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Atelier Ryza 2: Lost Legends & the Secret Fairy Nude Mods


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1 hour ago, ShadowLabX4 said:

So I tried using the latest gust tools and extracted the PACK00_02 PAK file and moved the character folder to DATA but when I put the mods in the appropriate folder they didn't show up in the game? Can some one help?

 

Did you remember to rename or move out of the folder, the original PACK00_02 file so that the game doesn't access it instead of the unpacked files?

 

These instructions are for Atelier Ryza 1 but it's the same procedure for the sequel. http://mod.silvervoxplay.com/how-to-use-atelier-ryza-mod/

Follow the steps exactly.

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well ... I have to accept it yet I don't know how to open the elixir.gz with the blender to create higher level editions ... but while I wait for someone to cheer up with a tutorial to learn how to edit with blender to be able to create ryza's mod with the greatest cleavage .... I give a small mod that I made based on photoshop for pc20b (the summer breeze) ... enjoy it

 

captura.jpg

pc20b_model.g1t

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1 hour ago, k0kelivecl said:

well ... I have to accept it yet I don't know how to open the elixir.gz with the blender to create higher level editions ... but while I wait for someone to cheer up with a tutorial to learn how to edit with blender to be able to create ryza's mod with the greatest cleavage .... I give a small mod that I made based on photoshop for pc20b (the summer breeze) ... enjoy it

 It's tricky right now to edit elixir.gz because most if not all the tools to do so are outdated or not catered to atelier ryza 2. I've tried with some success but after spending hours editing a file I ran into an error trying to export it from blender and that was a big road block. You need this(https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/blender_3dmigoto.py ) script for blender to import/export those .ib/.vb files(from after you use g1m tools to extract the model files from the MODEL_default.g1m) it's explained a few pages back on how to get the g1m tools to accept the .g1m files (a little bit of hex editing the header) and thats why i say its still a little tricky right now, the tools are outdated including the script for blender so its just a struggle right now and I'm not sure what others are doing to get around it (other than the previously stated work-arounds)

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8 hours ago, nothingworksfuck said:

 It's tricky right now to edit elixir.gz because most if not all the tools to do so are outdated or not catered to atelier ryza 2. I've tried with some success but after spending hours editing a file I ran into an error trying to export it from blender and that was a big road block. You need this(https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/blender_3dmigoto.py ) script for blender to import/export those .ib/.vb files(from after you use g1m tools to extract the model files from the MODEL_default.g1m) it's explained a few pages back on how to get the g1m tools to accept the .g1m files (a little bit of hex editing the header) and thats why i say its still a little tricky right now, the tools are outdated including the script for blender so its just a struggle right now and I'm not sure what others are doing to get around it (other than the previously stated work-arounds)


I assume that it is very complicated .. since I have not found the answer to open the 3d model for days ... I know for example that with the G1tRePack I can extract the layers of the model.g1t what I normally do is extract the .DDR files and edit them in photoshop creating a .png file which with the gimp I can transform it back to a new .DDR which with the same G1tRePack I enter it again in the model.g1t file to edit the colors and certain things of the mod while it allows it ... but for larger-scale jobs one has to learn to open and edit the 3d model ... that's where I come across a huge wall ... that script you sent I remember seeing it on the ryza atelier website 1 ... one would download the "blender_3dmigoto_For AtelierRyza" but even so unfortunately it does not explain in more detail if something in particular is missing to be able to open the 3d model ... it would be great a step by step since .... being very honestly ... I have no idea how to make the mode I open it in blender ... I don't know if I have to open the elixir.gz and some file inside the .gz is the one that allows me to open the 3d model ... or it has to do with the blender_3dmigoto.py script. I know ... it would be almost sanctified who made a step-by-step youtube tutorial to open and modify the 3d model of some character from atelier ryza with blender ... hahaha well anyway thanks man for the help

captura.PNG

captura2.PNG

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2 hours ago, k0kelivecl said:


I assume that it is very complicated .. since I have not found the answer to open the 3d model for days ... I know for example that with the G1tRePack I can extract the layers of the model.g1t what I normally do is extract the .DDR files and edit them in photoshop creating a .png file which with the gimp I can transform it back to a new .DDR which with the same G1tRePack I enter it again in the model.g1t file to edit the colors and certain things of the mod while it allows it ... but for larger-scale jobs one has to learn to open and edit the 3d model ... that's where I come across a huge wall ... that script you sent I remember seeing it on the ryza atelier website 1 ... one would download the "blender_3dmigoto_For AtelierRyza" but even so unfortunately it does not explain in more detail if something in particular is missing to be able to open the 3d model ... it would be great a step by step since .... being very honestly ... I have no idea how to make the mode I open it in blender ... I don't know if I have to open the elixir.gz and some file inside the .gz is the one that allows me to open the 3d model ... or it has to do with the blender_3dmigoto.py script. I know ... it would be almost sanctified who made a step-by-step youtube tutorial to open and modify the 3d model of some character from atelier ryza with blender ... hahaha well anyway thanks man for the help

captura.PNG

captura2.PNG

You are missing " g1m_export " you need to move PC..._MODEL_default.g1m  in g1m_export to get the ib, fmt, vb files, then run the script in blender and import all those files

g1mtools_1.2.zip

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DISCLAIMER: I am so sorry for how irritating this post is going to be so please forgive me >.<

Always back up your files!

How to view model files in blender:

 

Step 1: Copy/Paste your .elixir file in your gust tools folder-> drag and drop file to gust_elixir.exe to create a folder with all the .g1m model files

 

Spoiler

1360578475_step1.png.ee848b04a71f04f9dc65a68264a79d78.png

 

 

 

Step 2: Copy/Paste MODEL_default.g1m into the folder with your g1m tools

 

Spoiler

203155723_step2.png.80cdfdee363fea6def06fac33ce5f713.png

 

 

Step 3: Open that .g1m file with a hex editor program (im using HxD) and change this line of hex from 34 33 to 39 32.

-Save and hold onto the backup file for now

Spoiler

756770421_step3.png.159547c3f86255adfbb26f81d985706e.png

 

Step 4: Drag that MODEL_default.g1m file to your g1m_export.exe to create a folder with all the mesh for that particular model

Spoiler

1299544497_step4.png.cd04c961d1ba3633334e33d07d06a557.png

 

Step 5: We are getting there.  

-If you successfully imported the blender_3dmigoto.py script into blender you should have this drop down.

   -File>Import>3DMigoto raw buffers (.vb + .ib)

 

Spoiler

108910659_step5.png.60ee8487166a82fdd4689acf990298ac.png

 

 

Step 6: I promise you are almost there.

 

-Navigate to the MODEL_default folder with all those .vb .ib and .fmt files and just import them all so you can see the full model. Note: not all the .vb and .ib files will be used so there will be some error messages at the bottom. I'm sure they mean something but I just ignore it.

 

Spoiler

342194296_step6.png.d68fd09de973b0e6a9fe5689d7938ea2.png

 

Step 7: There it is.

Spoiler

867641414_step7.png.8310d238433a255c0ed076dd9f360a19.png

 

Step 8: From here on out if you know how to reverse the whole process you are golden and do not need to follow the rest, but here it is anyway.

-Select the mesh you wish to export(I'm honestly not sure if you can do multiple I've only done them one at a time)

    -Go to File>Export>3DMigoto raw buffers (.vb + .ib)

Spoiler

111703476_step8.png.c43dbee2a1b30ddd39de707126fd73d3.png

 

 

Step 9: I'd suggest exporting the files somewhere safe just for backup.

-This will create a .vb .ib and .fmt file where ever you export to.

Spoiler

785657421_step9.png.9192171dcd57e15aa3a8cc3b14cd0983.png

 

 

Step 10:  Copy/Paste the mesh you just edited to the folder that was created in step 4

 

Spoiler

445916621_step10.png.c9d886636de65d2c2fcc0f9d85a7e445.png

 

 

Step 11: Drag the .g1m file to g1m_import.exe. This will import the mesh you edited.

-Now you don't need to import every single mesh, you can import just the ones you edited, but I did the whole file for an example. Cause I'm lazy.

-Surprisingly the game will still read the file even when it's quite a bit larger than the original.

 

Spoiler

359471710_step11.png.d95b3bd9a6b3ee2479f3a9fd7d500b5d.png

 

Step 12: This is where that backup file will come in handy (if you didn't save if you can just use the original)

-The tool for importing the mesh is a little broken. It shortens the header which will cause the game to crash.

   -We need to delete the new header up to the FF's. Now copy the original header and PASTE INSERT to the edited file.

       -Save file and on we go.

Spoiler

1947463727_step12.png.500e7272a81f62b5aa8c9051e83e4665.png 1035748256_step13.png.71ca4a076c4e054f8ba0891f558d5d65.png

 

 

Step 13: Here on out its very simple and pretty much the same process you would do with the .dds files when editing texture.

- Take your MODEL_default.g1m>copy/paste it back into the folder created in step 1(replace the original)

     -Drag that folder down to gust_elixir.exe and it will create a new .elixir.gz file.

Spoiler

1394284145_step14.png.3c4cb52417a254e411871cfc50f8b14d.png946378895_step15.png.e7e0ec3ce64ed0640b0a773d82a7581c.png

 

 

I really hope this helped some people. It took me some time to put together and everything is not water tight but it should at least give an idea on how to extract/import the model files. You should not be limited to the number of vertices you can create/edit but I've run into some trouble before so be warned. The blender Script is not perfect but it was never designed for Atelier Ryza 2. Same with the g1m tools.

 

Credit:

 

Thank you VitaSmith for the gust tools!!! https://github.com/VitaSmith/gust_tools/releases

Thank you eternity for the g1m tools! (I'm not sure if he created them but that is where I got them. They are a bit outdated (v0.7)) https://mega.nz/#!zwchnQqY!8aYJY8vsADoGB...JGD-8qcUBw

And Thank you DarkStarSword for the blender script! https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py

 

step 15.png

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Another model swap for Patricia. This time, I tried copying and renaming the character files for Meruru from Atelier Lulua. Obviously, the animation files for each character are very few in Lulua compared to Ryza 2 (or even Ryza 1), so I randomly copied and renamed some animations from Lulua (the character) to fill for the remaining animation files that aren't replaced.

 

The result is... a Meruru acting weird with mostly wrong attack animations. There are still some animations that somehow aren't replaced, so instead, you see her model getting messed up. I'll just call this one as "Malfunctioning Meruru".

 

Got a friend to make a short showcase video about it.

 

m1.png

m2.png

m3.png

m4.png

m5.png

m6.png

Malfunctioning Meruru.rar

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7 hours ago, nothingworksfuck said:

DISCLAIMER: I am so sorry for how irritating this post is going to be so please forgive me >.<

Always back up your files!

How to view model files in blender:

 

Step 1: Copy/Paste your .elixir file in your gust tools folder-> drag and drop file to gust_elixir.exe to create a folder with all the .g1m model files

 

  Hide contents

1360578475_step1.png.ee848b04a71f04f9dc65a68264a79d78.png

 

 

 

Step 2: Copy/Paste MODEL_default.g1m into the folder with your g1m tools

 

  Hide contents

203155723_step2.png.80cdfdee363fea6def06fac33ce5f713.png

 

 

Step 3: Open that .g1m file with a hex editor program (im using HxD) and change this line of hex from 34 33 to 39 32.

-Save and hold onto the backup file for now

  Hide contents

756770421_step3.png.159547c3f86255adfbb26f81d985706e.png

 

Step 4: Drag that MODEL_default.g1m file to your g1m_export.exe to create a folder with all the mesh for that particular model

  Hide contents

1299544497_step4.png.cd04c961d1ba3633334e33d07d06a557.png

 

Step 5: We are getting there.  

-If you successfully imported the blender_3dmigoto.py script into blender you should have this drop down.

   -File>Import>3DMigoto raw buffers (.vb + .ib)

 

  Hide contents

108910659_step5.png.60ee8487166a82fdd4689acf990298ac.png

 

 

Step 6: I promise you are almost there.

 

-Navigate to the MODEL_default folder with all those .vb .ib and .fmt files and just import them all so you can see the full model. Note: not all the .vb and .ib files will be used so there will be some error messages at the bottom. I'm sure they mean something but I just ignore it.

 

  Hide contents

342194296_step6.png.d68fd09de973b0e6a9fe5689d7938ea2.png

 

Step 7: There it is.

  Hide contents

867641414_step7.png.8310d238433a255c0ed076dd9f360a19.png

 

Step 8: From here on out if you know how to reverse the whole process you are golden and do not need to follow the rest, but here it is anyway.

-Select the mesh you wish to export(I'm honestly not sure if you can do multiple I've only done them one at a time)

    -Go to File>Export>3DMigoto raw buffers (.vb + .ib)

  Hide contents

111703476_step8.png.c43dbee2a1b30ddd39de707126fd73d3.png

 

 

Step 9: I'd suggest exporting the files somewhere safe just for backup.

-This will create a .vb .ib and .fmt file where ever you export to.

  Reveal hidden contents

785657421_step9.png.9192171dcd57e15aa3a8cc3b14cd0983.png

 

 

Step 10:  Copy/Paste the mesh you just edited to the folder that was created in step 4

 

  Reveal hidden contents

445916621_step10.png.c9d886636de65d2c2fcc0f9d85a7e445.png

 

 

Step 11: Drag the .g1m file to g1m_import.exe. This will import the mesh you edited.

-Now you don't need to import every single mesh, you can import just the ones you edited, but I did the whole file for an example. Cause I'm lazy.

-Surprisingly the game will still read the file even when it's quite a bit larger than the original.

 

  Reveal hidden contents

359471710_step11.png.d95b3bd9a6b3ee2479f3a9fd7d500b5d.png

 

Step 12: This is where that backup file will come in handy (if you didn't save if you can just use the original)

-The tool for importing the mesh is a little broken. It shortens the header which will cause the game to crash.

   -We need to delete the new header up to the FF's. Now copy the original header and PASTE INSERT to the edited file.

       -Save file and on we go.

  Reveal hidden contents

1947463727_step12.png.500e7272a81f62b5aa8c9051e83e4665.png 1035748256_step13.png.71ca4a076c4e054f8ba0891f558d5d65.png

 

 

Step 13: Here on out its very simple and pretty much the same process you would do with the .dds files when editing texture.

- Take your MODEL_default.g1m>copy/paste it back into the folder created in step 1(replace the original)

     -Drag that folder down to gust_elixir.exe and it will create a new .elixir.gz file.

  Reveal hidden contents

1394284145_step14.png.3c4cb52417a254e411871cfc50f8b14d.png946378895_step15.png.e7e0ec3ce64ed0640b0a773d82a7581c.png

 

 

I really hope this helped some people. It took me some time to put together and everything is not water tight but it should at least give an idea on how to extract/import the model files. You should not be limited to the number of vertices you can create/edit but I've run into some trouble before so be warned. The blender Script is not perfect but it was never designed for Atelier Ryza 2. Same with the g1m tools.

 

Credit:

 

Thank you VitaSmith for the gust tools!!! https://github.com/VitaSmith/gust_tools/releases

Thank you eternity for the g1m tools! (I'm not sure if he created them but that is where I got them. They are a bit outdated (v0.7)) https://mega.nz/#!zwchnQqY!8aYJY8vsADoGB...JGD-8qcUBw

And Thank you DarkStarSword for the blender script! https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py

 

step 15.png

Master ... you did it ... I think many of us were stuck ... since we did not even have the notion of how to open the model ... thanks without a doubt you gave me something to work on and entertain me ... now to learn how to use as the blender should be ... but with opening the models I feel fulfilled ... really thanks  ... 

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I managed to create a modification ... it has certain errors that are largely due to the fact that I wanted to test if it worked for me now that I tried it. ... I will start designing the mod I wanted of ryza with more cleavage ... when I have it finished and without fail I will upload the elixir and the clothing mod so that you can enjoy it in the meantime this is my first attempt and some captures

2021-02-08 (7).png

2021-02-08 (8).png

2021-02-08 (9).png

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Question: Is there any tool that can view the model and animations? I tried using Noesis but all I get was getting to load an untextured model. Apparently, you can load the model with textures (I see someone on other sites that tested it with the files in this game) and even animations, but I can't seem to find any clear instructions as to how.

noesis problem.png

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5 hours ago, mechamaiden78 said:

Question: Is there any tool that can view the model and animations? I tried using Noesis but all I get was getting to load an untextured model. Apparently, you can load the model with textures (I see someone on other sites that tested it with the files in this game) and even animations, but I can't seem to find any clear instructions as to how.

 

https://github.com/Joschuka/Project-G1M/releases/tag/v1.4.1

Noesis plugin, you can use it to view models, and export both split and merged.

 

Spoiler

 

image.png.aeeedaeb04a54ab9b5b3f1ea4d04600a.png

image.png.df1d9931e5a669451b0892d608eca50f.png

image.png.8d398bbc2317b88d438e65c302e4b98a.png

 

 

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