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Nioh 2 - Modding Thread and Discussion -


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Posted
On 5/12/2021 at 12:41 AM, psswitch520 said:

Can you make one armor set invisible? very thanks

We are planning to make that in the future, so please wait a little longer.

Posted
On 5/12/2021 at 12:58 AM, alpaca21 said:

Here are the alternative meshes for people who wants Murabito body replacer with thicker thigh until Murabito made it himself.

  Reveal hidden contents

image.png.2a9a4cbbb5210b600ba389b0c83f1061.png

 

 

It doesn't compatible with any equipment aside from the underpants.

Personally I don't recommend this, but if you're one of those people who can't wait for official thicker body (actually idk if Murabito will make thicker thigh version as well, assuming he will, I recommend to use his files instead in future). In mean time you can copy and replace this files into 00_FemaleBodyReplacer > meshes.

 

Thicker mesh.zip 1.07 MB · 45 downloads

P.S: Max weight slider for maximum thickery

For now, I'm not thinking of making my own thigh mod.
If you make a custom body, it seems to be difficult because all the mod equipment that will be added in the future will have to correspond to that body shape.
And now I have a mod I want to make, so I'm going to focus on making it.

 

I feel once again the greatness of the Body slide used in skyrim.

Posted

Any body know how to add texture transparency to certain equiment piece(like yamabushi robe)? I try to edit alpha channel of ps-t0, but just make it all black in game.

Posted
20 hours ago, cOJzZ said:

Any body know how to add texture transparency to certain equiment piece(like yamabushi robe)? I try to edit alpha channel of ps-t0, but just make it all black in game.

The best way to make it actually transparent when that happen for me is just edit the mesh, but assuming you're trying to edit the sleeves then that's impossible to do since it's in 4D innit?
Hmm, maybe try to experiment with other texture, like the t1, t2, t3- even t4, t5 if there's one.

Posted
9 hours ago, alpaca21 said:

The best way to make it actually transparent when that happen for me is just edit the mesh, but assuming you're trying to edit the sleeves then that's impossible to do since it's in 4D innit?
Hmm, maybe try to experiment with other texture, like the t1, t2, t3- even t4, t5 if there's one.

Thank you. Actually I tried to add new mesh to certain equipment piece, and want it to use a transparent texture(to make hair or  feather). Thanks to murabito11, let me know the that new added mesh's stride number should be the same as the original one, otherwise some textures won't work.

Posted
6 hours ago, murabito11 said:
  Hide contents

001.png.9f0d3d6a6975c1982843a98a1d01794c.png

This is the next mod to be released?
I'm planning to release another underwear and bathing suit set mod at the same time, although it will take a little more time since it still needs to be adjusted.
I haven't tried it out yet, but I plan to make this underwear and swimsuit mod so that it can be combined and swapped with other mods that I release.

 

I'm also going to have an option for the swimsuit and underwear mod that will make you naked when equipped.

This is... TOO SUBARASHIIII~~!! ❤️

I've always kinda have a thing with "tactical bikini" outfit, and this one hits it right out the park! Superb job, my man! I hope it replaces outfits that has not been modded before~

Thanks for sharing your awesome work~ :D

Posted
On 5/16/2021 at 2:54 PM, rurifan said:

doa6 ver nyotengu

Nice. Can you import other DOA5/6 girls and their costumes in Nioh 2? Maybe replace one of the Hiddy face preset.

Posted

Can anyone make high heels mod, please? I tried it myself by modifying UberGrainy's Genmei Flat, but the result looked really weird, no doubt because of my bad Blender skill.

Or maybe please help improve mine.

 

Thanks.

 

You need Murabito's Female Body Replacer to use it.

Just replace the meshes with mine.

 

nioh2 2021-05-17 20-51-59.png

GenmeiFlatsEdited.zip

Posted
24 minutes ago, ZReincarnation said:

This looks promising! Is it made based off murabito's body? if so I think he could help~

Ah no, it's based on TTAB, but it will support murabito's body

 

I just not sure how to merge the upperpart and still have proper UV, the upper body has 3 parts and the bottom one has 2 parts, is there an easy way so to keep the UV the way it is so when I merged them the texture will still appear properly?

Posted
10 hours ago, alpaca21 said:

Ah no, it's based on TTAB, but it will support murabito's body

 

I just not sure how to merge the upperpart and still have proper UV, the upper body has 3 parts and the bottom one has 2 parts, is there an easy way so to keep the UV the way it is so when I merged them the texture will still appear properly?

 

What do you mean to keep proper UV? Are these parts use the same texture? If so, just select them under object mode then ctr+j to combine to one object.

Posted
3 hours ago, cOJzZ said:

 

What do you mean to keep proper UV? Are these parts use the same texture? If so, just select them under object mode then ctr+j to combine to one object.

There are 2 meshes that actually use different texture, the breasts and the panties. It works fine by themself but once I merged them, the UV gonna get funky, same thing happen when I make the pleated miniskirt mod.

I guess I just have to make a peace and deal with it?

Posted
22 minutes ago, alpaca21 said:

There are 2 meshes that actually use different texture, the breasts and the panties. It works fine by themself but once I merged them, the UV gonna get funky, same thing happen when I make the pleated miniskirt mod.

I guess I just have to make a peace and deal with it?

I don't know much about blender, but I hope this helps:

https://blenderartists.org/t/join-objects-without-destroying-the-uvs/607674/6

Posted
4 hours ago, alpaca21 said:

There are 2 meshes that actually use different texture, the breasts and the panties. It works fine by themself but once I merged them, the UV gonna get funky, same thing happen when I make the pleated miniskirt mod.

I guess I just have to make a peace and deal with it?

I think you can solve this problem depending on how you write the .ini file?
For example, if you want two meshes and bodies with different textures used to be displayed in a single hash, you can fill in something like this.

 

[TextureOverrideUpperBody]
hash = xxxxxxxx
handling = skip
vb0 = ResourceBody_vb
ib = ResourceBody_ib
ps-t0 = ResourceBody_t0
ps-t1 = ResourceBody_t1
ps-t2 = ResourceBody_t2
ps-t4 = ResourceBody_t4
drawindexed = auto

 

vb0 = ResourceMeshes1_vb
ib = ResourceMeshes1_ib
ps-t0 = ResourceMeshes1_t0
ps-t1 = ResourceMeshes1_t1
ps-t2 = ResourceMeshes1_t2
ps-t4 = ResourceMeshes1_t4
drawindexed = auto

 

vb0 = ResourceMeshes2_vb
ib = ResourceMeshes2_ib
ps-t0 = ResourceMeshes2_t0
ps-t1 = ResourceMeshes2_t1
ps-t2 = ResourceMeshes2_t2
ps-t4 = ResourceMeshes2_t4
drawindexed = auto

 

If you specify different textures for ResourceMeshes1 and ResourceMeshes2, both textures will be displayed correctly even if they are different.

 

And in nioh2, there seem to be two patterns for the textures used.
One is the type that uses t0,t1,t3, and the other is the type that uses t0,t1,t2,t4.
In addition to this, there are also patterns where t5 and t8 are used to represent blood, but I think it is good to remember that roughly speaking, there are cases where t3 is used for the normal map and cases where t4 is used.
And since you can't mix these patterns, you need to dump and figure out once and for all which of these two patterns is used by the equipment that the mod is replacing.

Posted
2 hours ago, murabito11 said:

I think you can solve this problem depending on how you write the .ini file?
For example, if you want two meshes and bodies with different textures used to be displayed in a single hash, you can fill in something like this.

 

[TextureOverrideUpperBody]
hash = xxxxxxxx
handling = skip
vb0 = ResourceBody_vb
ib = ResourceBody_ib
ps-t0 = ResourceBody_t0
ps-t1 = ResourceBody_t1
ps-t2 = ResourceBody_t2
ps-t4 = ResourceBody_t4
drawindexed = auto

 

vb0 = ResourceMeshes1_vb
ib = ResourceMeshes1_ib
ps-t0 = ResourceMeshes1_t0
ps-t1 = ResourceMeshes1_t1
ps-t2 = ResourceMeshes1_t2
ps-t4 = ResourceMeshes1_t4
drawindexed = auto

 

vb0 = ResourceMeshes2_vb
ib = ResourceMeshes2_ib
ps-t0 = ResourceMeshes2_t0
ps-t1 = ResourceMeshes2_t1
ps-t2 = ResourceMeshes2_t2
ps-t4 = ResourceMeshes2_t4
drawindexed = auto

 

If you specify different textures for ResourceMeshes1 and ResourceMeshes2, both textures will be displayed correctly even if they are different.

 

And in nioh2, there seem to be two patterns for the textures used.
One is the type that uses t0,t1,t3, and the other is the type that uses t0,t1,t2,t4.
In addition to this, there are also patterns where t5 and t8 are used to represent blood, but I think it is good to remember that roughly speaking, there are cases where t3 is used for the normal map and cases where t4 is used.
And since you can't mix these patterns, you need to dump and figure out once and for all which of these two patterns is used by the equipment that the mod is replacing.

 

I can just add as many meshes as I want as long as it has proper structure?

 

What the solution about the stride? DOA6 has different strides on different meshes, while for example = Lonewolf in Nioh 2 has only one stride.

does it matter?

 

EDIT: I tried but the game said "failed to substantiate custom buffer."

Posted
3 hours ago, alpaca21 said:

 

I can just add as many meshes as I want as long as it has proper structure?

 

What the solution about the stride? DOA6 has different strides on different meshes, while for example = Lonewolf in Nioh 2 has only one stride.

does it matter?

 

EDIT: I tried but the game said "failed to substantiate custom buffer."

What was written there was just an example of how to write it to show how to read multiple meshes.

If you want to use it, use
hash = xxxxxxxx
This part should contain the hash of the equipment you want to modify in the mod.
You will also need to assign textures to other resources such as ResourceMeshes1_t0.

 

I haven't tried to display too many meshes at the same time, so I don't know the details, but I think that it will probably be displayed without any problem unless it is displayed too much.


Before we get into how to change the value of stride, there is something to note.
The stride value in the .vb.ib you use for the mod must be the same as the value of the equipment before the mod.
For example, if you want to change Shinobi Robes to a mod, the stride of Shinobi Robes is 56, so you need to set the stride of the vb and ib you are making to 56 as well.
Even if you want to display multiple meshes, you need to set the stride value of all meshes to 56 (my body mod also needs to be changed to 56 if you want to use it with Shinobi Robes).

The way I change the stride value is to first dump the original equipment before replacing it with the mod, and then import it into blender.
Then, using the imported object as the parent, I combine it with the object whose stride I want to change.
For example, if you imported Shinobi Robes, you would first select the object whose stride you want to change, then select the additional Shinobi Robes you imported, and then merge them together.
If you then delete just the Shinobi Robes part, the stride will be treated as 56 the same as Shinobi Robes.

 

The value of stride is shown in the custom properties of blender's object information, but just changing it here manually does not seem to work correctly in the game.

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