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Nioh 2 - Modding Thread and Discussion -


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Posted

Kings, I come with a quick question. Is there any way to make the orange horns we get when using yokai skills, visible permanently? like an accessory?, or edit the accessory with purple horns so they actually look like natural horns and not an accessory?, we are in a game where our character is half yokai and never get the change to at least LOOK like one, permanently.

Thank you!

Posted

So I took a long look over the existing armors but I cannot find what I'm looking for. Anyone has any replacements for a pair of slim black leather boots (not the bulky types we currently have in game)? Or at least an idea which of the existing meshes are the easies to turn into that?

Posted
20 minutes ago, alpaca21 said:

not what I meant

I ask for Blender or any 3D modeling program not Photoshop

 

Sorry my bad! i forgot blender will use DDS textures nativly without a plug in.

you can import dds files in UV Editing mode

Posted
33 minutes ago, BreadSilent said:

 

Sorry my bad! i forgot blender will use DDS textures nativly without a plug in.

you can import dds files in UV Editing mode

Wait really?! HOLY SHIT!
Thanks, I'll try it later!

Posted
1 hour ago, alpaca21 said:

I drag and dropped the texture files but I don't get it, it just pink.

 

image.png.3e3364dd5c9972c5f58f7a4cbe0eadbf.png

Above the XYZ axis, press the buttons to change texture display on mesh. 

Posted

@Sodomeet Thanks for the mod suggestion, works really well in game :D  Just need a better bottom replacer to go along with the top (current flap isn't bad, just needs a bit more texture polish).

Awesome work guys, really appreciate the modding tool.  Game changer for me, literally :P
 

Spoiler

image.thumb.png.119acd5ae29dd13021ac680bbd055f67.png


This is one reason the flap needs a bit improvement lol:
 

Spoiler

image.thumb.png.329e6fa7c853ee5f830f37e281e98dc1.png


 

Posted

For the new titty mod, does anyone know how to go about making the texture shiny? I was using body markings for an oiled look before but that doesn't apply to the new tits.

Posted
1 hour ago, Azazellz said:

Are there tutorials on how to export / import models and textures from the game to blender?

 

Yes, the second post of the thread.

Posted
11 minutes ago, AkayukII said:

Is removing Fuku's hat really hard or something? I'm surprised there's still no mod that removes her hat.

 

I'm assuming that isn't a priority right now. Nude and skimpy mods come first.  Least here on loverslab. Try asking on Nexus.

Posted
6 hours ago, plas777 said:

For the new titty mod, does anyone know how to go about making the texture shiny? I was using body markings for an oiled look before but that doesn't apply to the new tits.

I wonder if there's any way you could use the rain texture. During rainy levels, the chest is shiny where the wrap would originally be, but the body isn't. I don't know too much about this, I just thought I'd mention it in hopes it'd help.

nioh2_mRiDLZ3K7a.png

Posted

Anyone knows what the .fmt file does? And how do I reflect the changes of that file ingame?

 

In my experiment on replacing vanilla meshes with something entirely different, the meshes exploded in game. When looking for a solution, I found out that, apart from stride value, there are a few differences in the .fmt files between the original mesh and the new mesh:

 

2053480515_Screenshot2021-03-06182544.jpg.2aa7a8e8c7384076005b2e868117b1ea.jpg

 

I assume these values are supposed to inform the engine where to find specific data in the buffer files. Since the file structure changed, maybe the game engine was trying to apply the old values to the new mesh, thus causing the issue? 

 

I wonder if the .fmt really matters. And if so, is there a way to force the engine to use the new file?

Posted
58 minutes ago, zaqwer said:

Anyone knows what the .fmt file does? And how do I reflect the changes of that file ingame?

 

In my experiment on replacing vanilla meshes with something entirely different, the meshes exploded in game. When looking for a solution, I found out that, apart from stride value, there are a few differences in the .fmt files between the original mesh and the new mesh:

 

I assume these values are supposed to inform the engine where to find specific data in the buffer files. Since the file structure changed, maybe the game engine was trying to apply the old values to the new mesh, thus causing the issue? 

 

I wonder if the .fmt really matters. And if so, is there a way to force the engine to use the new file?

the mesh might be exploding because of wrong vertex groups, i think they all have to be numbers starting from 0 and in the correct order

Posted
7 minutes ago, batteryjar said:

the mesh might be exploding because of wrong vertex groups, i think they all have to be numbers starting from 0 and in the correct order

Actually, I did adjust the vertex groups according to the original mesh, with identical naming, order, and corresponding body parts. Just double checked and it should be correct.

 

Now the closest answer I can think of is the information in the .fmt. file.

Posted
16 minutes ago, zaqwer said:

Actually, I did adjust the vertex groups according to the original mesh, with identical naming, order, and corresponding body parts. Just double checked and it should be correct.

 

Now the closest answer I can think of is the information in the .fmt. file.

i would try unassigning all verts from all vertex groups, then assign all verts to a single vertex group that you know it uses. should confirm if it's a vertex group problem.

 

also, cleaning vertex groups has helped me avoid explosions before

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