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Dead or Alive 6 - Modding Thread and Discussion


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Posted
13 hours ago, Hakufu1021 said:

Incorrect. If a mod has CharacterEditor and MaterialEditor, it does not belong in Layer2. It belongs in those folders. There's TWO types of mods for DOA6. Direct replacement mods and Layer2. Direct replacement mods go in the folders mentioned. Layer2 mods will go in the Layer2 folder and have the Mod.ini. DOA6 modding assumes you know how REDLEBE functions on a basic level. If you don't have that knowledge as you are a new user, it's pretty much just drag and drop. 99% of mods will have a Layer2 folder as the root folder (or even a REDLEBE folder as the root folder and inside will be the Layer2 folder.) Or they'll have CharacterEditor/MaterialEditor.

 

Again, when in doubt, drag and drop. 99% of the time it will work unless the modder releases a mod specifically for other modders. Meaning he/she wants collaboration.

 

 

Actually it's pretty easy. Most of us learn about the games we are modding and how to use the tools the modders/tool providers create for us. So, instructions aren't needed. Plus, alot of us started using mods upon release. So we already know the procedure. Not being an elitist, but if you are new to the game. Chances are with a bit of research, you would know how to install all mods. As I explain below, there's literally only 3 ways to install mods. Two are identical minus a change in folder due to how the modder packages the mod. Drag and drop. The mods will be set up in one of three ways. (But the first two are for the exact same type of mod.)

 

The first two examples: Which are Layer2 mods

LEI_C03_Breakable\REDELBE\Layer2\LEI_C03_Breakable\ (mod files)

What does the above mean? The first folder is the name of the mod. Usually if you just right click and click on "Extract to" it will include the name of the rar archive. After that is the mod tool used (REDELBE) followed by what type of mod it is. In this case Layer2. So for this example CTRL+C or Right click -> cut on the REDELBE folder. Then navigate to your DOA6 install, and CTRL+V or Right click -> Paste. This will add the mod into Layer2.

 

Second example : LEI_C03_Breakable\Layer2\LEI_C03_Breakable\ (mod files)

In this example the modder just removed the REDELBE folder. That's it. So the mod immediately directs to the Layer2 folder.

So for this example, do the same as above (CTRL+C or Right click -> cut/copy and then CTRL+V or Right click -> Paste inside the REDELBE folder. That's the only difference. Instead of pasting in the root of DOA6. You are pasting in the root of REDELBE.

 

Again these examples are literally made so that way you simply have to drag and drop. If the mod archive has REDELBE as it's first folder. You merely drag and drop to your DOA6 folder. If it has Layer2 as the root folder, you drag and drop inside the REDELBE folder.

 

The third and final example will be setup like this :

\LeiFang wedding\CharacterEditor

\LeiFang wedding\MaterialEditor

So inside the (name of mod) folder will be two folders. CharacterEditor and MaterialEditor.

 

For this type of mod you just drag and drop the Editor folders into the REDELBE folder. That's it. Again, very easy. All comes down to drag and drop.

 

Again, a mod with these two folders is a direct replacement mod. That means it directly replaces the original game files. As far as the game is concerned. You can't hit the Layer2 button to change back and forth between the mod and original costume. You only get the mod on that costume.

 

 

13 hours ago, Hakufu1021 said:

Again, there is no mod.ini for these mods. If they have the two folders ending in Editor, they are replacement mods. They don't go in Layer2. You drag the two folders into your REDELBE folder. NOT your Layer2 folder. Look at the screenshot below. Notice the two folders circled in red? Also notice the Layer2 folder. If the mod has those Editor folders, it DOES NOT go into the Layer2 folder. The files will merge with the two folders highlighted with red. Most of the mods released now that use this method, are enhancement mods. Packs enhancing the sweat/blood systems, mass replacing navel textures on characters, eyes, etc.  As Layer2 allows people to enjoy mods, while also using the original costumes. So most mods don't use this method as the original costume cannot be selected. They still exist of course. But most of the time, you'll get Layer2 mods now. Unless, the mods are enhancement based. But again, when in doubt, look at the folder structure of the mod. If it has Layer2. It's Layer2. If it has folders ending in Editor, you put the files in the corresponding folders.

 

 

Capture.JPG

 

Ah well, first of all thank you for posting this and yes,  if you're new to modding this game it's kinda hard to figure it out, even if it might be easy once you're used to it...

 

I've seen these folders and kinda thought about to just try it there - but for example I didn't think I need to split one mod into 2 different folders, for example. 

 

Honestly there should be a sticky on top of the forum how to use mods,  doesn't really hurt anyone and helps newcomers. 

 

Could even use these two quotes,  assuming the info therein is correct!

 

Seriously look how many people don't really know how it works and then sometimes even give a wrong advice. 

 

It's only discouraging for new users... Kinda baffling that everyone just assumes everybody should just know how it works, when really the info is actually kinda hard to impossible to find in the couple of mega threads in question, where you "might" could find that info. 

 

Of course modders could just put short,  but precise descriptions for each mod,  but this seems to be illusionary tbh. 

Also a note for which character and costume the mods are meant would probably help too... 

 

So yeah,  I'm going to try what you said,  I downloaded several mods where I don't have any idea whatsoever how to install them or if I even have the character / outfit slots they're meant to be for. 

 

Someone should really write a sticky though,  the omission of clear and proper instructions is really quite striking, on an otherwise rather nice modding sub forum. ;)

Posted
15 hours ago, Hakufu1021 said:

Incorrect. If a mod has CharacterEditor and MaterialEditor, it does not belong in Layer2. It belongs in those folders. There's TWO types of mods for DOA6. Direct replacement mods and Layer2. Direct replacement mods go in the folders mentioned. Layer2 mods will go in the Layer2 folder and have the Mod.ini. DOA6 modding assumes you know how REDLEBE functions on a basic level. If you don't have that knowledge as you are a new user, it's pretty much just drag and drop. 99% of mods will have a Layer2 folder as the root folder (or even a REDLEBE folder as the root folder and inside will be the Layer2 folder.) Or they'll have CharacterEditor/MaterialEditor.

 

 

 

I have this mod working on layer2 so I may be not so wrong after all also I did this with a lot of the early mods for DOA6 when Layer2 wasn't featured in REDELBE

 

And as a bit of help if you have another Honoka costume mod in Layer2 you can copy the mod.ini file to the mod folder containing Material and Character and then edit the mod.ini and change HON_COS_XXX to HON_COS_003 and... The magic is done. 

Posted
1 hour ago, Itornukem said:

I have this mod working on layer2 so I may be not so wrong after all also I did this with a lot of the early mods for DOA6 when Layer2 wasn't featured in REDELBE

 

And as a bit of help if you have another Honoka costume mod in Layer2 you can copy the mod.ini file to the mod folder containing Material and Character and then edit the mod.ini and change HON_COS_XXX to HON_COS_003 and... The magic is done. 

Interesting. But the original purpose of mods with those two folders are direct replacement. But fair enough, didn't know you could turn them into Layer2 mods. Nice bit of info to have. But, I will say let's not complicate the issue for newer users. They are already having trouble installing the mods as they were originally intended. Telling them to edit files, will complicate matters. But for those of us who understand how to mod the game, this is really cool knowledge to have.

 

4 hours ago, MaidoLover said:

 

 

Ah well, first of all thank you for posting this and yes,  if you're new to modding this game it's kinda hard to figure it out, even if it might be easy once you're used to it...

 

I've seen these folders and kinda thought about to just try it there - but for example I didn't think I need to split one mod into 2 different folders, for example. 

 

Honestly there should be a sticky on top of the forum how to use mods,  doesn't really hurt anyone and helps newcomers. 

 

Could even use these two quotes,  assuming the info therein is correct!

 

Seriously look how many people don't really know how it works and then sometimes even give a wrong advice. 

 

It's only discouraging for new users... Kinda baffling that everyone just assumes everybody should just know how it works, when really the info is actually kinda hard to impossible to find in the couple of mega threads in question, where you "might" could find that info. 

 

Of course modders could just put short,  but precise descriptions for each mod,  but this seems to be illusionary tbh. 

Also a note for which character and costume the mods are meant would probably help too... 

 

So yeah,  I'm going to try what you said,  I downloaded several mods where I don't have any idea whatsoever how to install them or if I even have the character / outfit slots they're meant to be for. 

 

Someone should really write a sticky though,  the omission of clear and proper instructions is really quite striking, on an otherwise rather nice modding sub forum. ;)

 

For mods with those two folders, The files are already split. So you don't have to worry. Just drag the two folders like I said earlier. But ya, I can see that. I may make a tutorial when I have some free time to help users out.

Posted

Break Blow Battle Damage (Blood splitter Wedding Dresses)

 

20191022054329_1.jpg.5c684c6c2aea6b0d63ff4d7965e51e56.jpg

Posted
5 hours ago, Azkni said:

Is it posible to have parts of a costume with texture in both of the faces? 

I don't know what you mean?

Posted
2 hours ago, PerfectDark023 said:

I don't know what you mean?

I mean,. there is a way to have texture in both faces of a mesh? for example this: blue faces have textures, but if u see red faces ingame, they are invisible. There is a way to have both with texture?

image.png.56677d886ac7f5e5d6c3a36f5a39a435.png

Posted
5 hours ago, Azkni said:

I mean,. there is a way to have texture in both faces of a mesh? for example this: blue faces have textures, but if u see red faces ingame, they are invisible. There is a way to have both with texture?

 

What you're asking for is a rendering option "double sided rendering" where the backside of mesh faces are rendered.
There's no way (to my knowledge), to change the rendering options for a mesh in DOA6. (this was possible in DOA5 modding, but those tools matured over many years)

Posted
17 hours ago, Azkni said:

I mean,. there is a way to have texture in both faces of a mesh? for example this: blue faces have textures, but if u see red faces ingame, they are invisible. There is a way to have both with texture?

 

11 hours ago, Aurora Rain said:

What you're asking for is a rendering option "double sided rendering" where the backside of mesh faces are rendered.
There's no way (to my knowledge), to change the rendering options for a mesh in DOA6. (this was possible in DOA5 modding, but those tools matured over many years)

I saw the DOA6 official method is to create an inner mesh: You can either use the solidify modifier of Blender or just duplicate and shrink the mesh and then flick the normals.

Posted
6 hours ago, fgh1t6 said:

 

I saw the DOA6 official method is to create an inner mesh: You can either use the solidify modifier of Blender or just duplicate and shrink the mesh and then flick the normals.

yeah i thought the same but what about the texture? even if they are exactly the same, u have to assign diferent texture spaces in the uv map

Posted
1 hour ago, fgh1t6 said:

 

I saw the DOA6 official method is to create an inner mesh: You can either use the solidify modifier of Blender or just duplicate and shrink the mesh and then flick the normals.

No, and yes.

DOA does feature double sided rendering for some meshes, hair meshes and soft cloth for example, these use double sided rendering.

Posted
2 hours ago, Azkni said:

yeah i thought the same but what about the texture? even if they are exactly the same, u have to assign diferent texture spaces in the uv map

duplication in blender supports UV layout with it.
Meaning if you copy a mesh, the UV layout for those triangle meshes are preserved with the copy, (when when you duplicate in edit mode too)

Posted

Well it's done, I deleted DOA6. I love the game but it's time to accept I'm never going to be able to play this kind of game again. :( (((
 Dropped competitive FPS for the same reason.

 

Posted
10 hours ago, ramdao said:

Well it's done, I deleted DOA6. I love the game but it's time to accept I'm never going to be able to play this kind of game again. :( (((
 Dropped competitive FPS for the same reason.

 

What?

Why?

Posted
17 hours ago, ramdao said:

Well it's done, I deleted DOA6. I love the game but it's time to accept I'm never going to be able to play this kind of game again. :( (((
 Dropped competitive FPS for the same reason.

 

OK? No offense but how is this relevant to the thread? Second, this seriously comes off as all those vague Facebook posts we hate. "Oh it's been a long day." Or "oh I wish this would have worked out." Or " Oh, I got into a lot of trouble today and feeling down." -> Ok, explain or STFU please. You are on social media. So you wanted the attention. So explain yourself or don't bother.

 

BTW, no offense intended in this post. Just comparing the similarities. The "rude" comment at the end of the above was from the perspective of reading a facebook post. Not your post. Is there any particular reason why you chose to do what you did?

Posted
On 10/26/2019 at 2:58 AM, ramdao said:

Well it's done, I deleted DOA6. I love the game but it's time to accept I'm never going to be able to play this kind of game again. :( (((
 Dropped competitive FPS for the same reason.

 

Ok? lol

Posted

Did the latest patch break something? 

Do patches for this game generally break mods? 

 

I'm just asking because if it did I'll make a backup and play that instead,  I don't play this online anyway (no one does actually lol) 

 

Seriously I hate this kind of games where the developers constantly throw out patches without ever improving something... Last game I bought from TN,  how far they have fallen without their leader. 

 

 

Posted
18 minutes ago, MaidoLover said:

Seriously I hate this kind of games where the developers constantly throw out patches without ever improving something... Last game I bought from TN,  how far they have fallen without their leader. 

 

Man, they dont work for modders. They make money.

 

Posted
1 minute ago, tg3u896 said:

They make money.

They do??? How? 

 

There's about 100 people playing lol this is sub low tier indie niveau. 

 

Also funny how you thought you'd need comment on this but didn't answer the question... 

Posted
9 minutes ago, MaidoLover said:

They do??? How? 

If I worked with them, I could explain it to you.
 
9 minutes ago, MaidoLover said:

Also funny how you thought you'd need comment on this but didn't answer the question... 

Do you need an answer? :)  It all depends on the patch. Sometimes it break generally, sometimes not.

Posted
On 10/25/2019 at 11:58 PM, ramdao said:

Well it's done, I deleted DOA6. I love the game but it's time to accept I'm never going to be able to play this kind of game again. :( (((
 Dropped competitive FPS for the same reason.

 

Damn thats tuff but who here asked?

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