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Posted
15 hours ago, sy2k said:

Again, I just wanted to say, you're doing amazing work!

 

Thank you!

 

1 hour ago, RoboTron0057 said:

@DatWombat we r cheering 4 u bro and we are hoping and waiting ❤️  do you keep in touch with moderchan? THE LEGEND

 

Thank you, thank you. And no -- I've never spoken with them. I've never been able to get a peep out of them; I hoped many moons again I could garner the process of modding Unity games.

 

But I figured it out!

Posted

Unfortunately, I have pretty limited time today.

 

You may not want to hear this, but I got back on weight mapping; long story short, I had to lose some vertice data on my new and improved body. Today, I transferred MY weight mapping onto Moderchan's original body with no modified vertices. This will allow me to preserve a more detailed vagina, but the draw back is I have to fix a lot of my work now. Additionally, now I have to weight for a more complex vagina.

 

On the plus side, I think this will give us the best of both worlds. Moderchan's mesh with my weighting, and I even confirmed my method of outfit splicing SHOULD work with my new weight mapping. I do like my weighting more than vanilla weight mapping, so I think I'm gonna push through with my own.

 

Anyways, if I'm not burnt out when I get home tonight I'll see if I can repair my new work.

blender_V0t4phvIqz.jpg

Posted

Speaking of burnout, you're doing amazing work here. No one is going to begrudge you some breaks. I don't want to tell you your business, but be sure to pace yourself :)

We can be patient while you take all the time you need.

Posted
On 3/22/2025 at 9:55 PM, DatWombat said:

 

Don't mean to necro an old topic but I haven't used any of those programs.

 

To mod Action Taimanin, I decompress and edit files and recompress them. I'm unsure if another software, especially runtime would be safe with an online-only game.

You really should. Your method is the old conventional method and while it works its more tedious and less version resilient. These days its possible to hook the loading system and allow direct runtime import of FBX/gltf/vrm and not have redo your work everytime. Its also possible to patch the asset bundle loading to make old ones work I believe, just not sure of what changes between versions but look into harmonyx patching, it should be a huge timesaver especially since you're trying to go through and remake a whole mod framework. This is fairly universal as well. I see you mod lots of unity games and many of them can benefit from this 

 

I did test melon loader and it works great here. Cinematic unity explorer allows for runtime editing as well as just general fun stuff like posing and freecam and I did get it working but then I messed around with versions and broke something, just need to find the right version and it will work fine. Even without the runtime editor its still worth using melon loader with il2cpp since it decompiles the code and gives you options to use harmonyx

 

As for safety I'm 100% sure that directly editing asset bundles as you've been doing is equally risky which is to say not very risky at all. They're also seemingly not running any kind of anticheat although I did get an issue with a buggy menu after restart. I'll look into it more

 

 

Posted

To be honest, I've been way too sick to get anything done. Sorry.

 

Currently, I need to finish reworking my weight mapping and repair like six or seven models. I'm also planning on updating UV mapping for everyone in preparation for new outfits. It's a little sloppy, but I'm just doubling the size of each texture so I squeeze in extra space for costumes  so most of the work is just making skimpy clothes, not UV-mapping them. 

 

Anyways, we'll see what happens this week. I really want to push a usable patch, even if not complete.

 

8 hours ago, animatedtiddy said:

You really should. Your method is the old conventional method and while it works its more tedious and less version resilient. These days its possible to hook the loading system and allow direct runtime import of FBX/gltf/vrm and not have redo your work everytime. Its also possible to patch the asset bundle loading to make old ones work I believe, just not sure of what changes between versions but look into harmonyx patching, it should be a huge timesaver especially since you're trying to go through and remake a whole mod framework. This is fairly universal as well. I see you mod lots of unity games and many of them can benefit from this 

 

I did test melon loader and it works great here. Cinematic unity explorer allows for runtime editing as well as just general fun stuff like posing and freecam and I did get it working but then I messed around with versions and broke something, just need to find the right version and it will work fine. Even without the runtime editor its still worth using melon loader with il2cpp since it decompiles the code and gives you options to use harmonyx

 

As for safety I'm 100% sure that directly editing asset bundles as you've been doing is equally risky which is to say not very risky at all. They're also seemingly not running any kind of anticheat although I did get an issue with a buggy menu after restart. I'll look into it more

 

 

 

I'll have a look at some point. I'd love an easier or at least alternate method for modding to use. I know my method is flawed, but it does make installation hella easy. Definitely not opposed to expanding my tool kit though.

Posted
53 minutes ago, DatWombat said:

To be honest, I've been way too sick to get anything done. Sorry.

 

Currently, I need to finish reworking my weight mapping and repair like six or seven models. I'm also planning on updating UV mapping for everyone in preparation for new outfits. It's a little sloppy, but I'm just doubling the size of each texture so I squeeze in extra space for costumes  so most of the work is just making skimpy clothes, not UV-mapping them. 

 

Anyways, we'll see what happens this week. I really want to push a usable patch, even if not complete.

 

 

I'll have a look at some point. I'd love an easier or at least alternate method for modding to use. I know my method is flawed, but it does make installation hella easy. Definitely not opposed to expanding my tool kit though.

As much as I'd love a 'complete' patch, from the sound of things even the work you've already done is more working nude mods than you had available when I started playing? You're doing fantastic, and I love your work.

Posted

Amazing! I have a simple request, can you keep the standard outfits with the erect nipples and cameltoes? Basically an option to make them look like in the OVAs. 

Posted

Hey all,

 

Just keeping y'all posted. I haven't done a lot recently, I've been very ill. Swollen mouth and shit, but I'm feeling a lot better.

 

Today, I've started weight mapping Moderchan's original body.

 

I transferred my personal weight mapping but the transfer isn't perfect; I have to repair missing vertices.

 

I just got started as I write this post. I bet I'll have a solid body by the end of the night, afterall the weight mapping is mostly done. Just have to fix edges of weight zones.

 

On 3/31/2025 at 3:29 PM, annoyedlurker said:

As much as I'd love a 'complete' patch, from the sound of things even the work you've already done is more working nude mods than you had available when I started playing? You're doing fantastic, and I love your work.

 

Thanks! I do intend on a complete patch with skimpy outfits.

 

On 4/1/2025 at 9:27 AM, niroin9191 said:

Amazing! I have a simple request, can you keep the standard outfits with the erect nipples and cameltoes? Basically an option to make them look like in the OVAs. 

 

I like the idea, I might borrow that as a costume variant. I bet I could paint something to resemble that as an "alternate" skin, but unfortunately such a request is actually much harder than you'd think. I would either have to write a different costume as a nude body and modify default costumes, likely adding new geometry to support the additional detail or painting and sculpting a brand new mesh all together.

 

Certainly not impossible and I like the idea, but it requires a new mesh altogether.

 

On 3/31/2025 at 6:03 AM, animatedtiddy said:

You really should. Your method is the old conventional method and while it works its more tedious and less version resilient. These days its possible to hook the loading system and allow direct runtime import of FBX/gltf/vrm and not have redo your work everytime. Its also possible to patch the asset bundle loading to make old ones work I believe, just not sure of what changes between versions but look into harmonyx patching, it should be a huge timesaver especially since you're trying to go through and remake a whole mod framework. This is fairly universal as well. I see you mod lots of unity games and many of them can benefit from this 

 

I did test melon loader and it works great here. Cinematic unity explorer allows for runtime editing as well as just general fun stuff like posing and freecam and I did get it working but then I messed around with versions and broke something, just need to find the right version and it will work fine. Even without the runtime editor its still worth using melon loader with il2cpp since it decompiles the code and gives you options to use harmonyx

 

As for safety I'm 100% sure that directly editing asset bundles as you've been doing is equally risky which is to say not very risky at all. They're also seemingly not running any kind of anticheat although I did get an issue with a buggy menu after restart. I'll look into it more

 

 

 

So I had a look at Melonloader for another Unity based game, AI LIMIT. 

 

I had no fucking idea what I was doing.

 

I poked around for a tutorial or "read me" to walk me through the process, but my cursory search didn't return anything.

 

I still would LOVE to learn a new modding tool and if it could allow for more resilient patching, I'm all for it.

 

But at the moment, I really have no idea how the tool works or how to inject models via the tool.

 

I'll definitely investigate the tools on a later date, but unless someone walks me through the process I'm just gonna have to stick with my current modding methods.

 

blender_dARvBoCUya.jpg

Posted

I'm a huge fan of your work!

 

Quick question: Do you have a list of which characters currently have working models? A decent number of characters in my game either don't show up or have broken models and I was wondering if I have the most updated files and/or installed the mod correctly. Thanks!

Posted
3 hours ago, Curious Scholar said:

I'm a huge fan of your work!

 

Quick question: Do you have a list of which characters currently have working models? A decent number of characters in my game either don't show up or have broken models and I was wondering if I have the most updated files and/or installed the mod correctly. Thanks!

 

Thank you!

 

I don't have a list of working models at the moment, just the ones I need to fix. Last I checked, I think only five or six characters have working models.

 

For most of them, I need to rebuild them from scratch, essentially.

 

At the moment I'm revising Moderchan's original model to use as a basis for each character in the game, old, broken and new. I'm taking the opportunity to revise the animation before I begin repairing and replacing models.

 

My thought process is that if I wait until AFTER updating character models to revise animation it'd be a total nightmare and likely rob time I'd rather spend on alternate outfits and maintaining new characters.

Posted
On 4/4/2025 at 2:03 AM, DatWombat said:

 

So I had a look at Melonloader for another Unity based game, AI LIMIT. 

 

I had no fucking idea what I was doing.

 

I poked around for a tutorial or "read me" to walk me through the process, but my cursory search didn't return anything.

 

I still would LOVE to learn a new modding tool and if it could allow for more resilient patching, I'm all for it.

 

But at the moment, I really have no idea how the tool works or how to inject models via the tool.

 

I'll definitely investigate the tools on a later date, but unless someone walks me through the process I'm just gonna have to stick with my current modding methods.

 

ngl you picked a bad option for that I think haha, For AI limit the best way is probably just extracting with asset ripper or special asset studio and reimporting with uabea. That said I saw you're putting it aside so I'm gonna try to figure out the versioning issue and see if I can't setup a runtime mesh loader. Don't have it in me to make a bunch of models rn but at least gonna try for the loader. It seems like they're running some anticheat/antidebug shit which is super freaking weird for a singleplayer game but shouldnt be a major issue. Ideally I want a relatively reusable framework I can port into most unity games so maybe I'll look at AT afterwards, if it all works out maybe we even swap places haha. Melonloader wasn't perfect with taimamin but it was good enough for a patch I think. 

 

I mean ultimately all it should really come down to is load the asset into memory with UniVRM/UniGLTF, locate address of graphics buffers, replace data.

And then UniVRM has built in animation retargeting. With this style of modding there shouldnt be issues with assetbundles of course but addresses will change with updates. But that can be resolved with a signature scan or simply by running melon loaders' decompilers again

 

I was actually going to do this with this game just for practice but when I injected unity explorer I discovered they already had the exact same thing implemented just not accessible yet https://store.steampowered.com/app/3484140/__Touhou_Dystopian_Demo/

So I'd say if you want to learn about using this stuff with a super easy game try getting the mod menu open and load your own VRM, should be quite easy and you can use the VRM addon in blender to convert any humanoid rig to VRM in a few minutes rather than retargeting

  • 2 weeks later...
Posted

Hey all, I'm not dead!

 

I thought I might have an offhand chance for like, cancer or something (not kidding), but I appear to be fine now. Still sick, but hey! Back on it.

 

To be honest, I've been getting hit with numerous set backs related to my sense of perfectionism.

 

I COULD have published a decent recreation of Moderchan's work with updated and repaired models but I'm always learning new tricks for Blender. I'm self taught; I've never been formally trained in 3D modeling, so I learn as I go along via trial and error. After every model I revised to use in this nude mod, I always found myself feeling kind of stupid because of some avoidable error or inconsistency. 

 

I woke up about an hour ago, feels like I've been asleep for two days -- LOL

 

And now I'm back on the grind. I sort of meditated on the best way to approach this mod, and I'm acting on a new plan. So far, so good. No lost vertices, perfectly mirrored UV and weight mapping, and improved weighting that uses Moderchan's original work improved by my own knowledge and skills acquired from this project.

 

I'm currently re-RE-REconverting a wide range of models in the game into nude variants.

 

Also experimenting with how to actually splice new outfits together. 

 

Shown below are two differently weighted tiddies; left is Moderchan's, right is mine. Both are moved exactly the same way, but the deformation differs.

blender_U3SJ6M6VQO.jpg

Posted
10 hours ago, DatWombat said:

Hey all, I'm not dead!

 

I thought I might have an offhand chance for like, cancer or something (not kidding), but I appear to be fine now. Still sick, but hey! Back on it.

 

Jeez, take a rest day or week.

Posted (edited)
14 hours ago, DatWombat said:

I thought I might have an offhand chance for like, cancer or something (not kidding), but I appear to be fine now. Still sick, but hey! Back on it.

 

Go get some rest dude, that shit is no joke

Edited by JaahKii
Posted
On 4/17/2025 at 1:46 AM, DatWombat said:

I'm currently re-RE-REconverting a wide range of models in the game into nude variants.

Would you happen to have a timeline as to when you might push a patch? I've saved up enough gems for a new character but half the characters are straight up invisible.

 

No pressure! Your health absolutely comes first - glad to hear it wasn't anything too serious.

Posted (edited)

I'm a little peeved, I spent the last two days producing thirty new models and I was kind of hoping today's patch was gonna be the end all be all, but it seems my import was missing quite a bit of textures and a few models didn't import correctly; I need to troubleshoot a few Taimanin.

 

Anyways, I'm spent. Please enjoy some progress pictures.

 

I intended on publishing my patch now but I got to do a few repairs and manually import my textures.

 

Shown below, Asagi's new default outfit.

 

ActionTaimanin_rt9FcVLVj3.thumb.jpg.0a01215bd39a57c3a374eb4ad0c922d3.jpg

 

Yes, color variants work!

 

ActionTaimanin_mAXYSLeNza.thumb.jpg.747fb3b5b95461f24850649a8171f10f.jpg

 

And jiggle physics going brrrrrrrrrrrrrr

 

ActionTaimanin_4EZeoC96K4.png.be62a763e5c13008effc895546c5df6b.png

 

I have no idea when I'm off work tomorrow, but hopefully everything will be ready to go sometime tomorrow morning.

 

I think I know what's causing my texture bugs, but it does require that I re-import all my meshes. Which takes kind of a long time, in addition to having to manually fix all my textures. 

 

But I think y'all are gonna love what I'm cooking, thirty models! 

Edited by DatWombat
Posted
6 hours ago, Curious Scholar said:

Would you happen to have a timeline as to when you might push a patch? I've saved up enough gems for a new character but half the characters are straight up invisible.

 

No pressure! Your health absolutely comes first - glad to hear it wasn't anything too serious.

 

Was intended to be today, now, but hopefully tomorrow. I can usually bear a few days without sleep at a time. 

Posted
15 minutes ago, DatWombat said:

 

Was intended to be today, now, but hopefully tomorrow. I can usually bear a few days without sleep at a time. 

 

Is programming your real job? Also, thanks for everything you've done so far.

Posted
2 hours ago, DatWombat said:

Anyways, I'm spent. Please enjoy some progress pictures.

Looking good! Do you have any plans on maintaining any completely nude versions without the armor/clothing bits? Each character having the extra bits definitely keeps things interesting but I'd love to have an option for both.

 

On a semi-related note, would you be able to buff Shiranui's size to be closer to Maika's? It's a common complaint that the Taimanin famous for being the biggest isn't in the game.

 

Thanks for your hard work! Take care of yourself.

Posted
5 hours ago, Curious Scholar said:

Looking good! Do you have any plans on maintaining any completely nude versions without the armor/clothing bits? Each character having the extra bits definitely keeps things interesting but I'd love to have an option for both.

 

On a semi-related note, would you be able to buff Shiranui's size to be closer to Maika's? It's a common complaint that the Taimanin famous for being the biggest isn't in the game.

 

Thanks for your hard work! Take care of yourself.

 

Actually, each character I've done had a partially nude and full nude variant.

 

Full nudity is reserved for the bathrobe outfit.

 

I've never tried increasing the size of mesh beyond the scope of the rig, I'm unsure how to approach that. A limitation of my tools and knowledge prevent me from adding or modifying rigging.

 

I think? I'll have to try.

Posted
29 minutes ago, DatWombat said:

 

Actually, each character I've done had a partially nude and full nude variant.

 

Full nudity is reserved for the bathrobe outfit.

 

I've never tried increasing the size of mesh beyond the scope of the rig, I'm unsure how to approach that. A limitation of my tools and knowledge prevent me from adding or modifying rigging.

 

I think? I'll have to try.

Try with your next update right? 

Posted
17 hours ago, bonifide said:

 

Is programming your real job? Also, thanks for everything you've done so far.

 

I wish! I'm too dumb to program. Don't have the time to learn, but thanks!

 

8 hours ago, annoyedlurker said:

Try with your next update right? 

 

On another update, yes. I'm currently debugging my existing patch. Eager to publish.

 

 

For my sake, I'm going to bed. However, I think I'll definately have a finished patch tomorrow. I'm still trying to iron out a few visual bugs here and there, but I realistically only have one bad texture and two bad models. Once I fix those up, I'll have a patch ready to go!

 

It's a little rough around the edges, but I'm actively researching how to improve upon my work. 

 

Please enjoy an assortment of images from the new patch.

ActionTaimanin_f0ccMmcTIH.png

ActionTaimanin_QUFXOpqb2v.png

ActionTaimanin_P68MmoHOUQ.png

ActionTaimanin_CnqzXoQqFp.png

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