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Posted
On 6/1/2024 at 1:36 AM, Murbor said:

The error messages in the screenshots you uploaded only mentioned the Aya mods. If removing them didn't fix Naotora as well, maybe try redownloading the Naotora mod in case it's missing a file somehow? I attached that same mod to one of my posts on the previous page of this thread, and I have no problem with part of her hair being missing in my game. If that doesn't work, you could also try removing all of your other mods, one at a time, and then checking how Naotora looks in game until you find the one that causes the conflict. If that doesn't work either, I don't know what else to suggest, so someone more knowledgable will have to help you.

 

Also, I would recommend attaching any screenshots to your posts here, rather than linking to another site. Some people may be hesitant to click that link to see your screenshots because they don't recognize the website.

 

Thank you for your advice.
I tried it and found that before installing 3dm, the hair is displayed correctly, but after installing 3dm, only Naotora's hair is not displayed.
Please advise how to solve this problem.

 

 

20240604043024_1.jpg

20240604043009_1.jpg

3dm - Orochi mod enabler - Download 1st and extract into . exe-28-1-2-1660176872.7z

Posted (edited)
On 6/3/2024 at 9:34 PM, ryunagai said:

 

Thank you for your advice.
I tried it and found that before installing 3dm, the hair is displayed correctly, but after installing 3dm, only Naotora's hair is not displayed.
Please advise how to solve this problem.

 

 

20240604043024_1.jpg

20240604043009_1.jpg

3dm - Orochi mod enabler - Download 1st and extract into . exe-28-1-2-1660176872.7z 2.09 MB · 2 downloads

 

Judging by the screenshot, it looks to me like a certain shader is set to "skip".

 

Unfortunately, I can't check this 100% from here, but I would suspect the vertex shader with the number 584c4683053e096c as the cause.

 

Hence my advice:

Search the existing ini files for the shader number mentioned above. If the line "handling = skip" is located directly below in the text, simply delete this line as a test, save the ini file and if the game is running in the background, restart the shaders by pressing the F10 key.

 

If I remember correctly, the shader is responsible for exactly the part that is missing in the screenshot.

 

But I'm pretty sure that there's an ini file in the mod folder that doesn't actually belong there... if I remember correctly, the shader I mentioned above isn't actually part of the mod shown here (I mean, it shouldn't appear in the mod's ini files at all).

 

Bottom Line:

First check whether the shader with the specified number is somewhere in the ini files in the folder --> if so, proceed as described above.

If this is not the case, then check whether there are more than three ini files in the mod folder --> if so, then there is definitely one (or more) too many (in this case, delete the excess).

 

I can't think of much more than these two possibilities... and there shouldn't be anything else, unless you yourself have changed something within the mod (which I don't assume at this point).

 

Edited by Geefbeef_NT
Additional info
Posted
On 6/5/2024 at 11:39 PM, Geefbeef_NT said:

 

Judging by the screenshot, it looks to me like a certain shader is set to "skip".

 

Unfortunately, I can't check this 100% from here, but I would suspect the vertex shader with the number 584c4683053e096c as the cause.

 

Hence my advice:

Search the existing ini files for the shader number mentioned above. If the line "handling = skip" is located directly below in the text, simply delete this line as a test, save the ini file and if the game is running in the background, restart the shaders by pressing the F10 key.

 

If I remember correctly, the shader is responsible for exactly the part that is missing in the screenshot.

 

But I'm pretty sure that there's an ini file in the mod folder that doesn't actually belong there... if I remember correctly, the shader I mentioned above isn't actually part of the mod shown here (I mean, it shouldn't appear in the mod's ini files at all).

 

Bottom Line:

First check whether the shader with the specified number is somewhere in the ini files in the folder --> if so, proceed as described above.

If this is not the case, then check whether there are more than three ini files in the mod folder --> if so, then there is definitely one (or more) too many (in this case, delete the excess).

 

I can't think of much more than these two possibilities... and there shouldn't be anything else, unless you yourself have changed something within the mod (which I don't assume at this point).

 

 

We will contact you now that the problem has been resolved.
Aya - c2 - Nude 3dmigoto MOD folder
I found the ini. of the target shader value, so I deleted it and the problem was solved.

Thank you very much for your kind help.

 

 

001.jpg

002.jpg

Posted (edited)

You're welcome.

 

A small general note: Such errors can easily occur with 3DM mods, especially when combining mods made by different people (but it can also happen with mods made by the same creator).

 

One of the reasons for this is that 3DM is a fairly "open" format when it comes to handling the specific hash values... for example the modder is free to use one or more ini files for the mod (both work in the end).

 

Unfortunately, as I now know from my own experience, this can easily lead to problems with small inconsistencies in the code, which are then not so easy to fix because you usually have to look at each parameter and each line individually to find the error. With several mods, it quickly becomes very complicated and detailed.

 

Your case here was a pretty "classic" one... but it's quite possible that deleting the line messed up something in the other mod.

 

Therefore: If you encounter errors when using multiple 3DM mods, try the mods one after the other in the game, identify the one(s) that are causing problems, and ultimately just don't use them together if you can't fix the error yourself. Less is more in this case.

 

Edited by Geefbeef_NT
  • 2 weeks later...
  • 3 weeks later...
Posted

It took me some time to collect these mods, but the FPS drops dramatically when too many mods are loaded, so if I use BIN I might be able to solve this problem. So can someone teach me how to convert 3dMigoto files to BIN files?

  • 1 month later...
Posted
On 6/16/2024 at 11:50 PM, SilentQuery said:

does anyone have a list or a collection of the nude mods that arent super huge breast ones? cause im getting a little lost trying to find them?

Female roster skins - 3d Migoto enabler at Warriors Orochi 4 Nexus - Mods and community (nexusmods.com)

 

There are a whole lot of mods in there, the ones with 'exposed' or 'lewd' options are generally the nude ones, and many of them have multiple breast size options, with the ones labeled 'default' or 'normal' being pretty reasonable in size.

  • 2 weeks later...
Posted

I try 'Geefbeef_NT's WO4 mod Tutorial'

and I fail like this

image.png.2b9a3a2ad1ab02b645887a35dec6b244.png

image.png.74fe5fb00346594bd3e341b818811808.png

It's T Pose

it's not animate with gracia...

 

 

so, anybody can help me? I upload my training tutorials...

please tell me Where I incorrect works? and how can I fix it?

I'm sorry for your wasting your time.

MyModtraining.zip

Posted (edited)
On 8/21/2024 at 11:33 AM, Cerenas said:

I try 'Geefbeef_NT's WO4 mod Tutorial'

and I fail like this

image.png.2b9a3a2ad1ab02b645887a35dec6b244.png

image.png.74fe5fb00346594bd3e341b818811808.png

It's T Pose

it's not animate with gracia...

 

 

so, anybody can help me? I upload my training tutorials...

please tell me Where I incorrect works? and how can I fix it?

I'm sorry for your wasting your time.

MyModtraining.zip 22.1 MB · 0 downloads

 

Hi @Cerenas,

 

first of all, thank you for trying out my modding tutorial.

 

The way I see it, you're already on the right track... the thing with the T-pose is a typical beginner's mistake: you forgot to transfer the weights of the original model to yours or the attempted transfer didn´t work for some reason.


MissingWeights_01.png.61712e22c6cc2e7601ff2ac93c4fe0e1.pngMissingWeights_02.png.c17060605eeb12a22564ede9e3d91e57.png

This is easy to see when you open your mod (the "BB" model) again in Blender:


In the corresponding tab for the weights, no values are specified (the "0" is a standard placeholder and has no meaning here).

 

If we look at the original model (in your case "Raw_Template") in direct comparison... it has all the necessary weights from "0" to "186" in the same tab.

 

So what are the next steps?

 

In my opinion, you should now do the following:

 

1. Delete the skirt from your "Raw_Template" model as described in step 6.0 in the tutorial.

2. Then carry out the steps for the weight transfer described in point 6.1. Please make sure that you carry out the steps described there precisely and in the correct order and use the correct settings.

 

In the end, your "BB" model should have the same values for the weights as in the "Raw_Template" as shown in the screenshots in this post.

 

Then your mod should also move ingame.

 

You will probably still have some problems with the textures and will have to hide a few unnecessary parts of the original model in the game... but both of this cases (i.e. correctly creating the necessary textures and hiding certain model parts) are described in the tutorial .

 

However, if you've already made it this far, you'll eventually "get it" after a few tries. Once you've internalized the workflow correctly and know the common mistakes (and have made them yourself), the next attempts will be a lot easier.

 

You'll probably have to redo this mod a few more times from the beginning until it works satisfactorily... but don't be discouraged: your current model is already well on its way.

 

Edited by Geefbeef_NT
Typ / Spelling
Posted
2 hours ago, Murbor said:

Hey Geef, while you're here, may I ask you something? I want to use this mod for Oichi, but it goes over a DLC costume that I'm pretty sure was only available for a limited time as part of some promotion. Is it at all possible to change it to go over a different costume?

Oichi_C2_-_JHS-School.zip 10.46 MB · 1 download

 

Hey @Murbor,

 

sure, ask away... I will usually answer if I'm not too busy and have time ;).

 

I just looked at this... the DLC costume for Oichi that you probably meant should, in my opinion, be the following:

 

image.png.5c595fd9b473bf1e3d9aa0ac8aad502a.png

From what I understand, the costume was added to WO4U with Steam update V1.0.0.8, along with one each for Da Ji and Zhou Yu... but only players who have access to a previously released pack with a specific costume for Gaia will receive it.

 

You probably guessed it... the named pack was a pre-order bonus and hasn't been released anywhere else to my knowledge (at least it's not listed in the DLC lineup on Steam, unless I missed it).

 

To answer your actual question: Yes, it is generally possible to convert an existing 3DM mod to another base model.

 

 

 

The whole thing is not that easy, though: You would first have to put individual parts of the old mod together to form a single model, then cut this model to fit the individual parts of the new base model as shown in my tutorial, transfer the weights and make a few other changes to make it work.

 

Since it's a mod for the same character, I think there's a pretty good chance that it will work without having to scale the mod much in Blender (unfortunately, posing doesn't work anymore because of the missing skeleton; you'd need the original model that the mod was originally made with).

 

And to answer the next question straight away: No, unfortunately I won’t be able to do it myself in the forseeable future.

 

 

Posted
22 hours ago, Geefbeef_NT said:

 

Hi @Cerenas,

 

first of all, thank you for trying out my modding tutorial.

 

The way I see it, you're already on the right track... the thing with the T-pose is a typical beginner's mistake: you forgot to transfer the weights of the original model to yours or the attempted transfer didn´t work for some reason.


MissingWeights_01.png.61712e22c6cc2e7601ff2ac93c4fe0e1.pngMissingWeights_02.png.c17060605eeb12a22564ede9e3d91e57.png

This is easy to see when you open your mod (the "BB" model) again in Blender:


In the corresponding tab for the weights, no values are specified (the "0" is a standard placeholder and has no meaning here).

 

If we look at the original model (in your case "Raw_Template") in direct comparison... it has all the necessary weights from "0" to "186" in the same tab.

 

So what are the next steps?

 

In my opinion, you should now do the following:

 

1. Delete the skirt from your "Raw_Template" model as described in step 6.0 in the tutorial.

2. Then carry out the steps for the weight transfer described in point 6.1. Please make sure that you carry out the steps described there precisely and in the correct order and use the correct settings.

 

In the end, your "BB" model should have the same values for the weights as in the "Raw_Template" as shown in the screenshots in this post.

 

Then your mod should also move ingame.

 

You will probably still have some problems with the textures and will have to hide a few unnecessary parts of the original model in the game... but both of this cases (i.e. correctly creating the necessary textures and hiding certain model parts) are described in the tutorial .

 

However, if you've already made it this far, you'll eventually "get it" after a few tries. Once you've internalized the workflow correctly and know the common mistakes (and have made them yourself), the next attempts will be a lot easier.

 

You'll probably have to redo this mod a few more times from the beginning until it works satisfactorily... but don't be discouraged: your current model is already well on its way.

 

thank you your answer.

I'll try it again!I'm glad I'm on the right track!

I am not an English speaker, so I am worried that my English may be rude or contain incorrect expressions. Please forgive me.

I write and read all with google translate.

  • 2 months later...
  • 2 weeks later...
Posted

(DeepL translate)

Does anyone know how to replace a sprite?
I tried to export the sprite image, but there was no information on any web page, and I tried to use the WARRIORS OROCHI 4 Res Tool to search through the Linkdata, but it was too difficult to find the portrait image among the over 10,000 blocks.

Posted
On 3/9/2020 at 7:45 AM, harry1248 said:

When entering the command import, you have to input a subset number after -i. The problem should be fixed. And yes, you have to use blender 2.79. 

 

Here's an updated readme file, hopefully it's clearer now.
 

1. drag .bin to Extract.cmd
2. obtain file, rename 00000.data to XXXXX.g1m, place it in "data" folder #e.g D00439.g1m
3. open MusouTool_release.exe, type export -g -r -b <location of file> e.g , files will be exported into the folder "out"
4. after editing, save file to \data, open MusouTool_release again, type import -g data\XXXXX.g1m -d data\new.dae -d -i <subset #> -r
5. replace old 00000.data with new .g1m(rename to 00000.data)
6. Drag folder to Compile.cmd
7. .mdata will be created; rename to .bin

 

Readme.txt 517 B · 113 downloads

 

Hello guys so I am doing or am trying to do a mod, all was working fine, I extracted file to .dae format, I made edit in blender but I can't get the file to import and turn it to .g1m, I don't know what "subset" part is, I don't know what number to put there or number of what so if anyone can help me pleas or if you wanna look in to the file I did here it is, it is simple outfit for Fu Xi

dae files.rar

Posted (edited)
On 12/16/2024 at 8:35 AM, hilme said:

 

Hello guys so I am doing or am trying to do a mod, all was working fine, I extracted file to .dae format, I made edit in blender but I can't get the file to import and turn it to .g1m, I don't know what "subset" part is, I don't know what number to put there or number of what so if anyone can help me pleas or if you wanna look in to the file I did here it is, it is simple outfit for Fu Xi

dae files.rar 799.24 kB · 2 downloads

 

The "subset" is either the name that is displayed for each individual part of the model in Blender, or the number of individual parts that make up the model (starting with "0"; a model made up of five individual parts thus has subsets 0 to 4).

 

If the readme you quoted is to be interpreted correctly, then it should actually be the subset number that you have to specify in the command line for the re-import.

 

There's just one problem: It doesn't work... at least not for me.

 

I spent several days trying all sorts of combinations (subset name, subset number, etc.), but none of them worked.

 

Another problem: Apart from the quoted readme, there is no further documentation for the tool... there was apparently a short video tutorial from the creator of the tool, but it hasn't been available for years.

 

About a year ago I also tried to find out information about the tool and how to use it correctly, but apart from the readme you quoted, the original short comments of the tools creator and several forum comments about what the problem might be and how to enter the import command correctly, no one could really help.

 

I don't know anyone who has managed to re-import a model using the tool and I've done a lot of research on it.

Edited by Geefbeef_NT
Posted
26 minutes ago, Geefbeef_NT said:

 

The "subset" is either the name that is displayed for each individual part of the model in Blender, or the number of individual parts that make up the model (starting with "0"; a model made up of five individual parts thus has subsets 0 to 4).

 

If the readme you quoted is to be interpreted correctly, then it should actually be the subset number that you have to specify in the command line for the re-import.

 

There's just one problem: It doesn't work... at least not for me.

 

I spent several days trying all sorts of combinations (subset name, subset number, etc.), but none of them worked.

 

Another problem: Apart from the quoted readme, there is no further documentation for the tool... there was apparently a short video tutorial from the creator of the tool, but it hasn't been available for years.

 

About a year ago I also tried to find out information about the tool and how to use it correctly, but apart from the readme you quoted, the original short comments of the tools creator and several forum comments about what the problem might be and how to enter the import command correctly, no one could really help.

 

I don't know anyone who has managed to re-import a model using the tool and I've done a lot of research on it.

 

thank you for responding dude, tho this dose crush my dream thank you for telling me at least I don't have to brake my head on the wall trying to make it work, damn shame as if it did work it would open up so much opportunities and give chance for people to make mods much easier then understanding 3dmigoto but am trying to learn that one, lets hope am not that stupid that I can't hehehe

 

if only guys who made those outfit mods from chinese forum are still here, at least I got them when I was able to but it is what it is, again thank you dude for responding, all best to you

  • 4 weeks later...
  • 3 weeks later...
Posted
On 5/6/2023 at 2:16 AM, Geefbeef_NT said:

 

Hiya,

actually, I've already done that in most cases.

 

To be precise: Most of the source models for these mods do not have the same dimensions (height, width, etc.) as the ones in the game and therefore have to be adjusted accordingly with Blender so that everything looks as correct as possible.

 

In the case of the "Black Ninja" costume for Nene, for example, I had to increase the torso a bit because her model in WO4U is significantly "bigger" at some prominent point than in the source file ;).

 

If your question is about whether I make certain "parts" of the characters larger or smaller upon request: unfortunately, no.

 

However, scaling 3D models in certain places is not particularly difficult. I have posted on 05 April in this thread (page 15) a comprehensive tutorial on modding "Warriors" games... there is everything essential in it.

Hi Geefbeef_NT,

 

Thank you so much for sharing information and mods! 

Rich tutorials here make me want to try on modding by myself.

 

I want to start with some easier examples like enlarge or shrinking breasts. 

However, I failed to find your post mentioned here on 05 April (page 15). The only post on 05 April I can see from my side is the one sharing Ayane Honoka , and Kai's mods.

May I kindly ask if you can point me to the tutorial?

 

Thanks for your help!

Spica 

Posted (edited)
1 hour ago, Spica_Hatsune said:

Hi Geefbeef_NT,

 

Thank you so much for sharing information and mods! 

Rich tutorials here make me want to try on modding by myself.

 

I want to start with some easier examples like enlarge or shrinking breasts. 

However, I failed to find your post mentioned here on 05 April (page 15). The only post on 05 April I can see from my side is the one sharing Ayane Honoka , and Kai's mods.

May I kindly ask if you can point me to the tutorial?

 

Thanks for your help!

Spica 

 

Hi @Spica_Hatsune,

 

that´s the one!

 

If you look reeeeeeeaaaaaally closely you can see that there is a fourth attachement in the mentioned post from April 05th.

 

That´s the pdf-file with the tutorials (see screenshot below).

 

image.png.6adbf74114e42b09e0265d4245cc3cae.png

 

By the way, starting by adapting existing models from the game is a good idea instead of porting other mods straight away.

 

It's still not that easy... be prepared to have to try a lot before it works. It took me about six months to come up with something usable... but I didn't have any input or anything like that ;).

 

Good luck!

Edited by Geefbeef_NT
  • 2 weeks later...
Posted (edited)

Hello everyone,


due to some inquiries and questions in the last few hours, a short info:


Yes, 3DMigoto can be used to create mods for the recently released Warriors: Abyss game.


Due to the title's excessive asset reuse from the old games, porting existing mods is quite easy and creating new mods based on XPS models, for example, is also relatively unproblematic... of course, only if you have already done that and keep the known problems in mind.


Here are some example screenshots of a UI customization, as well as a DLC costume ports (thanks to a good friend of mine for this):

 

### Kai - Samurai Warriors 4 DLC Costume Port ###

 

20250214171625_1.jpg.11dce029358e30c94dda7247466df9ab.jpg20250214170733_1.jpg.1449f2b90c79d3d312b5968f3b4c4944.jpg20250214170843_1.jpg.ed1bf7e6fc466e102f753e408eea4d36.jpg

 

### Zhurong - Dynasty Warriors 8 DLC Costume Port ###

 

20250215161009_1.jpg.f1c4c01ffa22617cd1c9d792b7c861bd.jpg20250215161112_1.jpg.1e7ae1a9b8146517743171fc8ff57b5b.jpg
20250215161026_1.jpg.0fb71483f5c12c448d171a0d5e52e0b9.jpg

 

 

 

 

 

 

 

 

 

 

Since the characters are very small due to the camera perspective and details are therefore difficult to see, the mods forgive small mistakes... actually ideal for beginners who just want to try it out.

 

Please note:

I don't own the game (yet) and therefore can't help further. The examples above were created by a friend of mine as a test.

 

I would also strongly advise against making a big deal about it at the moment, as this is a more than theoretical possibility to save yourself the trouble of buying the costume DLC packs... as long as you can get hold of the old models (not a problem at all in my opinion) and put in a little work.

 

That's all from me...

 

Have fun!

 

Edited by Geefbeef_NT
Formatting / Added additonal screenshots
Posted (edited)

Has anyone had any luck with modding Dynasty Warriors 8 Xtreme Legends, Dynasty Warriors 8 Empires, Samurai Warriors 4 DX, Samurai Warriors 4-II, or Warriors Orochi 3 Ultimate? I'd love to see some of the awesome mods for WO4 get ported to a game that has actual in-engine cutscenes. All this game has for cutscenes is either flat .PNGs on a flat background, or pre-recorded videos, so as a result, you only get to see these amazing mods during gameplay.

 

Speaking of this game's cutscenes though, has anybody ever tried to replace those flat .PNGs with something a bit more tantalizing? I feel like you could make a good lewd cutscene image by just taking a screenshot of a modded character model in the game's gallery and editing out the background. All that's left is finding a way to insert it into the game.

 

 

 

 

Also, I have a request, if there's anybody capable of editing mods still hanging around. Would anybody here be able to fix Athena's nipples in this mod? They're pretty noticably off-center. They're sitting on the sides of her areolas, instead of being in the middle of them.

 

athena1.png.125cf93c6635500efdaede57490f0909.png  athena2.png.366cf04c74e1ba963f862675774ec1ab.png

Athena-AllOutfits-Nude-HugeBreasts.zip

 

 

 

 

I'm also still looking for these older mods in the spoiler tag below, that were shown off earlier in the thread. They're probably lost to time at this point, but I'm still hoping that they turn up someday. If anybody reading this happens to have any of these mods, please, by all means, post them here in the thread!
 

Spoiler

 

On 4/29/2020 at 2:14 AM, LYK1003 said:

A little bit unrelated but this is a costume mod which is originally one of the DLC costumes from second set in SW4-II :3

WARRIORS OROCHI 4 Ultimate 2020_4_29 下午 03_10_51.png

On 8/30/2021 at 2:26 AM, hilme said:

please, anyone have this mod?

1.jpg

On 12/7/2023 at 7:32 AM, roem93 said:

Does anyone have this file for Oichi WO4?orochi4___oichi_costume_mod_by_tianmuxia_dcxjtet-pre.jpg.45f1645b5572ac8c1f02051206c8711e.jpg

 

Edited by Murbor

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