zzhhyycchh Posted October 1, 2022 Posted October 1, 2022 Could someone please share some NPCmods? thank you very much! !
takoman Posted October 4, 2022 Posted October 4, 2022 On 5/23/2020 at 1:21 AM, takerumikado said: Another version for white こちらのMODファイルを探しています。スレッド上のファイルは置き換えても反映が確認できませんでした (w)Another divertimento Embrace.7z、Another divertimento Embrace.7z 4
k1nkyk1tty Posted October 4, 2022 Posted October 4, 2022 Total newb here. Sorry! I followed a guide on here. I've extracted my paks and replaced the g1t file with the one I'd like, but nothing seemed to change. I tried deleting the elixer.gz file for that costume and it just froze. Please help!
k1nkyk1tty Posted October 5, 2022 Posted October 5, 2022 Update! I managed to get one to work. I'm wondering if certain g1t files need to be in certain folders even if they are named correctly. For example renaming a pc00h g1t file needs to be put in a folder with the pcooh elixir file or renamed together and placed together in the correspondingly named folder. Am I right in thinking this?
aliceInTheSky13 Posted October 5, 2022 Posted October 5, 2022 初心者という言葉を信じて。 英語が苦手なので、google翻訳を使いました。 Step 1. Open "Atelier Ryza\Data" Folder Step 2. Select "PACK00_02.PAK" Step 3. Drop the "PACK00_02.PAK" on "gust_pak.exe" Step 4. move "Atelier Ryza\Data\data" Folder to "Atelier Ryza" Folder Step 5. move "PACK00_02.PAK" & "PACK00_02.json" to "Backup" Folder *Create a backup folder Step 6. Change Directory "Atelier Ryza\Data\x64\character\pc00a" Step 7. move "pc00a_model.g1t" & "pc00a_model.elixir.gz" to "Backup" Folder *Create a backup folder Step 8. move mod file to "Atelier Ryza\Data\x64\character\pc00a" Folder Step 9. Make sure the name is "pc00a_model.g1t" & "pc00a_model.elixir.gz" Step 10. Start the game and check なにか間違っていたら補足をお願いします。 8
k1nkyk1tty Posted October 6, 2022 Posted October 6, 2022 Wow! Thank you so much for the detailed explanation! I will follow it to the T! Final question though, let's say someone has posted on this thread and has only included a g1t file, should that g1t file be placed with an elixir file with that associated name? I guess the greater question is are specific g1t files modified to go with original or modder created elixir files?
Afezeria Posted October 6, 2022 Posted October 6, 2022 (edited) 28 minutes ago, k1nkyk1tty said: I guess the greater question is are specific g1t files modified to go with original or modder created elixir files? .g1t contains only texture files. If the model/meshes do not require modifications/swapping at all, there is no need to ever touch the .elixir files. So if a mod has been posted without an .elixir file, then that means they are using the original model. This also means if you've swapped an .elixir file to change the model for one mod, and then later want to use another mod that only has a .g1t file, you have to go back to using the original .elixir file. Edited October 6, 2022 by Afezeria
k1nkyk1tty Posted October 6, 2022 Posted October 6, 2022 I think that is exactly where I was going wrong. I was just carelessly renaming elixirs, moving them around, and putting them with whatever g1t I had found. Thank you so much! I will test this later! Final question, is there any way to add more costume slots to the changing room?
GinGin' Posted October 7, 2022 Posted October 7, 2022 (edited) This is the first edit I make. I love loose anal and hope you like it too. pc00a_model.g1t pc00a_model.elixir.gz Edited October 7, 2022 by GinGin' 15
k1nkyk1tty Posted October 7, 2022 Posted October 7, 2022 Thanks for all the help everyone! I managed to get everything up and running! Last request, does anyone have the moderchan nude mod where she's wearing her shorts? I can only find the full nude one 1
Soelily Posted October 13, 2022 Posted October 13, 2022 On 10/7/2022 at 10:48 PM, k1nkyk1tty said: Thanks for all the help everyone! I managed to get everything up and running! Last request, does anyone have the moderchan nude mod where she's wearing her shorts? I can only find the full nude one Here you go. [A21] 開放的な麦娘MOD v1.1.7z Could somebody help me fix an edit of mine? I'm inexperienced with modding in general, but it's a nude edit with thighboots and gloves. here's the files. pc00a_model.elixir.gzpc00a_model.g1t Here's how it looks ingame Spoiler And obviously, this is how its supposed to look like Eternal gratitude to anyone who can help fix this, it's how I always wanted to experience the game!
amorrow28 Posted October 14, 2022 Posted October 14, 2022 7 hours ago, Soelily said: Here you go. [A21] 開放的な麦娘MOD v1.1.7z Could somebody help me fix an edit of mine? I'm inexperienced with modding in general, but it's a nude edit with thighboots and gloves. here's the files. pc00a_model.elixir.gzpc00a_model.g1t Here's how it looks ingame Reveal hidden contents And obviously, this is how its supposed to look like Eternal gratitude to anyone who can help fix this, it's how I always wanted to experience the game! I’m actually also interested in fixing that… can you tell us exactly what you did so far? It would be much easier to analyze that than trying to diff your files and dissect them. (but if I had to guess, the skeletons of the two models you mashed together probably don’t match exactly, and you didn’t re-assign the bones / vertex weight groups? But that’s just guessing.)
Soelily Posted October 14, 2022 Posted October 14, 2022 9 hours ago, amorrow28 said: I’m actually also interested in fixing that… can you tell us exactly what you did so far? It would be much easier to analyze that than trying to diff your files and dissect them. (but if I had to guess, the skeletons of the two models you mashed together probably don’t match exactly, and you didn’t re-assign the bones / vertex weight groups? But that’s just guessing.) I started this about over a year ago and been an ongoing side thing every now and then to try and learn, so I don't have much a recollection of what I've done so far, I'm afraid. But I would assume your guess is most likely correct. Comparing them there is differences in bones/vertex groups. Unfortunately, that's an area I don't have much knowledge in yet.
amorrow28 Posted October 15, 2022 Posted October 15, 2022 (edited) On 10/14/2022 at 4:08 AM, Soelily said: I started this about over a year ago and been an ongoing side thing every now and then to try and learn, so I don't have much a recollection of what I've done so far, I'm afraid. But I would assume your guess is most likely correct. Comparing them there is differences in bones/vertex groups. Unfortunately, that's an area I don't have much knowledge in yet. Ok, yes, I do believe it's the skeleton. Many of your meshes have the wrong weight groups. I am also a beginner when it comes to this game though, all my experience is with 3DMigoto. I managed to fix your model up a little bit, but it has a long way to go. FINISHED MOD HERE: https://www.loverslab.com/topic/132178-atelier-ryza-ever-darkness-and-the-secret-hideout/?do=findComment&comment=3931631 pc00a_model.elixir.gz - OBSOLETE How it looks now: Spoiler Stuff I tried: Spoiler 1. I replaced the skeleton with the skeleton that comes in the original model (I actually replaced PC00A_MODEL.g1m, PC00A_MODEL.swg and PC00A_MODELOid.bin with the originals, along with elixir.json but I think I probably only needed to replace the g1m file??). 2. I fixed mesh 2, 4 and 9 (hat, glove, boots, parts of face) by replacing their vertex (weight) groups with the ones from pc00h (has a byte-identical skeleton to pc00a) {Blender File -> Import -> Apply 3DMigoto vertex group map to current object}. Those meshes were essentially identical to ones from the original outfit, so I deleted all the weight groups and then applied the vgmap from the original to your mesh. These seem fixed, they are in place. 3. I have no idea where you got 6 and 8 (hands / wrists) from, but they sort of matched two groups from pc00h (8 and 10) when those two were combined, so I used the vgmap join tool to make a combined map and applied it to both 6 and 8. The wrists and hands are connected to each other, but not to the model. (They don't align with mesh 2 - hat / gloves / bracelet). 4. The body (mesh 5 torso and 7 pelvis) appear to be from Moderchan's mod. The problem here is that Moderchan's mod has a different skeleton. Applying the vgmap method sort of works - you can see that the meshes are at least the correct shape again, but mesh 7 (pelvis) is in the wrong place. I thought it was because the skeletons are different as his nude mod appears to be based off the divertimento embrace costume, which has extra bones. I added those bones to Ryza's default skeleton using the g1m bone tool, but that did not fix the problem, and just using the DE skeleton doesn't work either since default Ryza has bones that DE Ryza doesn't. I tried deleting all the groups and using automatic weight transfer to Moderchan's mesh, and that didn't work either (the pelvis completely disappeared actually). 5. Finally, I have no idea why your model is stuck in T-pose. For reference, the following bones in DE are not in base Ryza: SWING500_Hair002 SWING400_R_Bottom001 SWING400_R_Bottom002 SWING400_R_Bottom003 SWING400_R_Bottom004 SWING400_L_Bottom001 SWING400_L_Bottom002 SWING400_L_Bottom003 SWING400_L_Bottom004 Anyways, I tried. I give up, I've spent much longer on this than I wanted to. We need someone who is experienced in modding Gust / KT games to take a look, I think. Edited December 1, 2022 by amorrow28
legoman101 Posted October 15, 2022 Posted October 15, 2022 Where can I download this mod? On 1/20/2020 at 12:42 PM, Joe Average said: moderchan@21 uploaded a topless version of Ryza's summer outfit. The 2nd one down the list that auto-translates to something like "[A21] Open wheat girl MOD v1.1.7z". https://ux.getuploader.com/steam_mod_share/
Joe Average Posted October 15, 2022 Posted October 15, 2022 2 hours ago, legoman101 said: Where can I download this mod? Ah, it seems moderchan@21 removed some files from their getuploader... I'm fairly certain it is these files that would replace the summer outfit. I have not played/used mods on this game for a long time so my memory is a bit fuzzy. pc00h_model.g1tpc00h_model.elixir.gz 2
legoman101 Posted October 15, 2022 Posted October 15, 2022 26 minutes ago, Joe Average said: Ah, it seems moderchan@21 removed some files from their getuploader... I'm fairly certain it is these files that would replace the summer outfit. I have not played/used mods on this game for a long time so my memory is a bit fuzzy. pc00h_model.g1t 30.91 MB · 0 downloads pc00h_model.elixir.gz 728.71 kB · 0 downloads Thanks! Do I need to buy the dlcs? What nude mods here on this board that are free?
amorrow28 Posted October 15, 2022 Posted October 15, 2022 2 hours ago, legoman101 said: Thanks! Do I need to buy the dlcs? What nude mods here on this board that are free? DLC is never required as far as I know, you can rename the files.
amorrow28 Posted October 17, 2022 Posted October 17, 2022 (edited) On 10/14/2022 at 4:08 AM, Soelily said: I started this about over a year ago and been an ongoing side thing every now and then to try and learn, so I don't have much a recollection of what I've done so far, I'm afraid. But I would assume your guess is most likely correct. Comparing them there is differences in bones/vertex groups. Unfortunately, that's an area I don't have much knowledge in yet. @Soelily Ok, I have managed to fix your mesh. Really, what I did was recreate it from scratch. I used summer adventure (pc00h) as a base for ease, but converted the files at the end to be used as favorite outfit (pc00a). FINISHED MOD HERE: https://www.loverslab.com/topic/132178-atelier-ryza-ever-darkness-and-the-secret-hideout/?do=findComment&comment=3931631 pc00a_model.elixir.gz - OBSOLETE Changed Meshes.7z - OBSOLETE Here is what I did: Spoiler Mesh 1 - Hide (Belt strap w/ physics) Mesh 4 - Removed stuff in the middle (faces and edges only, leaving behind vertices) Mesh 8 - Took your torso mesh (#5), deleted all weight groups, used automatic weight transfer from mesh 8. Merged new torso into 8, deleted all the old edges and faces (but left behind vertices) except the hand. Saved as mesh 8. Mesh 9 - Merged original mesh 4 and 9 (for weight groups). Took your pelvis mesh (#7), deleted all weight groups, used automatic weight transfer from 4+9. Merged new pelvis into 4+9, deleted all the old edges and faces (but left behind vertices). Saved as mesh 9. Mesh 10 - Unchanged (but parts should probably be deleted like the neck and unneeded parts of the wrist; I was just too lazy to finish the job). Mesh 11 - Hide (Shirt Trim) Mesh 16 - Hide (Bottle hanging off pants) As you can see, since I remade the mesh, it no longer matches with your texture map, but I figure you can finish the job since you did a great job the first time. Also, there is a visible seam between the torso and pelvis, which you will need to fix (see this video for how to fix it). Finally I would go through the model carefully for stray edges that I left behind and delete them. Btw, I don't think Noesis is very accurate, I would not use it to judge the results of your mod as you are making intermediate steps. I notice the chest looks fine in Noesis, but even using your torso mesh as-is in the game (after fixing weights, see my previous post) the textures look wrong. Best of luck! Edited December 1, 2022 by amorrow28
woofhat Posted October 17, 2022 Posted October 17, 2022 12 hours ago, amorrow28 said: @Soelily Ok, I have managed to fix your mesh. Really, what I did was recreate it from scratch. I used summer adventure (pc00h) as a base for ease, but converted the files at the end to be used as favorite outfit (pc00a). pc00a_model.elixir.gz 2.56 MB · 0 downloads Changed Meshes.7z 271.36 kB · 0 downloads Here is what I did: Reveal hidden contents Mesh 1 - Hide (Belt strap w/ physics) Mesh 4 - Removed stuff in the middle (faces and edges only, leaving behind vertices) Mesh 8 - Took your torso mesh (#5), deleted all weight groups, used automatic weight transfer from mesh 8. Merged new torso into 8, deleted all the old edges and faces (but left behind vertices) except the hand. Saved as mesh 8. Mesh 9 - Merged original mesh 4 and 9 (for weight groups). Took your pelvis mesh (#7), deleted all weight groups, used automatic weight transfer from 4+9. Merged new pelvis into 4+9, deleted all the old edges and faces (but left behind vertices). Saved as mesh 9. Mesh 10 - Unchanged (but parts should probably be deleted like the neck and unneeded parts of the wrist; I was just too lazy to finish the job). Mesh 11 - Hide (Shirt Trim) Mesh 16 - Hide (Bottle hanging off pants) As you can see, since I remade the mesh, it no longer matches with your texture map, but I figure you can finish the job since you did a great job the first time. Also, there is a visible seam between the torso and pelvis, which you will need to fix (see this video for how to fix it). Finally I would go through the model carefully for stray edges that I left behind and delete them. Btw, I don't think Noesis is very accurate, I would not use it to judge the results of your mod as you are making intermediate steps. I notice the chest looks fine in Noesis, but even using your torso mesh as-is in the game (after fixing weights, see my previous post) the textures look wrong. Best of luck! It's only been a few days and it looks like you're already getting pretty good at using g1mtools.? 1
Soelily Posted October 17, 2022 Posted October 17, 2022 20 hours ago, amorrow28 said: @Soelily Ok, I have managed to fix your mesh. Really, what I did was recreate it from scratch. I used summer adventure (pc00h) as a base for ease, but converted the files at the end to be used as favorite outfit (pc00a). pc00a_model.elixir.gz 2.56 MB · 0 downloads Changed Meshes.7z 271.36 kB · 0 downloads Here is what I did: Reveal hidden contents Mesh 1 - Hide (Belt strap w/ physics) Mesh 4 - Removed stuff in the middle (faces and edges only, leaving behind vertices) Mesh 8 - Took your torso mesh (#5), deleted all weight groups, used automatic weight transfer from mesh 8. Merged new torso into 8, deleted all the old edges and faces (but left behind vertices) except the hand. Saved as mesh 8. Mesh 9 - Merged original mesh 4 and 9 (for weight groups). Took your pelvis mesh (#7), deleted all weight groups, used automatic weight transfer from 4+9. Merged new pelvis into 4+9, deleted all the old edges and faces (but left behind vertices). Saved as mesh 9. Mesh 10 - Unchanged (but parts should probably be deleted like the neck and unneeded parts of the wrist; I was just too lazy to finish the job). Mesh 11 - Hide (Shirt Trim) Mesh 16 - Hide (Bottle hanging off pants) As you can see, since I remade the mesh, it no longer matches with your texture map, but I figure you can finish the job since you did a great job the first time. Also, there is a visible seam between the torso and pelvis, which you will need to fix (see this video for how to fix it). Finally I would go through the model carefully for stray edges that I left behind and delete them. Btw, I don't think Noesis is very accurate, I would not use it to judge the results of your mod as you are making intermediate steps. I notice the chest looks fine in Noesis, but even using your torso mesh as-is in the game (after fixing weights, see my previous post) the textures look wrong. Best of luck! Great work both times! Had been a bit busy the last few days to respond. It's been quite some time since I messed with the UV mapping but I'm sure I can figure it all out once again. 1
amorrow28 Posted October 17, 2022 Posted October 17, 2022 8 hours ago, woofhat said: It's only been a few days and it looks like you're already getting pretty good at using g1mtools.? Thank you, but I wish that were the case. This has been very difficult to learn, and I think in the end I didn't do anything I couldn't have done with 3DMigoto. I thought I had combined the meshs for 4 and 9, but when I look at the xml after rebuilding the g1m file, it shows that I have not changed the bone structure of mesh 9 (it's still using the bone map of 9 alone). Any time I try to change the bone structure, the game rejects my changes. As of right now, I am stuck using the bones that already exist in a submesh (which is the same as 3DMigoto anyway). Also, I've had zero success working with the skeleton, and I haven't found any tutorials (if you know of any, I would appreciate it). I can get the skeleton into Blender just fine, and even parent it so assign weights, but then I have no success getting that mesh back into the game. Blender assigns too many groups, and when I limit and normalize the groups I can save the mesh but its distorted and all the mappings are incorrect (probably the same problem as above). Ideally, we should be able to turn fbx back to g1m, there is even a tool for it, but I cannot get it to work as it says I am missing an animation stack. If I could at least map the bone names easily to the OIDs, I could track them across the meshes and see where things are changing, but g1m_export ignores binary OID files. I converted them into text, so I can get the bone names into Blender (mostly), but I have no idea if the names are matching correctly when I export. Anyway, as you can see, I am stuck. If you have any tutorials or insights on how to change the bones around, I would appreciate it! Also, I looked again at Moderchan's nude mod while trying to fix soelily's mesh, and realized that the skeleton came from the divertimento embrace costume. I thought that he had been able to fundamentally alter the structure of the costume, but I was incorrect; I think it can be converted to 3DMigoto now. I was just comparing to the wrong costume. I just might try this, I would really like to be able to instantly turn off the mods... I really do not see any downsides (yet), other than the time it will take to find and change so many meshes - perhaps something that python can speed up.
amorrow28 Posted October 17, 2022 Posted October 17, 2022 33 minutes ago, Soelily said: Great work both times! Had been a bit busy the last few days to respond. It's been quite some time since I messed with the UV mapping but I'm sure I can figure it all out once again. I look forward to trying out your final mod! ?
woofhat Posted October 18, 2022 Posted October 18, 2022 (edited) 3 hours ago, amorrow28 said: Thank you, but I wish that were the case. This has been very difficult to learn, and I think in the end I didn't do anything I couldn't have done with 3DMigoto. I thought I had combined the meshs for 4 and 9, but when I look at the xml after rebuilding the g1m file, it shows that I have not changed the bone structure of mesh 9 (it's still using the bone map of 9 alone). Any time I try to change the bone structure, the game rejects my changes. As of right now, I am stuck using the bones that already exist in a submesh (which is the same as 3DMigoto anyway). Also, I've had zero success working with the skeleton, and I haven't found any tutorials (if you know of any, I would appreciate it). I can get the skeleton into Blender just fine, and even parent it so assign weights, but then I have no success getting that mesh back into the game. Blender assigns too many groups, and when I limit and normalize the groups I can save the mesh but its distorted and all the mappings are incorrect (probably the same problem as above). Ideally, we should be able to turn fbx back to g1m, there is even a tool for it, but I cannot get it to work as it says I am missing an animation stack. If I could at least map the bone names easily to the OIDs, I could track them across the meshes and see where things are changing, but g1m_export ignores binary OID files. I converted them into text, so I can get the bone names into Blender (mostly), but I have no idea if the names are matching correctly when I export. Anyway, as you can see, I am stuck. If you have any tutorials or insights on how to change the bones around, I would appreciate it! Also, I looked again at Moderchan's nude mod while trying to fix soelily's mesh, and realized that the skeleton came from the divertimento embrace costume. I thought that he had been able to fundamentally alter the structure of the costume, but I was incorrect; I think it can be converted to 3DMigoto now. I was just comparing to the wrong costume. I just might try this, I would really like to be able to instantly turn off the mods... I really do not see any downsides (yet), other than the time it will take to find and change so many meshes - perhaps something that python can speed up. Your idea is bold, I never thought of modifying the bones, I think you have studied the g1m files and g1mtools much deeper than I have. For me, the purpose of getting the skeleton is to adjust the weights, that's all. Because the weights obtained by the transferring weights are not perfect, the detailed parts need to be adjusted. Without the skeleton, the adjustment would be very difficult. The character animations are based on the skeleton, so modifying the skeleton must also ensure that all the animations work, I didn't try to do that, it would require too much work and there's no point. Unless you want to change the game to be like Skyrim. If you want to modify or merge the bone structure, you obviously need to modify the g1m file directly, because g1m_import doesn't have that function. Of course I didn't try to do that. If you are talking about converting fbx to g1m using fbx2g1m, I have not used this tool. That's it in a nutshell, I'm not doing as well as you. Why do you need to modify the skeleton though? What g1mtools can do 3DMigoto can certainly do, it's just a matter of personal preference. If a comparison has to be made, I think there are several points. 1) g1mtools can get skeleton, 3DMigoto can't dump skeleton. 2) 3DMigoto will take up extra memory and may cause instability in the game, especially if a lot of models are modified at the same time. And it may conflict with other plugins such as reshade, enb, etc. g1mtools does not have this problem, because it modifies the source file. 3) 3DMigoto can change clothes by shortcut keys, g1mtools can't do that. Of course, you can also use g1mtools and 3DMigoto at the same time, the two do not conflict. By the way, I would like to take the liberty to ask if you are interested in looking into how to solve the 4D mesh problem. I think you should have noticed that some of the VB/IB files unpacked using g1m_export are not readable by blender, mainly the hair and clothing parts, the positions of these files are 4D(x,y,z,w) data, not the usual 3D(x,y,z) data, so the generic blender_ 3dmigoto.py plugin does not recognize them. Maybe someone has already made a plugin that can read 4D mesh properly, but I didn't find it. The only plugin I found was this one. https://www.loverslab.com/topic/178718-fatal-frame-maiden-of-the-black-water-nude-mods/?do=findComment&comment=3746272 Unfortunately it reads 4D mesh, but the shape and position is not correct. If I use noesis and g1m2fbx, the fbx model I get, the shape and position is also wrong. I tried to solve this problem, but unfortunately I am not familiar with python at all. Maybe your brilliance can help me and other modders.? Edited October 18, 2022 by woofhat
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