Popular Post etsorhtt Posted February 9 Popular Post Share Posted February 9 Let's discuss everything Nioh 2 modding (SFW) related here ------------------------------------------------------------------- ------------------------------------------------------------------- Nioh 2 Mod Enabler 1.1 (Update!) Installation: Extract the contents of 7z folder into the game directory (where nioh2.exe is located) Keys: F1: Show help F2: Toggle mods off and on Shift+F2: Cycle mod shadow modes (on/off/original) Mouse back button: Toggle HUD off and on F10: Reload all mods (Use it upon adding/enabling/disabling new mods) Ctrl+Alt+F10: Reload all mods and reset to default configuration ------------------------------------------------------------------- Two example mods included: Fundoshi Flap Removal - Disabled by default Spoiler Hide's Blade Removal - Disabled by default Spoiler Updated Shinobi recolor coming soon ------------------------------------------------------------------- To enable/disable mods: Inside the "Mods" folder rename folders for the mods you want to enable by removing "DISABLED" in their name, and vice versa for disabling them. After changes ( F10 ) in-game to refresh mods ------------------------------------------------------------------- Issues: -Some mods might not work if you not using maximum graphics settings -There's a small potential for some things in the mods I included to share hashes with something in the later levels of the game so beware, if you notice some effects missing please report -Currently mesh replacement results in inverted normal map, I do not possess knowledge to fix this so any help would be appreciated. This does affect Fundoshi mod. More testing needs to be done in general on mesh replacement ------------------------------------------------------------------- A few more notes: my hopes for someone with more knowledge on 3DMigoto/writing shaderfixes to pick this up, hopefully with the help of people smarter than me Nioh 2 could have striving modding community. If any parties behind 3DMigoto is not okay with this "release" I'll remove it immediately ------------------------------------------------------------------- I have done minimal amount of changes to get this working with Nioh 2, all credit goes to DarkStarSword / @ausgeek , main developer behind 3DMigoto and DOAXVV Base Costume + 3D Vision Mod Support 2.3 this is based on ------------------------------------------------------------------- Changelog: Version 1.1: cleaning up/some changes to minimize handling of global .ini file in process of making mods, new tutorial added Also available for download on Nexus Mods Nioh-2-Mod-Enabler-1.1.7z 29 Link to post
etsorhtt Posted February 9 Author Share Posted February 9 BASIC MODDING Quick TLDR/Refreshers: Spoiler ! FOR THE LOVE OF GOD DO NOT EDIT D3DX.INI ! Everything can be done directly from individual mods, if some specific feature/command you need missing ask and I can make commandlist that you will be able to call from your mod! You can create temporary .ini inside the Mods folder for your needs and dispose of it once you done Since motion blur option in graphics settings alters some pixel/vertex shaders between On/Off states, make sure to find and add checks for shaders for both of those options ------------------------------------------------------------------- Adding shader check: [ShaderOverride*CUSTOMNAME*] hash = *SHADERHASH* run = CommandListN2General ------------------------------------------------------------------- Adding shader to Frame Analysis (dump) list: [ShaderOverride*CUSTOMNAME*] hash = *SHADERHASH* run = CommandListN2Dump ------------------------------------------------------------------- Skipping vertex/index buffer: ;Find and add shader check related to the buffer first, won't work without it [TextureOverride*CUSTOMNAME*] hash = *BUFFERHASH* handling = skip ------------------------------------------------------------------- Replacing textures: [TextureOverride*CUSTOMNAME*] hash = *TEXTUREHASH* ps-t*?* = Resource*CUSTOMNAME* <- These should have same name because one references the other [Resource*CUSTOMNAME*] <- These should have same name because one references the other filename = *FILENAME* ;Note: Instead of specifying texture type above, ps-t*?*(ps-t0, ps-t1, ps-t2, ps-t3) you can try using this command to make 3DMigoto sort it out ;automatically. In certain rare cases it can fix issues, or cause them instead. Example: [TextureOverride*CUSTOMNAME*] hash = *TEXTUREHASH* this = Resource*CUSTOMNAME* <- These should have same name because one references the other [Resource*CUSTOMNAME*] <- These should have same name because one references the other filename = *FILENAME* ------------------------------------------------------------------- Blender Plugin Replacing meshes: [TextureOverride*CUSTOMNAME*] hash = *BUFFERHASH* handling = skip match_first_index = *MESHINDEX* vb0 = Resource*CUSTOMNAMEVB* ib = Resource*CUSTOMNAMEIB* drawindexed = auto [Resource*CUSTOMNAMEVB*] type = Buffer stride = *STRIDE* filename = *FILENAMEVB* [Resource*CUSTOMNAMEIB*] type = Buffer format = *FORMAT* filename = *FILENAMEIB* ------------------------------------------------------------------- How to remove models/effects: Spoiler 1. Decide what you want to remove ------------------------------------------------------------------- 2. Enter hunting mode: Enter hunting mode ( NUMPAD 0 ) Hunting mode controls: ( NUMPAD 0 ) - Hunting mode On/Off ( NUMPAD + ) - Reset current shader/buffer selection ( NUMPAD / ), ( NUMPAD * ) - Cycle through vertex buffers, ( NUMPAD - ) - copy selected vertex buffer hash to clipboard ( NUMPAD 7 ), ( NUMPAD 8 ) - Cycle through index buffers, ( NUMPAD 9 ) - copy selected index buffer hash to clipboard ( NUMPAD 4 ), ( NUMPAD 5 ) - Cycle through vertex shaders, ( NUMPAD 6 ) - copy selected vertex shader hash to clipboard ( NUMPAD 1 ), ( NUMPAD 2 ) - Cycle through pixel shaders, ( NUMPAD 3 ) - copy selected pixel shader hash to clipboard ( F8 ) - Perform frame analysis ( Ctrl+F8 ) - Switch frame analysis profile: Listed shaders/UI/Log file only Think about vertex/index buffers as individual models/effects, they depend on vertex/pixel shaders which are collections of those models/effects That's why we first have to find pixel or vertex shader tied to something we want to remove before going through the buffers 3. Find correct vertex/pixel shader: Finding pixel shader is enough most of the time, unless there's some issues finding vertex shader is not necessary Cycle through pixel shaders ( NUMPAD 1 ), ( NUMPAD 2 ) until model or effect disappears from screen, just like tonfas in my example (along with armor but that's fine, that just means they both depend on that shader) ------------------------------------------------------------------- 4. Copy the hash and add shader check: Copy its hash ( NUMPAD 3 ) and create text .ini file for the mod in Mods folder (or feel free to create subfolder within it and place .ini there), riptonfas.ini in my example. Open mod .ini you just created and add check for pixel shader you copied: [ShaderOverride*CUSTOMNAME*] hash = *SHADERHASH* run = CommandListN2General for example: [ShaderOverrideRIPTonfas] hash = 91ea5a0a0fc326fa run = CommandListN2General Now any changes that you make to buffers related to this shader will be able to take effect. Save the file, Refresh ( F10 ) in game and ( NUMPAD + ) in hunting mode to reset your previous selections Why this is done? Is this step necessary? Performance! Manually adding checks for shaders that we need for our mods significantly reduces overhead It is possible to make 3DMigoto check for every shader present but that induces decent performance loss I'm considering adding key shortcut for this in next version for test purposes 5. Find and copy vertex/index buffer: From my experience with Nioh 2 so far, vertex buffers are more reliable and have less chances of multiple in-game objects sharing the same hash, so focus on them first: Cycle trough vertex buffers ( NUMPAD / ), ( NUMPAD * ) until model or effect disappears from screen, just like tonfas in my example (This time only tonfas! What was that about buffers being invidual objects and shaders being collections of them again..?) ------------------------------------------------------------------- 6. Skip and repeat for all parts if necessary: Copy its hash ( NUMPAD - ) and back to the mod .ini. Now you can tell 3dmigoto to skip drawing the model/effect: [TextureOverride*CUSTOMNAME*] hash = *BUFFERHASH* handling = skip for example: [TextureOverrideTonfas-Body] hash = 588922d0 handling = skip Save, refresh, reset, the usual. If all good, you can exit hunting mode. Sometimes what you want to remove consist of multiple parts that also use different pixel/vertex shader or/and vertex/index buffer so might need to repeat entire process for additional hashes Tonfas gone! Oh wait, there's still handles visible! Back to step 5 and 6 to repeat the process of finding vertex or index buffer for handles now. ------------------------------------------------------------------- In my example end result looks like this: ; For this example I used Lord Tonfas ; Here I add check for pixel shader to allow buffer editing [ShaderOverrideRIPTonfas] hash = 91ea5a0a0fc326fa run = CommandListN2General ; Here I add skip to tonfas [TextureOverrideTonfas-Body] hash = 588922d0 handling = skip ; Here I found and added vertex buffer to skip the handles [TextureOverrideTonfas-Handles] hash = 6d3f7f45 handling = skip 7. (OPTIONAL) Perform frame analysis: What if you don't want to remove something but rather get its texture/meshes, or want both? For that we use frame analysis to dump everything related to listed vertex/pixel shader hash: Instead CommandListN2General we use CommandListN2Dump, it's not possible to have two "run" commands under same section, so you can comment out "run = CommandListN2General" line by adding ; in front of it and then add "run = CommandListN2Dump" below it and revert back once you done From step 4: [ShaderOverride*CUSTOMNAME*] hash = *SHADERHASH* ;run = CommandListN2General run = CommandListN2Dump for example: [ShaderOverrideRIPTonfas] hash = 91ea5a0a0fc326fa ;run = CommandListN2General run = CommandListN2Dump After that ( F8 ) to perform Frame Analysis This will create folder "FrameAnalysis-*CurrentDate*" in root directory of a game with everything that was possible to dump from listed shader Do not forget to remove "run = CommandListN2Dump" line once you done or if you plan on sharing your mod with other people, or this will force them to dump your shader every time they try dump something for themselves, which is no bueno. How to make texture edits: Spoiler 1. Decide what texture you want to edit In my example I'll be using Kodama Bowl that shares same shader hash with tonfas from previous tutorial 2. Find correct vertex/pixel shader and add shader check: Repeat/Go through steps 2-4 and 7 from first tutorial "How to remove models/effects" ------------------------------------------------------------------- 3. Find texture you wanted to edit: Open newly created "FrameAnalysis-*CurrentDate*" folder In case of textures you should be looking for .dds files To find the texture you wanted to edit easier, you can install something like Paint.net that can generate previews for .dds files in windows explorer Also, pay close attention to names of the textures, in my example: "000012.1-[commandlistn2dump]-ps-t1=de095efb.dds" de095efb - hash of the texture something we will need for later ps-t1 - gives us general idea what type of texture that is: ps-t0 - usually diffuse (color) textures, something you need most of the time and should be looking for first ps-t1 - usually specular textures ps-t2 - usually displacement textures ps-t3 - usually normal map textures But Nioh 2 has some peculiar cases and Kodama Bowl in my example is one of those! There's no ps-t0 texture! Instead it uses combined color + specular(as alpha channel) texture under ps-t1! This in turn changes how we going to save it after editing. 4. Opening texture and making edits: You can use any program to open .dds files that supports it but I had some bad experience with files being partially corrupted in both GIMP and Paint.net. I highly recommend using Photoshop with either Intel Texture Works Plugin or NVIDIA Texture Tools Plugin 5. Saving texture file: After making edits it's very important to save it with correct settings. I'll be using Intel Texture Works plugin as example but anything that has .dds support should have similar ones Settings depending on the type of texture: ps-t0 - Color (+Alpha if present), BC7 Compression, sRGB, auto-generate mip-maps ps-t1, ps-t2, ps-t3 - Color (+Alpha if present), BC7 Compression, Linear, auto-generate mip-maps In my example even though Kodama Bowl uses ps-t1 texture to hold general color data (that usually saved in sRGB). because it is ps-t1 that uses alpha channel to hold specular data it should be saved in Linear color space. Save texture file in the same folder your mod .ini is ------------------------------------------------------------------- 6. Apply edited texture in game: Back to the mod .ini, and tell 3DMigoto to apply the texture, time to check texture name again, in our case 000012.1-[commandlistn2dump]-ps-t1=de095efb.dds: [TextureOverride*CUSTOMNAME*] hash = *TEXTUREHASH* ps-t*?* = Resource*CUSTOMNAME* <- These should have same name because one references the other [Resource*CUSTOMNAME*] <- These should have same name because one references the other filename = *FILENAME* ;Note: Instead of specifying texture type above, ps-t*?*(ps-t0, ps-t1, ps-t2, ps-t3) you can try using this command to make 3DMigoto sort it out ;automatically. In certain rare cases it can fix issues, or cause them instead. Example: [TextureOverride*CUSTOMNAME*] hash = *TEXTUREHASH* this = Resource*CUSTOMNAME* <- These should have same name because one references the other [Resource*CUSTOMNAME*] <- These should have same name because one references the other filename = *FILENAME* In my example: [TextureOverrideKBowl] hash = de095efb ps-t1 = ResourceKBowl [ResourceKBowl] filename = ps-t1=de095efb.dds <- once you noted down hash and texture type you can rename texture file, just make that name in .ini and actual file name match ------------------------------------------------------------------- In my example final result looks like this: ; Here I add check for pixel shader [ShaderOverrideKBowl] hash = 91ea5a0a0fc326fa run = CommandListN2General ; Here I tell 3DMigoto type and hash of the texture and where to look for the file [TextureOverrideKBowl] hash = de095efb ps-t1 = ResourceKBowl ; And here I tell3DMigoto name of the file [ResourceKBowl] filename = ps-t1=de095efb.dds Save file, back to the game, refresh, reset, the usual. If all done correctly texture in-game should swap to your edit! 9 Link to post
kulado Posted February 9 Share Posted February 9 Well done. Thanks for the new thread too. I'll check out 3Dmigoto now that we have a base to work from. Thanks so much for taking the lead and getting the ball rolling 1 Link to post
Miumin07 Posted February 9 Share Posted February 9 Could you give us a navy blue shinobi set recolor? Trying to pull off a cosplay Link to post
etsorhtt Posted February 9 Author Share Posted February 9 22 minutes ago, Miumin07 said: Could you give us a navy blue shinobi set recolor? Trying to pull off a cosplay Sure, I wanted to add more colors anyway. 18 minutes ago, bsfy said: How to export texture map? thank you I'll do a write-up on doing basic texture modding using 3DMigoto later. 1 Link to post
ecobotstar Posted February 9 Share Posted February 9 Great work! Tested working 100% Tho if you want to take some request I might suggest trying to remove the cape out of The Ferry Man's Robe It might make a good feminine looking armor the game has been lacking (though I'm not so far into the game yet) The armor in question - the cape was very annoying looking (also clipped through weapons on the back) . Spoiler And also maybe removing the fur thingy from this bottom piece Spoiler Would totally understand if you wanna work on something else tho, Thanks a bunch! 1 Link to post
ShaolinKitsune Posted February 10 Share Posted February 10 On 2/9/2021 at 1:47 PM, ecobotstar said: Great work! Tested working 100% Tho if you want to take some request I might suggest trying to remove the cape out of The Ferry Man's Robe It might make a good feminine looking armor the game has been lacking (though I'm not so far into the game yet) The armor in question - the cape was very annoying looking (also clipped through weapons on the back) . Hide contents And also maybe removing the fur thingy from this bottom piece Hide contents Would totally understand if you wanna work on something else tho, Thanks a bunch! Example: Spoiler Here's the Pelt Removed just throw that in a folder in the mods folder should work. I need to grab a ferrymans cape but that one should be pretty simple too UPDATE: Was using Shader level edits before, ended up causing issues. Updated using IBs now. Shouldn't effect other items now. But if it does let me know. Also, it now uses the Mod Enablers call to look at the IBs of the back belt because that ID was already in there, If you're using VVMod version then uncomment the [ShaderOverrideBackPelt] Section in the .ini PeltRemove.ini 6 Link to post
ecobotstar Posted February 10 Share Posted February 10 34 minutes ago, ShaolinKitsune said: Example: Hide contents Here's the Pelt Removed just throw that in a folder in the mods folder should work. I need to grab a ferrymans cape but that one should be pretty simple too PeltRemove.ini 376 B · 1 download Wow! Awesome Link to post
JoeMesh Posted February 10 Share Posted February 10 Very cool. I hope this could potentially open up modding on the level of DOAXVV. Having some sexy mods like that in a game I actually enjoy playing would be amazing. Link to post
etsorhtt Posted February 10 Author Share Posted February 10 16 hours ago, bsfy said: How to export texture map? thank you I added tutorial on texture dumping/replacing 2 Link to post
ecobotstar Posted February 10 Share Posted February 10 4 hours ago, ShaolinKitsune said: Example: Hide contents Here's the Pelt Removed just throw that in a folder in the mods folder should work. I need to grab a ferrymans cape but that one should be pretty simple too PeltRemove.ini 376 B · 16 downloads Hmmmm I try the mod (put it in a folder within the "Mods" folder) but it just turn invisible like this. Spoiler And also turn ma gurl Toyo weird. Spoiler It was fixed when I turn off or deleted the mod too, but that means I can't make your mod work. Any ideas? Link to post
JoeMesh Posted February 10 Share Posted February 10 @ecobotstar Weird that it didn't work for you. I just dropped the files in and it worked. Do you have the Steam version? Link to post
ShaolinKitsune Posted February 10 Share Posted February 10 40 minutes ago, ecobotstar said: Hmmmm I try the mod (put it in a folder within the "Mods" folder) but it just turn invisible like this. Reveal hidden contents And also turn ma gurl Toyo weird. Reveal hidden contents It was fixed when I turn off or deleted the mod too, but that means I can't make your mod work. Any ideas? Hmm the only thing I can think of is that the IB's are different on your machine for whatever reason. I would suggest Following Estorhtt's Guide on it. So the Wolfpet was broken into a few parts, The back section, and three differenet front sections. So Enable hunting mode, and use Num1 or Num2 to cycle through the shaders. stop when the back pelt disappears. hit Num3 to copy that in the clipboard and replace the "ca6c4ac5ac115146" in hash = ca6c4ac5ac115146 with the copied value. It's under the [ShaderOverrideBackPelt] section That will make the back half of the pelt disappear when the mod is loaded Now, use the same Num1 or Num2 to cycle through till the whole pants model disappears copy that value using Num3 and replace the a38c98c7c7c31931 in hash = a38c98c7c7c31931 in the [ShaderOverrideFrontPelt] section all this does atm is tell 3Dmigoto we want to look at this shader but now we need the parts we want to remove. Press Num + to reset the hunting mode settings and now use Num 7 or Num 8 to search through the IBs once you found one of the pieces of the pelt, use Num 9 to copy it and replace "9b0decde" in hash = 9b0decde under [TextureOverridePelt] section do that 2 more times for [TextureOverridePelt2] and [TextureOverridePelt3] after giving it the values your game uses, it should work properly Link to post
etsorhtt Posted February 10 Author Share Posted February 10 3 minutes ago, ShaolinKitsune said: Hmm the only thing I can think of is that the IB's are different on your machine for whatever reason. I can't check atm, but this should not happen if running on the same version of the game. Updates do can breaks things, such is downside of 3dmigoto. Link to post
okuliare Posted February 10 Share Posted February 10 After beating the whole game (incl. DLCs) this is probably the most "revealing" combo you can get in the vanilla game (Kawanami Clan Vest - chestpiece, Thief's Waistguard - pants, Archer's Straw Sandals - boots, Genmei Onmyo Mage Bracers - hands). Spoiler Spoiler Obviously there are things that could be improved here, such as: 1) removing the stupid turtle shell from the chestpiece 2) removing the "fur things" from underneath the waistguard 3) no idea if the overdone chest bandages could be lessened or replaced by something smaller to show some cleavage....I'm not exactly an expert Also, in the last DLC you can unlock Spoiler transformation into Nyotengu from DOA - her outfit is kinda censored though. She has huge granny underpants under her robe, and chest bandages covering up any possible cleavage. Also, her "transformation version" has no wings. Hope this post helps any modding future. 3 Link to post
ecobotstar Posted February 10 Share Posted February 10 Okay I'll try again after work :< Link to post
ShaolinKitsune Posted February 10 Share Posted February 10 @etsorhtt So is the ini file setup out of the box to export the VB and IB files? I used those + his addon to import to blender before, but I cant get the IDs to show up again on another dump I believe I originally did it with your supplementary script and his original setup. Or better yet is there just a way to export the currently selected item in hunting? Link to post
etsorhtt Posted February 10 Author Share Posted February 10 @ShaolinKitsune Yeah, it should be dumping everything, I just added more checks for textures compared to the one from VVMigoto. for the meshes make sure you added both pixel and vertex shader check: Spoiler Also, from my experience with VV, it's better to use VB/the hash displayed in blender collections window upon importing(had it change in magical ways compared to what was show in hunting mode): vb0=fc2db56b Really sucks that normal map inverts. 1 Link to post
ShaolinKitsune Posted February 10 Share Posted February 10 5 hours ago, etsorhtt said: @ShaolinKitsune Yeah, it should be dumping everything, I just added more checks for textures compared to the one from VVMigoto. for the meshes make sure you added both pixel and vertex shader check: Reveal hidden contents Also, from my experience with VV, it's better to use VB/the hash displayed in blender collections window upon importing(had it change in magical ways compared to what was show in hunting mode): vb0=fc2db56b Really sucks that normal map inverts. So the Normal maps seem to come out fine for me....unless I'm just misunderstanding what you mean. I am still fairly new to 3D Modeling. Spoiler So far I've been able to export and import some decent parts of the models, however the snag I'm hitting is trying to get the body to export. I can slice it up a million ways with Vertex shaders, Index Buffers, Vertex Buffers. But it never seems to be dumped. Seems like its composed of sever different parts, L/R of each Shoulder, upper arm, wrist, thigh, knee, calve, feet, buttocks and then lower ribs, collar, neck and jaw. But I cant get a single piece to export. I'd really like it so I can make sure theres no seems in the replacement models, and then the texture is going to be another issue all together. Spoiler 1 Link to post
loxoss_ Posted February 10 Share Posted February 10 Hi, for male version of "Fundoshi Flap Removal" I replaced this number: 39407ec4 with this: 6e4a8455 in this file "\Nioh2\Mods\Basewear No Flap\flapremove.ini" and it seems to work. 1 Link to post
etsorhtt Posted February 10 Author Share Posted February 10 @ShaolinKitsune I uploaded blend file with the body. For the normal maps I meant when exporting mesh back to game: Spoiler The "shine" changes but it's not a specular but a normal, I tested it quite a bit. It literally inverts inside out. More noticeable on back of fundoshi with mod enabled. This is what normal maps look like, they add depth to the model and react to light direction: Spoiler For the body, I was able to import it earlier, yeah it's split into tiny parts, probably to be able dynamically hide them depending on equipped armor. But yeah the issue with character textures is they're "baked" from your character creator settings, and wholly unique to your character in skintone/tattoos/marks/everything. @loxoss_ Alright, I'll check it out and add to the mod if all good! Edit: All good, hash is correct, I edited model to remove the top part just like with female version before. Thanks! Basewear No Flap.7z BODY_F.blend 2 Link to post
dropkickinit Posted February 10 Share Posted February 10 im having the same issue with the pelt remove mod as ecobotstar it makes the lone wolf legs, top, and bottom all invisible like a chunk of my girl is missing but the other stuff works fine the flap removal is great if we could get a recolor to like black or something to make it look like panties that would be great Link to post
ShaolinKitsune Posted February 10 Share Posted February 10 11 minutes ago, dropkickinit said: im having the same issue with the pelt remove mod as ecobotstar it makes the lone wolf legs, top, and bottom all invisible like a chunk of my girl is missing but the other stuff works fine the flap removal is great if we could get a recolor to like black or something to make it look like panties that would be great I'll just make a quick video tutorial later for people who run into this issue. So that way they can put something that works on their system together. Mine doesn't screw with Toyo at all. So I'm at a loss as to why it works for some but not for others. 1 hour ago, etsorhtt said: @ShaolinKitsune I uploaded blend file with the body. For the normal maps I meant when exporting mesh back to game: Reveal hidden contents The "shine" changes but it's not a specular but a normal, I tested it quite a bit. It literally inverts inside out. More noticeable on back of fundoshi with mod enabled. This is what normal maps look like, they add depth to the model and react to light direction: Reveal hidden contents For the body, I was able to import it earlier, yeah it's split into tiny parts, probably to be able dynamically hide them depending on equipped armor. But yeah the issue with character textures is they're "baked" from your character creator settings, and wholly unique to your character in skintone/tattoos/marks/everything. @loxoss_ Alright, I'll check it out and add to the mod if all good! Edit: All good, hash is correct, I edited model to remove the top part just like with female version before. Thanks! Basewear No Flap.7z 20.79 kB · 7 downloads BODY_F.blend 3.52 MB · 1 download Awesome thanks for the model, See if I cant do some mesh editing that isnt god aweful. 1 Link to post
loxoss_ Posted February 10 Share Posted February 10 @etsorhtt Thanks for including it in your mod 😃 Link to post