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saafRats nude mod kasumi crash possible fix


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Posted

Hi Guys,

I think I found the fix of game crash for the Kasumi nude mod of @SaafRats . I open a new topic, in case you don't check the main topics. I tested in fighting mode for about 5 min, seems o.k.

The fix is to put back the .grp file of the frame file of the nude mod, in Kasumi's case, it is PHF_COS_007. I am not sure if other crash can be fixed by doing the same or not. 

 

KASUMI NUDE_fix.zip

Posted
7 minutes ago, fgh1t6 said:

Hi Guys,

I think I found the fix of game crash for the Kasumi nude mod of @SaafRats . I open a new topic, in case you don't check the main topics. I tested in fighting mode for about 5 min, seems o.k.

The fix is to put back the .grp file of the frame file of the nude mod, in Kasumi's case, it is PHF_COS_007. I am not sure if other crash can be fixed by doing the same or not. 

 

KASUMI NUDE_fix.zip 712 B · 0 downloads

I try it and it still crash when I attack with R1 button.

Posted
16 hours ago, Brianna Smith said:

I try it and it still crash when I attack with R1 button.

Are you trying the breakable  mod  KAS004 ? If yes, that is expected.  KAS_COS004a does not have softbody parts any longer. It crashes whatever I tried on KAS_COS_004a.

 

Edit: I just did a weird trial to put the KAS_COS004a.g1m and KAS_COS004a.grp file to replacing mod folder "CharacterEditor" ,and "MaterialEditor" folder, and it seems working O.k.  

Edit2: Thanks for @vagonumero13's answer, after update to REDELBE 0.82, kas004 breakable works. test in Versus mode only.( I am too weak, in other mode, computer just beat me without using break blow ? )

KASUMI NUDE C04 (SaafRats).zip

Posted
On 7/3/2019 at 3:00 AM, fgh1t6 said:

Hi Guys,

I think I found the fix of game crash for the Kasumi nude mod of @SaafRats . I open a new topic, in case you don't check the main topics. I tested in fighting mode for about 5 min, seems o.k.

The fix is to put back the .grp file of the frame file of the nude mod, in Kasumi's case, it is PHF_COS_007. I am not sure if other crash can be fixed by doing the same or not. 

 

KASUMI NUDE_fix.zip 712 B · 155 downloads

Thanks, works for me. Just played a very boring 5 rounds just spamming R1 :) No problems at all. And a big thanks to SaafRats for the superb mods.

Posted
On 7/7/2019 at 4:36 AM, FIREKNIGHT2029 said:

Thanks, works for me. Now all we need is a fix for Ayane ?

Em...I thought you guys knew Ayane is also a clone of Kasumi. Please try this home make one to see if I guess the grp format right or not.

 

Edit: so I guessed the format wrongly!!!!

 

Posted
17 hours ago, airmind said:

Thanks, but This file does not work sadly. mod ayane is still crash..

In what condition game will crash? I tried R1 break blow but no crashes. Is there another type of crashes? But by the way, in the package, I forgot the change  AYA_COS_002.grp to AYA_COS_003.grp under folder "\AYANE NUDE C03 (SaafRats)\Character". But weird enough, game didn't crash when I tried. 

Posted
31 minutes ago, HyperBob said:

Game still crash with this fix (I tried onlu COS_002).

Crash is not when performing a Break Blow, this is the "Break" counter <- + S

Capture1.png.2ed1c732312f799a6fcb631259327847.png

Gave up! I am just not fast enough to launch that move!

Well, What I am trying is just switch on all three options in [Debug] section of REDELBE.ini, and check what is the last file loaded before crash, and try to place the original version of this file to see if it fix the crash. You guys can try that.   

Posted
3 hours ago, HyperBob said:

This is just about pressing Back+S (need break blow jauge) when the opponent hit you.

Vid of the move (and the crash):

 

 

 

Honnestly, I don't understand the log file... It don't seems to crash when loading Ayane's files.

I opened the log before and after crashing the game (push Pause before doing the move) and there was no difference, so nothing is loaded when performing the move ?

And here is the full log after choosing Ayane's Nude version: 

 

redelbe_log.rar 12.87 kB · 1 download

 

 

Edit: Enabled exception Handler in redelbe.ini:


*************************** EXCEPTION CAUGHT ***************************
Exception code=0xc0000005 at address 00007FF70E04FAFF (000000000059FAFF) Faulting module = DOA6.exe
RBP = 000000CE085F6D10, RSP = 000000CE085F5110, RAX = 0000000000000000, RBX = 000000CE085F6C00
RCX = 0000FFFF1FE387E1, RDX = 000001D87D5684C0, R8 = 000001D88DDBE600,  R9 = 0000000000000001
R10 = 0000000000000000, R11 = 0000000000000460, R12 = 000001D88DC88740, R13 = 000001D88DDBE280
R14 = 0000000000000000, R15 = 0000000000000009, RDI = 0000000000000000, RSI = 000000CE085F76E0
************************************************************************

 

 

The game preloads all files needed before battle. If a move is going to crash the game, the log of files is useless, as the game already had all the content preloaded (including breakable costumes parts).

Posted

How can you guys launch these move?! I averagely got 1 success per 5 KOs. So, only test for several times without crash, or I may even in a wrong move ?. Please report if it works or not.

It is still a grp file fix. I though I understand the grp file format, but it seems totally wrong. I can still believe the first 4 byte after "1F 22 57 30" is the count of 0x35 type mesh. match this with the g1m file makes kasumi work. This time, by try and error, set the fourth byte to 15 (copy from AYA 004) make AYA002 slot work( Hope I was not launching the wrong move). Why 0x15 ???? It didn't match any counts

@vagonumero13, could you enlighten us what is the grp file counting for?

 

 

AYANE NUDE C02 (SaafRats)_fix.zip

Posted
4 hours ago, fgh1t6 said:

How can you guys launch these move?! I averagely got 1 success per 5 KOs. So, only test for several times without crash, or I may even in a wrong move ?. Please report if it works or not.

It is still a grp file fix. I though I understand the grp file format, but it seems totally wrong. I can still believe the first 4 byte after "1F 22 57 30" is the count of 0x35 type mesh. match this with the g1m file makes kasumi work. This time, by try and error, set the fourth byte to 15 (copy from AYA 004) make AYA002 slot work( Hope I was not launching the wrong move). Why 0x15 ???? It didn't match any counts

@vagonumero13, could you enlighten us what is the grp file counting for?

 

 

AYANE NUDE C02 (SaafRats)_fix.zip 1005.66 kB · 4 downloads

I tested putting the .grp file, and it worked for me. Ayane no longer crashes doing the move anymore.

 

The move is easy to test. Just go to training, make the enemy keep doing mid punches and tap back+r1 just as the hit is about to strike you.

 

Thank you so much for the fixes.

Posted
9 hours ago, fgh1t6 said:

How can you guys launch these move?! I averagely got 1 success per 5 KOs. So, only test for several times without crash, or I may even in a wrong move ?. Please report if it works or not.

It is still a grp file fix. I though I understand the grp file format, but it seems totally wrong. I can still believe the first 4 byte after "1F 22 57 30" is the count of 0x35 type mesh. match this with the g1m file makes kasumi work. This time, by try and error, set the fourth byte to 15 (copy from AYA 004) make AYA002 slot work( Hope I was not launching the wrong move). Why 0x15 ???? It didn't match any counts

@vagonumero13, could you enlighten us what is the grp file counting for?

 

 

AYANE NUDE C02 (SaafRats)_fix.zip 1005.66 kB · 9 downloads

 

I have never paid much attention at grp files, but I can tell you that each 4 bytes of the binary .grp correspond exactly to everything in the text format of .grp prior to 1.06 (you can still extract those using the "Dead files" functionality of rdbtool), with  the hash being the string, and after that each 4 bytes matching the number they had in text format.

 

When in text format, the .grp files had these comments:

parts name,parts id,count_t,count_T,count_s,count_set_t,count_set_T,count_set_s

 

So the number you are talking about, is the "parts id", whatever that is.

Oh, the 15 you are talking about is the "count_set_t ", whatever that is ?

 

By the way, the number at offset 8 ("count_t"), that seem to be the number of vertex buffer. This doesn't always match the number of meshes, because some meshes share same vertex buffe. I think count_t + count_T will always match the number of meshes, but I have only looked at few files.

Edit: uhh, no, found some example where count_t doesn't match number of vbufs.

But I think count_set_t + count_set_T may match the number of vertex buffer. To know the number of vertex buffers, you can look at the files exported by g1m_export. And order them by size. If two .vb files are identical in size, they are probably same vertex buf, so the number of vertex buf is the number of unique .vb files.

 

Your example grp file is a bit odd, because the "count_set_t" seem to be always <= to count_t, I guess original file wasn't like that.

 

Posted
7 hours ago, HyperBob said:

Did you look at the vid I posted earlier ?

Yes, if not, I won't try again at all.

7 hours ago, Axl21 said:

The move is easy to test. Just go to training, make the enemy keep doing mid punches and tap back+r1 just as the hit is about to strike you.

Like HyperBob show in his video, looks easy, but I always end up to launch an attack or too slow and got big hit. ?

2 hours ago, vagonumero13 said:

 

I have never paid much attention at grp files, but I can tell you that each 4 bytes of the binary .grp correspond exactly to everything in the text format of .grp prior to 1.06 (you can still extract those using the "Dead files" functionality of rdbtool), with  the hash being the string, and after that each 4 bytes matching the number they had in text format.

 

When in text format, the .grp files had these comments:

parts name,parts id,count_t,count_T,count_s,count_set_t,count_set_T,count_set_s

 

So the number you are talking about, is the "parts id", whatever that is.

Oh, the 15 you are talking about is the "count_set_t ", whatever that is ?

 

By the way, the number at offset 8 ("count_t"), that seem to be the number of vertex buffer. This doesn't always match the number of meshes, because some meshes share same vertex buffe. I think count_t + count_T will always match the number of meshes, but I have only looked at few files.

Edit: uhh, no, found some example where count_t doesn't match number of vbufs.

But I think count_set_t + count_set_T may match the number of vertex buffer. To know the number of vertex buffers, you can look at the files exported by g1m_export. And order them by size. If two .vb files are identical in size, they are probably same vertex buf, so the number of vertex buf is the number of unique .vb files.

 

Your example grp file is a bit odd, because the "count_set_t" seem to be always <= to count_t, I guess original file wasn't like that.

 

I think they merge the "parts name" and "parts id" into the hash. In the g1m file's 08000100 (or 01000008, if you like ) section, there are some meshes start with 0x35, and others start with 0x3d, I guess the 0x3D is for "4d vertices". So far, all the files I saw fit the rule: count_t = number of 0x35 meshes, count_T = number of 0x3D meshes.  I was think the count_set_t would be the number of independent vertex vBufs of 0x35 meshes, The AYA grp files also looks fits the rule, but the one I made up with the rule failed, while put an insane 0x15 make the game went through ??

Posted
21 hours ago, fgh1t6 said:

How can you guys launch these move?! I averagely got 1 success per 5 KOs. So, only test for several times without crash, or I may even in a wrong move ?. Please report if it works or not.

It is still a grp file fix. I though I understand the grp file format, but it seems totally wrong. I can still believe the first 4 byte after "1F 22 57 30" is the count of 0x35 type mesh. match this with the g1m file makes kasumi work. This time, by try and error, set the fourth byte to 15 (copy from AYA 004) make AYA002 slot work( Hope I was not launching the wrong move). Why 0x15 ???? It didn't match any counts

@vagonumero13, could you enlighten us what is the grp file counting for?

 

 

AYANE NUDE C02 (SaafRats)_fix.zip 1005.66 kB · 29 downloads

Thank you for the fix ??

  • 3 weeks later...
Posted
On 7/3/2019 at 9:00 AM, fgh1t6 said:

Hi Guys,

I think I found the fix of game crash for the Kasumi nude mod of @SaafRats . I open a new topic, in case you don't check the main topics. I tested in fighting mode for about 5 min, seems o.k.

The fix is to put back the .grp file of the frame file of the nude mod, in Kasumi's case, it is PHF_COS_007. I am not sure if other crash can be fixed by doing the same or not. 

 

KASUMI NUDE_fix.zip 712 B · 554 downloads

the file is only copied to layer 2?
or another place?

Posted
9 hours ago, febri160294 said:

the file is only copied to layer 2?
or another place?

If you didn't change the names of the folders of SaafRats mod, then just unzip in layer2 folder. Otherwise, unzip, and put the "grp" file in the same folder of the "g1m" file.

Posted
1 hour ago, zephyr256 said:

Is this fix usable with the direct swap mod, or just layer 2?  If it can work with direct swap, how would I do it?

Not tested with direct swap, but should work as the same. Just put the grp file to wherever you put the g1m file.   

  • 1 month later...
  • 3 months later...
Posted

For anyone having crash issues with any recent nude skins of Mai, Momiji and Nico (as well as Kasumi and Ayane), please visit the thread below and add the .grp files to their respective folders.

 

 

On 12/26/2019 at 7:55 AM, fgh1t6 said:

@SkyrimD

It seems they are Saafrats' Nude pack. MAI and Nico were running O.K in that pack.

Try the attached grp files -- change the grp file name to match the g1t file. For example,  PHF_COS_007.grp is for Momiji, the g1m file is "MOM_COS_001.g1m" so change it to "MOM_COS_001.grp"

 

Mai is MAI_COS_004,

Momiji is PHF_COS_007

Nico is NIC_COS_010

 

NIC_COS_010.grp 32 B · 1 download PHF_COS_007.grp 32 B · 2 downloads MAI_COS_004.grp 32 B · 1 download

 

 

  • 5 months later...
  • 1 year later...
Posted

This is way too complicated for me. All mods just go in layer2, but the fixes...? I have no idea.


Some of the nude mod file names are different from the fixes, so it's just... *Explosion* *Pieces of brain flying through the room* ?

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