I've watched the original 3D Migoto tutorial video and I've got down what he teaches pretty well.Ā  As far as creating my own custom packs, well the tutorial here still reads a bit like Greek to me. I don't suppose there's a video tutorial for that?

In Greek?

  • 4 weeks later...
Posted

High resolution fishnet tights.

A little version up .(November 28)

DOAX-VenusVacation_191128_131037a.thumb.jpg.257d061ea0d6c820d2ac9ca4489fbdd8.jpg

DOAX-VenusVacation_191127_185213.thumb.jpg.550e89c4efd3318613fbcbe02a6aae63.jpg

Spoiler

DOAX-VenusVacation_191128_131326a.jpg.a90deca156e4471af15e1f7af709aff4.jpg

Ā 

There are dark colors and light colors.

I forgot to synthesize the shadow of the net.
I made three types of tights denier while working.
Use it to your liking.


Copy anything you like to the costume customizer>01 (number you set) > Kasumi folder.
Change the file name to "KasumiStocking_Tex.dds".

Ā 

KasumiStocking_Tex.7z

KasumiStocking_TexV2.7z

Ā 

Ā 

Ā 

Ā 

Posted
On 11/27/2019 at 4:19 AM, HI-METAL said:

High resolution fishnet tights.

A little version up .(November 28)

Ā 

DOAX-VenusVacation_191127_185213.thumb.jpg.550e89c4efd3318613fbcbe02a6aae63.jpg

Ā 

Where do I get the smaller panties from this set? I have this set, but don't see these panties as an option.

Posted

Would it be possible to update the meshes to avoid this kind of deformations?

Mod:1609563178_DOAX_VV2019-12-0722-02-37.png.f5852cba9522a9733b772886c7a886e6.png

Default:

1684509658_DOAX_VV2019-12-0722-02-43.png.0d3e4dddd78e390445fc21a03de5f038.png

For example, Donline post a mod for white lace bikini that doesn't have this problem.

Donline's Mod:

1624810817_DOAX_VV2019-12-0722-29-06.png.a4bf48a7094a0811f3f6b63e34d6815d.png

Ā 

Mod disabled:

1512783307_DOAX_VV2019-12-0722-29-03.png.132250d85dec27337fb4e8a43162a7ba.png

Ā 

I tried to use that body mesh for a mod, but that deformation still persisted.

Ā 

This is the mod, just in case. NudeUpdate.rar

Posted

Short answer is the default body mesh for CostumeCustomizer could probably use some clean-up as the original in-game mesh it was based on already wasn't that good.

Ā 

Part of the problem with a completely custom mesh is it's pretty incompatible with the existing in-game meshes with how Costume Customizer is designed to mix and match Legs, Arms, Breast and Groin. Not to mention, I've been using the HI-RES mesh variants that have higher resolution UVs for the nipples and pubic area. If I swap out the default mesh outright and don't attempt to fix these incompatibilities it would cause anyone that has already created custom body mesh types (for common model) to have to redo them as the seams and normals won't match.

Ā 

As an experiment, I've swapped in the HI-RES nipple mesh since they lined up exactly, however I'll probably give up attempting to fix the pubic mesh myself. Maybe if I get somewhere with the rest of it, someone else can attempt to try and fix it for me. For dealing with the seams, I'm attempting at cutting out the vertices nearby the existing mesh seams and trying to fuse the new mesh with the old mesh seam. Afterwards I'll have to hope I can try and get the normals to match with the old meshes at the seams. If I can get these to work out, then I should be able to swap it out w/o having to have anyone rework any existing mod-packs to maintain compatibility.

  • 1 month later...
Posted

@KuroKaze78 Hi, iv been trying to use CustumeCustomiser to make some mods, the tool makes it super easy to generate ini files but the hard part is in blender.

i have some questions:

  • how to tell which mesh to use when transferring weights (what's the differenceĀ between the 5 weight meshes you provided) ?
  • when i transfer weights, i end up with 140-200ish vertex groups whileĀ some other moddersĀ only have 85 for bras for example. how to tell which ones are useless? (in the 3dmigoto video, he renamed theĀ meshes before joining them so it was easy to tell which vertex groupĀ belonged to what) .
  • finally i was wondering if it was possible to re-use the weights from the imported mesh or use another referenceĀ because the Pareo suit weights don't always translate very well to some loose tops and especially skirts, i tried one skirt but it was behavingĀ like an open skirt since it was using the weights from the Pareo suite.Ā 

Thank you again for the tool and i hope more people use it to unlock its true potential, i also wanted to the thank @Youdon'tĀ for his help.

I don't know how to use blender very well just figuring it out as i go, Here are the test mods i made so far (2 tops, 1 skirt).

Ā 

1699494839_DOAX_VV2020-01-1823-35-42.thumb.png.712443294d87c2997775e95456506a0f.png263172908_DOAX_VV2020-01-1823-36-03.thumb.png.5a9eef1fe5b23651877e3f079bb8560c.png

MzukiRockClimbing.rar NightFog_Top.zip TestSkirt.rar

Posted

Only clothing meshes for the skirt, bra, or panty categories use the "SuitWeights_". All other meshes (body or clothing) will use "BodyWeights_*". As far as I'm aware, no method has been found to straight up add additional bones/vertex groups, so pretty much you only have whats there, the reason why there are 140-200 vertex groups is because its also all of the vertex groups available in the Takao (red/black pareo) suit. Now, whether they all have weight on them, probably not, but that doesn't mean they aren't usable.

Ā 

The purpose for the multiple flavors of meshes in the ones I provided was for isolating specific weights.

  • Body Weights - Vertex groups used by the body mesh, which also includes everything from fingers to toes, any clothing outside of skirt/bra/panty use these because it's an extension past what is available in the Takao Suit
    • BodyWeights_Common_HighRes - Anything that needs body weights (pretty much all extensions outside of what exists in the Takao suit
  • Ā Suit Weights - Vertex groups available for skirt/bra/panty categories based on the existing vertex groups of the Takao Suit
    • SuitWeightsĀ  -- Reference
      • Primarily for reference, includes all regions of body with any form of weight paint. The extremities of the body may not be ideal for importing because they only have 1 vertex group assigned to them in some areas that on a real body would actually blend with 1 or more additional vertex groups.
    • SuitWeights_Body+Skirt -- Reference
      • Primarily for reference, not really recommended to use since importing weights from this sometimes will interpolate between the upper thighs and the skirt itself.
    • SuitWeights_ChestOnly -- Form-fitted clothing (Bra/Panties)
      • Cropped version of SuitWeights where it's realistically usable for transferring. Use for Form-fitting clothing. Does not include weight paint used by skirt
    • SuitWeights_Skirt -- Skirts
      • Cropped version of SuitWeights_Body+Skirt with only the skirt. Use primarily for other skirts, weights may require manual correction if the skirt is longer/shorter or higher/lower.
    • SuitWeights_UpperBody+Skirt -- Dresses
      • Cropped version of SuitWeights_Body+Skirt with the Top-half of the body going into the skirt. Use primarily for dresses. The intention is that the skirt portion of the dress will not accidentally interpolate weight paint from the upper thighs during transfer.

Ā 

For the most part regarding the body, it seems like suits tend to include weights in regions like if suit includes leggings but not shoes, it probably still has valid vertex weights available for the toes anyway. What that could translate to is that even though the Takao suit is a pareo with a side-slit, it may have vertex groups to cover the slit, but because no weight paint is associated with it, it'll be trial and error to identify which of the vertex groups w/o any weight paint corresponds to it (if at all).

Ā 

You can use the existing weight paint from the original clothing/body meshes you import, however you will need to find their corresponding match in the provided blender meshes. When you find the match, the number/name of the vertex group doesn't matter, only the order/count (index) needs to match. You can either reorder the vertex groups manually, or you can rename both the vertex groups in the provided blender mesh and the imported mesh to have matching descriptive names and then merge the imported mesh into the blender mesh (like-named vertex groups will merge together and order will stay as it is in the destination mesh, step-by-step below). It's tedious, but very accurate to be as close as the source material. If there isn't a matching vertex group because it moves independently or something, you'll have to discard the vertex group and make do w/o it.

  1. Cycle through each vertex group in imported mesh
    1. Rename vertex group and give it a descriptive name (ex: left elbow)
    2. Find matching vertex group in provided blender mesh
    3. Rename matching vertex group the same descriptive name (ex: left elbow)
  2. Duplicate the imported mesh
  3. Delete all vertex groups in the duplicate
  4. Transfer weights from provided blender mesh into duplicate. (Fixed)
  5. Delete all vertices from duplicate mesh
  6. Select the original imported mesh (or another duplicate if you are the cautious type)
  7. Ā Shift-Select the empty duplicate mesh (no vertices, but correct order of matching vertex groups)
  8. Merge the meshes (Usually: CTRL+J)
  9. The duplicate should now have the imported mesh with the correct order for the vertex groups

Ā 

Ā 

The reason why you do steps 2-8, is so that the 3DMigoto custom properties are not overwritten/changed. If the mesh you imported is not originally exported from 3DMigoto, then you can instead duplicate the blender mesh in step 2 instead to utilize it's 3DMigoto properties because they need to exist in order to export the mesh using the 3DMigoto plugin.

Posted
15 hours ago, KuroKaze78 said:

Only clothing meshes for the skirt, bra, or panty categories use the "SuitWeights_". All other meshes (body or clothing) will use "BodyWeights_*". As far as I'm aware, no method has been found to straight up add additional bones/vertex groups, so pretty much you only have whats there, the reason why there are 140-200 vertex groups is because its also all of the vertex groups available in the Takao (red/black pareo) suit. Now, whether they all have weight on them, probably not, but that doesn't mean they aren't usable.

Ā 

The purpose for the multiple flavors of meshes in the ones I provided was for isolating specific weights.

  • Body Weights - Vertex groups used by the body mesh, which also includes everything from fingers to toes, any clothing outside of skirt/bra/panty use these because it's an extension past what is available in the Takao Suit
    • BodyWeights_Common_HighRes - Anything that needs body weights (pretty much all extensions outside of what exists in the Takao suit
  • Ā Suit Weights - Vertex groups available for skirt/bra/panty categories based on the existing vertex groups of the Takao Suit
    • SuitWeightsĀ  -- Reference
      • Primarily for reference, includes all regions of body with any form of weight paint. The extremities of the body may not be ideal for importing because they only have 1 vertex group assigned to them in some areas that on a real body would actually blend with 1 or more additional vertex groups.
    • SuitWeights_Body+Skirt -- Reference
      • Primarily for reference, not really recommended to use since importing weights from this sometimes will interpolate between the upper thighs and the skirt itself.
    • SuitWeights_ChestOnly -- Form-fitted clothing (Bra/Panties)
      • Cropped version of SuitWeights where it's realistically usable for transferring. Use for Form-fitting clothing. Does not include weight paint used by skirt
    • SuitWeights_Skirt -- Skirts
      • Cropped version of SuitWeights_Body+Skirt with only the skirt. Use primarily for other skirts, weights may require manual correction if the skirt is longer/shorter or higher/lower.
    • SuitWeights_UpperBody+Skirt -- Dresses
      • Cropped version of SuitWeights_Body+Skirt with the Top-half of the body going into the skirt. Use primarily for dresses. The intention is that the skirt portion of the dress will not accidentally interpolate weight paint from the upper thighs during transfer.

Ā 

For the most part regarding the body, it seems like suits tend to include weights in regions like if suit includes leggings but not shoes, it probably still has valid vertex weights available for the toes anyway. What that could translate to is that even though the Takao suit is a pareo with a side-slit, it may have vertex groups to cover the slit, but because no weight paint is associated with it, it'll be trial and error to identify which of the vertex groups w/o any weight paint corresponds to it (if at all).

Ā 

You can use the existing weight paint from the original clothing/body meshes you import, however you will need to find their corresponding match in the provided blender meshes. When you find the match, the number/name of the vertex group doesn't matter, only the order/count (index) needs to match. You can either reorder the vertex groups manually, or you can rename both the vertex groups in the provided blender mesh and the imported mesh to have matching descriptive names and then merge the imported mesh into the blender mesh (like-named vertex groups will merge together and order will stay as it is in the destination mesh, step-by-step below). It's tedious, but very accurate to be as close as the source material. If there isn't a matching vertex group because it moves independently or something, you'll have to discard the vertex group and make do w/o it.

  1. Cycle through each vertex group in imported mesh
    1. Rename vertex group and give it a descriptive name (ex: left elbow)
    2. Find matching vertex group in provided blender mesh
    3. Rename matching vertex group the same descriptive name (ex: left elbow)
  2. Duplicate the imported mesh
  3. Delete all vertex groups in the duplicate
  4. Transfer weights from imported mesh into duplicate
  5. Delete all vertices from duplicate mesh
  6. Select the original imported mesh (or another duplicate if you are the cautious type)
  7. Ā Shift-Select the empty duplicate mesh (no vertices, but correct order of matching vertex groups)
  8. Merge the meshes (Usually: CTRL+J)
  9. The duplicate should now have the imported mesh with the correct order for the vertex groups

Ā 

So, i tried to follow the step by step guideĀ but i got confusedĀ in step 4 & 6: 281372010_DOAX_VV2020-01-1918-49-22.thumb.png.3824eacf681043c4bf35202060d23b30.png

  • Is the "imported mesh" in step 4 and the "original imported mesh" in step 6 the same, or you're referring to the "provided blender mesh" (you only mentioned it once, after renaming its vertex groups the same what should i do with it)?
  • Doesn't duplicating the importedĀ meshĀ transfers the weights too?Ā 
  • Where did the part where i transfer weights from provided blender mesh into the imported meshĀ go?
  • I didn't understand the point of doing this either, i ported Momiji's SSR just by transferring weights fromĀ SuitWeights_ChestOnly only the straps and were behaving differently. if i do these steps will it fix the issue with the straps or the skirt i ported before?

Thanks

Posted
9 hours ago, koussaila1992 said:

So, i tried to follow the step by step guideĀ but i got confusedĀ in step 4 & 6:
Ā 

  • Is the "imported mesh" in step 4 and the "original imported mesh" in step 6 the same, or you're referring to the "provided blender mesh" (you only mentioned it once, after renaming its vertex groups the same what should i do with it)? Whoops. Step 4 is supposed to be transfer weights from blender mesh. Step 6's "original" prefix to denote the difference between the one you started with and the duplicate that was created in step 2.
  • Doesn't duplicating the importedĀ meshĀ transfers the weights too? Yes, but it that step was supposed to transfer weights from the SuitWeights/BodyWeights (blender) mesh.
  • Where did the part where i transfer weights from provided blender mesh into the imported meshĀ go? In the "correct" Step 4! :)
  • I didn't understand the point of doing this either, i ported Momiji's SSR just by transferring weights fromĀ SuitWeights_ChestOnly only the straps and were behaving differently. if i do these steps will it fix the issue with the straps or the skirt i ported before? The purpose of those steps is for those people that really want it to look as close as possible. For example, if you take a tube-top and transfer weights from SuitWeights, the breasts will pretty much move independently of each other when in reality they probably blend a bit better with the left breast moving a bit when the right breast moves. If you are satisfied with transferring weights, then you can completely disregard these, as it is definitely more time consuming. I myself have probably only done it 3-4 times and usually just for footwear because there aren't many vertex groups involved and they usually move much more different from bare feet.

Thanks

Ā 

  • 2 weeks later...
Posted
On 10/26/2019 at 10:22 AM, KuroKaze78 said:

@gswg94Ā - Couple of things:

  • The weight transfer part is one of the most important parts, you have the vertex groups from when you merged, but w/o weight, all of the vertices of the mesh will always stay at the origin and never move with the model.
  • The "Leg" section is for a replacement body mesh, not for the clothing mesh. Leave that one alone w/ default values for now. For the piece you are importing, you'll only need a single Solid or Alpha slot (depending on if the mesh is supposed to be somewhat transparent).
  • I'm pretty sure you shouldn't be renaming the UV-maps, it should be fine to leave them as the TEXCOORD#.##.

The reason why there isn't anything there is because you have no weight paint on the new piece. Technically, its probably rendering, just somewhere off-screen.Ā Once you do the weight transfer, then you should see something from the thigh belt. You still won't see the legs until you switch the "Leg" mesh in the editor back to default, because right now you are adding a new mesh for the thigh belt but you are also swapping out Honoka's actual legs with another copy of the thigh belt as well.

Ā 

Ā 

To do the weight transfer from what you have.

  1. Select the thigh-belt copy again.
  2. Remove all vertex groups again.
  3. Ensure BodyWeights_Honoka mesh is visible.
  4. Select the BodyWeights_Honoka mesh
  5. Shift+Select the thigh-belt copy (so both are selected, with the thigh-belt copy last)
  6. Switch to "Weight Paint" mode
  7. Select "Transfer Weights" in the Weight Tools
  8. Update the parameters to match the following:
  9. image.png.70bf8804632b4e6b01027b0bb360b5f3.png
  10. Switch back to Object Mode
  11. Switch back to Weight Paint
  12. Select "Normalize All" in the Weight Tools
  13. Switch to Object Mode
  14. Export Mesh

Ā 

DOAX-VenusVacation_200131_224054.jpg.f3ff1a861e59235a6439b91900674473.jpg

Ā 

Ā 

Ā 

thanks. i take a first step

Ā 

Posted

Hi KuroKaze78.

CostumeCustomizer Mod Pack Generator v1.2 has output an error.

When trying to create Honoka/Luna ModelĀ INI file.

error.jpg.7d039432b8b294d0fa3a313557964da3.jpg

Ā 

What information do you need?

Posted

@tantrave

Probably a required field doesn't have a value. You could either just double check everything you've filled out so far and make sure its complete. You could message me the XML file and I can probably figure it out, or if you are inclined, you could download the code from GitHub and run it in debug mode.

Ā 

On a side note,Ā I just need to actually update it to be more informative when it has issues or add validation ahead of time (or both). Not to mention I need to add official support for Sayuri skins as several modders have already provided patches for it.Ā Also, now that more people are creating quite a number of mod-packs, I should probably look at adding additional pages so you can have more than 24 Mod-Packs installed.

Posted

Hello,i'm new to this game and tried to install costumecustomizer,

I followed all the installation steps:

-dled 3d vision mod and unpacked it in game folder correctly.

-Then the base mode

-then the costume customizer installation guide

Ā 

But in game when i press F3 nothing happen,the costume customizer menu don't show up.

Ā 

(I addedĀ  the BP Boobs mod (from this site) on the costume costumizer folder like explained in the CC mod page (then renamed the folder to 01) in case 1 mod is needed for the menu to show up with F3 but nothing hapenned as well)

Ā 

Do i need the required outfit (equiped in private outfit) to have the menu to pop? (i don't have it yet,was just looking if the costume costumizer mod work)

Posted

@lokra224Ā - Yes, the menu only pops up when you have the required suit currently displayed on screen (currently, its ideal to only have 1 character, or at least 1 character model typeĀ using the target suit if you are trying to change using the F3 menu). If you are just wanting to test it out, I did a quick look and it seems in the Story matches, the D-Rank, Pow set, 1st match, Nyotengu is wearing the required suit and you can pause during the match and use the F3 menu during that time as long as Nyotengu is currently visible.

Ā 

image.png.e6b4a522fd79aad6961ba73c83e1fcdf.png

Ā 

image.png.eb67fa6b861e4188ada4dbd329bbff45.png

Posted

FYI,

Ā  Just released a small minor update for v1.8 with full Sayuri skin override support. Also a few minor tweaks to allow mod-packs to not require overriding the PS1/PS2 textures (they'll be defaulted to empty normal and specular maps if not overridden), and better error reporting when issues arise from using the v1.3 of the CCModPackGenerator tool.

You can download the latest versions here:

Ā 

Costume Customizer:

Ā 

Mod Pack Generation tool:

Ā 

v1.9 Plans

On a side note, with the uptick in modders creating Mod-Packs for CostumeCustomizer, I want to add additional pages in the menu. Basically, I'm thinking pick a category to navigate to page 1 of that category, if you choose the same category again, it'll cycle between pages 1-4 and add a small tab indicator at the bottom of the left menu, this would also be coupled with more empty folders which serve as the slots so it'd go from 1-24 to 1-96. 96 mod-pack slots shouldĀ likely be enough, but if it it ever comes down to it, i can always add even more later. This will likely be v1.9 and hopefully I can wrap this up in 1-3 weeks or so.

Ā 

v2.0 Plans

After that, I'd like to start working on a v2.0 and the big update for this is I hope to add support for a second customization slot by utilizing the Dewa SR suit which for the time being will be DMM only (sorry Steam, hopefully they catch up soon to add this as an Event SR suit).

Dewa

Ā 

My current planned design to accomplish this is a bit more convoluted than I'd like, but I think it'll be worth it anyway. The Dewa SR suit is currently only available on the DMM version so Steam users won't yet be able to utilize the second slot until that version adds it in. If you don't have the SR Dewa suit in the DMM version fear not because it can be purchased with girl coins in the girl-specific shops for 100 girl tokens for all girls but Kanna, Sayuri, and Monica. It's actually currently fine that those 3 don't have the dewa suit because they all use different character model types so their settings are already unique from each other, so they'll be confined to Slot 1 only, but all the other characters can use slot 1 or slot 2 to still have 2 unique configurations simultaneously.

Ā 

Now to set expectations (assuming I get it working in the first place), there are already going to be known compromises. This 2nd variation is entirely up to the fact that currently the Takao and Dewa suits use the same IB hash and vertex group order (meaning costume edits function identically between the 2 suits), if that ever changes then the functionality will be broken and there really won't be any way to salvage the functionality at that point. Secondly, there will be a new configuration menu added where you will have to pre-assign each character (that can equip the Dewa suit) to whether they are using Slot 1 or Slot 2. This also means, that if you assign Slot 2 to a character and that character instead wears Slot 1 (like if you face off an enemy team that decides to wear the Takao suit), then there will almost definitely be either misplaced or missing character bodies/clothing. I'll try my best to have fallbacks, but I'm almost positive there will edge cases where it's impossible to handle. And last, it'll probably make it more obnoxious on my end, but I'll try to add this without requiring the ModPacks to regenerate new INI files, but in the worst case scenario, the only thing that should be necessary would be to re-open the Mod-Pack xml file with an updated generator tool and regenerate new INIs w/o any further updates.

Posted

^ Not really following what exactly you are asking.

Ā 

Ā 

On another note, I wanted to add a question about another thing I wasĀ thinking about doing in v1.9. There's been an off & on discussion regarding mods that require different skin UV maps. The base of Costume Customizer requires the HI-RES variant of skins which aren't compatible with some of the other mods that are out there. Since Costume Customizer is already capable of utilizing custom skin textures strictly for it, would people prefer if I just add a local default skin folder that would only be used for this mod so that it can be a compatible HI-RES skin but that wouldn't prevent you from using a different skin texture for all your other mods?

Ā 

It would likely just be a folder called skins inside the base of the CostumeCustomizer folder with <character>.dds that after you update to v1.9, you could just overwrite it with your preferred HI-RES skin version.

Ā 

File System Example:

  • Mods
    • CostumeCustomizer
      • 01
      • 02
      • ...
      • 23
      • 24
      • shared
      • skins
        • Ayane.dds
        • Fiona.dds
        • Helena.dds
        • Hitomi.dds
        • ...
        • Nyotengu.dds
        • Sayuri.dds
        • Tamaki.dds
Posted

@zhouzhou - My guess would be that you have multiple mods active against the Takao suit. Either duplicate copies of CostumeCustomizer in different folders or the original ReplaceBlackPareo_wNudeStraps mod that was superceded by CostumeCustomizer plus the applicable Mod-Pack. If you still have issues after attempting to verify you only have 1 mod affecting the BlackPareo suit, please include screenshots (if possible) in your subsequent posts so I can help better.

Posted
14 hours ago, zhouzhou said:

Why do my stockings and gloves show abnormal, flashing all the time.:dissapointed_relieved:

You probably have another mod replacingĀ Takao R suit. I had similar problem not so long ago. You should disableĀ one of the mods.

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