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On 12/20/2021 at 5:36 AM, Elsenrail2751 said:

Hello, I've been using this mod https://www.nexusmods.com/nioh2/mods/177?tab=files with this https://www.nexusmods.com/nioh2/mods/166 for a while now and notice some clipping on the panties at the left side. Is there a way to fix this or replace it with the fundoshi from the body replacer mod? This is the link of the cropped screen shot https://ibb.co/Qp3554M. I cant seem to use the "insert image" tool

 

see if this works. i replaced the hakama mesh and added the body replacer underwear mesh and modified the .ini file to use them

01_Shinobi Robes.zip

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  • 2 weeks later...
On 11/18/2021 at 2:12 AM, pewposterous said:

I'm trying to get texture/mesh dumps but im not sure what im doing wrong. When i follow the guide on the 1st page all i get in the FrameAnalysis folder is a jpg, log.txt and a deduped folder with a single jpg.

 

 

 

 

 

So this is exactly what's happening to me, does anyone know what I'm doing wrong?

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  • 2 weeks later...
On 11/26/2021 at 5:23 PM, bluejay4 said:

hi everyone. in regard to custom armor meshes with the body visible, im not sure if anyone is still trying to do this, but since i struggled a lot with it myself, i thought i should post a guide here for others who might want to try it. i apologize in advance if my format is bad or anything, i dont normally write guides or post on forums. also apologies if my terminology is incorrect. anyway hopefully this is helpful to someone.

 

huge thanks to murabito11 and everyone here for sharing their work and knowledge about modding this game. 

 

How to Make Armor Edits with Visible Body Underneath

armor_mod.png.b32beeb20eba3f63000a40005bad9282.png

note: the custom body and chest armor are mods that already exist from murabito. they can be found here https://www.nexusmods.com/nioh2/mods/166https://www.nexusmods.com/nioh2/mods/171. the leg armor is the end result of this guide.

 

Frame Analysis/Dumping

although frame analysis may be straightforward for some, and it is already covered in etsorhtt's guide, ill start from the top anyway just to fully explain my workflow.

  Reveal hidden contents

1. start up Nioh 2 with Mod Enabler installed and find and equip the model you wish to edit. for this guide, i will be using the Sohaya Garb leg armor.

 

armor.thumb.png.dafc8876ecbfcea1cf337a8079d4e9f3.png

 

2. turn on hunting mode (0 key on numpad) and cycle through vertex buffers (numpad / and numpad *) until the piece of equipment you wish to edit turns invisible (it doesnt matter if other things turn invisible as well, as long as the piece u want to edit turns invisible then it is good). copy the hash (numpad -) and paste it somewhere as we will be using it later.

 

armor_vb.thumb.png.ef4960ae24f0f8ff04acb1899d9729b0.png

 

now reset the hunting mode selections (numpad +) and do the same thing for the pixel shaders (numpad 1 and numpad 2, numpad 3 to save hash) of the part of the model you wish to edit.

 

armor_ps.thumb.png.a967ad8c68b4567d619c8ccaaa79467b.png

 

3. now minimize Nioh 2 and navigate to your Nioh2/Mods folder, create a new folder and name it whatever you want to name your mod. i will name mine SohayaGarb.

 

f1.png.2842df315b706045daf196771b051b8f.png

 

4. create a text file in your new folder and name it whatever you want to name your mod. (make sure to save it as "All Files" and with the extension ".ini").

 

5. although not necessary, i will be creating a "meshes" folder and a "textures" in the new folder to keep things tidy.

 

f2.png.c5c918cb287e60a9c9bc9458f69f61dc.png

 

6. now open your .ini file and type the following.

 

[ShaderOverrideSohayaGarb]
hash = a38c98c7c7c31931
run = CommandListN2Dump

 

replace "SohayaGarb" with whatever you want to name it, and for hash put the pixel shader you copied ealier and save the file.

 

7. now go back to your Nioh 2 game window and press F10 to reload the mods (this will also read the new mod folder you just created).

 

8. turn on hunting mode (numpad 0) and reset it (numpad +).

 

9. with hunting mode still on, press F8 to perform frame analysis. this will create a new folder in your Nioh2 directory called "FrameAnalysis-" followed by a date and some numbers. i renamed this folder so i know what it is.

 

10. open this folder. if all goes well, you should see a bunch of .dds and .txt files, among some others. the main ones we are looking for are the .txt files that contain the pixel shader hash that we copied. these are what we will be loading into blender in the next steps.

 

f3-1.png.b8a3128042c2ff00a8e9e6b10cfda381.png

 

11. we can also grab the .dds files while we are here. these are the texture files for the models. you may need a software like paint.net to open/view these files. in my case there are only 3 .dds files, so i know these are the right ones. i will take these files and move them into my new textures folder within my mod. i will also rename them.

 

f5.png.668b7f6bbd45d0011b1f868b099ee2ae.png

 

i am not sure what versions of blender work for this, but i am using v2.79 which can be found here https://download.blender.org/release/Blender2.79/ (i am on Windows 10, 64 bit. i downloaded blender-2.79-windows64.msi).


before you can import/export these files in blender, you need to have the 3dmigoto blender addon which can be found here https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py

 

download this file and place it in your equivalent of this path C:\Users\YOURNAME\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons.
now open up blender and go to file -> user preferences -> add-ons and find the Import-Export:3DMigoto addon and click the checkbox to enable it. now blender should be good to go.

 

Importing/Exporting in Blender

  Reveal hidden contents

1. go to file -> import -> 3DMigoto frame analysis dump

 

bm1.png.9a97ec5fd0a425402aab836b52645c44.png

 

2. navigate to your FrameAnalysis folder and look for the .txt files that ends in the pixel shader hash you copied earlier. select all these files and import.

 

bm2.png.a70a9dee8b1597f24b6eb7c19845a28a.png


3. import the body model you wish to use. i am using murabito's body model (specifically i am using the body meshes found in murabito's Nyotengu Schoolgirl Strikers mod since they are already conveniently grouped. it can be found here https://www.nexusmods.com/nioh2/mods/189). since this model is not from a FrameAnalysis, i will use the 3DMigoto raw buffers import option.

 

bm3.png.21ee3d50e9ca8040a68b6f8836fe314f.png


4. edit the mesh how you would like. i just removed the pants part

 

be1.png.291b6a7b012d201f63d7f9ea13b4f4d8.png


5. once you are satisfied with your changes, export the model (just the equipment, not the body). to do this, go to object mode and select the model then go to file -> export -> 3DMigoto raw buffers. export this file to the meshes folder within your new mod folder.

 

f4.png.2e22062dc432bd5eb7097340d310ae22.png

 

Transferring Weights for the Body

 

this is a bit of a tedious process which involves comparing the original armor mesh's weights to the body mesh's weights and then shifting around the body mesh's weights to match the armor. i find it easiest to have 2 instances of blender open, one for the armor and one for the body.

  Reveal hidden contents

1. open up a new instance of blender and import the armor from the FrameAnalysis folder (the original model, not the modified one that you exported earlier).

 

2. open up another instance of blender and import the body that you will be using.

 

bd1.thumb.png.7e2be2c53ff6935dbc7da914a25618fd.png

 

do the following for both new blender instances:

 

3. select the model and then change from Object Mode to Weight Paint.

 

bw1.png.e89e177c8dbe2a8ac2da2d3ca92e0462.png

 

4. on the right side, in the properties toolbar, click on the Object Data tab.


5. under the vertex groups section, scroll up and select the top vertex group (it should be 0).

 

bw2-1.png.0b20f40e889ca2002e6e53d432485ada.png

note: actual weights are only found every 3rd vertex group (ex: 0, 3, 6, etc...), but all empty vertex groups between actual weight vertex groups are necessary.

 

6. this is where it gets tedious. you will have to manually compare the weights by eye between the armor and the body, and then rename and reorder the body weights to match as close as possible to the armor weights. the armor will most likely always have more vertex groups than the body, but that is ok.

 

bd2.thumb.png.37ee99d514f80f8e73991f1be502dca9.png

the above image demonstrates the goal of the weight transferring. as you can see, the vertex group 0 for both the pants (left )and the body (right) share the same region of weights.

 

bd3.thumb.png.9c9b16d8174d9bbf2d4b9b25b058234c.png

this image demonstrates a mismatch which will cause the bones to freak out in game if left as they are.

 

bd4.thumb.png.384545c1bd5680c90ff430f89f3c1206.png

here we can see that the vertex group 18 for the body contains the weights that are in vertex group 21 for the Sohaya Garb leg armor. we will need to adjust the body vertex group (right side) to match the leg armor (left side).

 

to do this, we can simply double click on the vertex groups that we need to shift around and rename them appropriately. after renaming, we can then shift them up and down using the arrows on the right side.

 

bw31.png.465a2d5f4076110a2e4fb7270ac20f4e.png

in this image i have renamed the vertex group 21 to 21_temp, and then renamed 18 to 21. the next step will be to click the down arrow to move the new 21 into its proper place. after that i will create an empty vertex group and rename it to 18.

 

you will have to repeat this process for all of the body's vertex groups that contain weights. if there are any weight regions that appear on the body that do not appear on the armor, you are likely safe in simply deleting them and replacing them with a new, empty vertex group.

 

if a body vertex group ends up being a very high number, for example say that the leg armor vertex group was 90, and the matching body vertex group was 18, you would have to rename 18 to 90 and then create vertex groups all the way up to 90, leaving them empty if there are no matching weight regions.

 

alternatively, if the highest matching vertex group is 30, and no groups above that match any weight regions, then 30 is the highest group you need for the body, even if the armor has 100+ vertex groups.

 

note: we dont need to adjust the armor's vertex groups. only the body's vertex groups.

 

once you have matched the vertex groups, you can then export the body mesh. file -> export -> 3DMigoto raw buffers. export this file to the meshes folder within your new mod folder.

 

Making the .ini File

  Reveal hidden contents

it may be easiest to just share the .ini file that i have. for the most part you can probably just copy-paste this and just change the parts that you need to (hashes, names).

 

as murabito discovered and stated earlier in this thread, you can display different meshes with different textures within the same hash by using the format seen below.

 

also you may notice that the ResourceBody lines reference another folder. this is because i have murabito's body mod installed and am referencing that. you could alternatively just copy the textures into your texture folder and reference them there.

[ShaderOverrideSohayaGarb]
hash = a38c98c7c7c31931
run = CommandListN2General
checktextureoverride = ib
allow_duplicate_hash = true

[TextureOverrideSohayaGarbLower]
hash = 2a8f4afe
match_first_index = 0
handling = skip
vb0 = ResourceSohayaGarbLowerVB
ib = ResourceSohayaGarbLowerIB
ps-t0 = ResourceSohayaGarbLower_t0
ps-t1 = ResourceSohayaGarbLower_t1
ps-t3 = ResourceSohayaGarbLower_t3
drawindexed = auto

vb0 = ResourceBodyLowerVB
ib = ResourceBodyLowerIB
ps-t0 = ResourceBody_t0
ps-t1 = ResourceBody_t1
ps-t2 = ResourceBody_t2
ps-t3 = ResourceBody_t3
drawindexed = auto

[ResourceSohayaGarbLowerVB]
type = Buffer
stride = 48
format = DXGI_FORMAT_R16_UINT
filename = meshes\SohayaGarbLower.vb

[ResourceSohayaGarbLowerIB]
type = Buffer
stride = 48
format = DXGI_FORMAT_R16_UINT
filename = meshes\SohayaGarbLower.ib

[ResourceBodyLowerVB]
type = Buffer
stride = 48
format = DXGI_FORMAT_R16_UINT
filename = meshes\BodyLower.vb

[ResourceBodyLowerIB]
type = Buffer
stride = 48
format = DXGI_FORMAT_R16_UINT
filename = meshes\BodyLower.ib

[ResourceSohayaGarbLower_t0]
filename = textures\SohayaGarbLower_t0.dds
[ResourceSohayaGarbLower_t1]
filename = textures\SohayaGarbLower_t1.dds
[ResourceSohayaGarbLower_t3]
filename = textures\SohayaGarbLower_t3.dds

[ResourceBody_t0]
filename = ..\00_FemaleBodyReplacer\textures\equipbody_t0.dds
[ResourceBody_t1]
filename = ..\00_FemaleBodyReplacer\textures\body_t1.dds
[ResourceBody_t2]
filename = ..\00_FemaleBodyReplacer\textures\equipbody_t2.dds
[ResourceBody_t3]
filename = ..\00_FemaleBodyReplacer\textures\body_t3.dds

 


another important thing to note is that, as far as i can tell, you can only add the body mesh to armors that have a stride value of 48. if you try to add a body (stride 48) to armor that has stride 60, for example, the body will just glitch out. unfortunately this is quite a big limitation as much of the armor does not have a stride value of 48. im not sure if there is a workaround for this, but so far i have been unable to solve it.

 

you can find out the stride of a model by opening the .fmt file in a text editor.

 

Edit: actually i think i just realized a workaround for this stride mismatch issue: simply join the body mesh to the armor mesh in blender (select body first then select armor and press ctrl+j), and then in edit mode delete the armor mesh so that just the body mesh is remaining. then you can export this mesh as the body, and i believe it should now have whatever stride value the armor had.

 

anyway after editing and saving the .ini file, you should be able to press F10 in game to reload the mods and F2 to toggle mods on and if all went well, it should work. if the textures look off, you may need to mess around with them in the .ini file (sometimes you need to remove ps-t1 or rename ps-t3 to ps-t4 or vice versa).

 

if i was unclear at any part or didnt go into enough detail, let me know and ill see if i can fix it.

 

hope this helps, and again huge credit and thanks to murabito11

I wanted to edit the rear cloth flap on the Onmyo Hunting Hakama to work with one of the bigger bottoms for the body replacer made by Snakegaidenx, because the butt is clipping through, but Blender is just telling me off with "positions are 4D" fatal error. Is that armor piece unmodifiable or am I making a mistake? I'm sure I followed to the letter, but the FrameAnalysis dump folder I end up with doesn't have just two txt files with the hash I need, it has 4. 2 with ib and 2 with vb0, with numeral prefixes 000011 and 000012.

I tried to import both sets, mix them, even all of them at once.

Always getting "positions are 4D" error...

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more edits to darkstarsword's blender plugin here - hope its not too buggy

- works on blender 3.0

- added separate export button that generates an .ini file for you

- added method of matching vertex groups automatically

- added method of transferring 3dmigoto data between objects

 

simple usage guide:

 

showing how to use automatic vertex group matching

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On 1/27/2022 at 5:41 AM, batteryjar said:

more edits to darkstarsword's blender plugin here - hope its not too buggy

- works on blender 3.0

- added separate export button that generates an .ini file for you

- added method of matching vertex groups automatically

- added method of transferring 3dmigoto data between objects

 

simple usage guide:

 

showing how to use automatic vertex group matching

Is this for Blender 3.0.0 or Blender 3.0.1?

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On 1/20/2022 at 7:23 AM, MRaz said:

I wanted to edit the rear cloth flap on the Onmyo Hunting Hakama to work with one of the bigger bottoms for the body replacer made by Snakegaidenx, because the butt is clipping through, but Blender is just telling me off with "positions are 4D" fatal error. Is that armor piece unmodifiable or am I making a mistake? I'm sure I followed to the letter, but the FrameAnalysis dump folder I end up with doesn't have just two txt files with the hash I need, it has 4. 2 with ib and 2 with vb0, with numeral prefixes 000011 and 000012.

I tried to import both sets, mix them, even all of them at once.

Always getting "positions are 4D" error...

unfortunately i dont think you can import pieces that have certain physics to them, such as the onmyo hakama flaps. i have also noticed this with the swordsman, dreaming demon, and ferryman chest armor. same error as you stated "4D positions..." i am not aware of any workaround at this time.

Edited by bluejay4
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Request:

I've seen a lot of people express dissatisfaction at how blocky most armor/clothing looks on female characters. There are very few torso armors that have good feminine proportions. But the Onmyo Warrior's Cuirass is one of those few good ones, in terms of proportion and silhouette. It also has incredibly detailed textures compared to the Shrine Maiden torso armors, which have decent silhouettes but worse texture than my toilet paper. The only catch about the Onmyo Warrior's Cuirass? The cloth portion is just painfully true-blue.

 

So, I'm wondering whether someone would be willing to recolor the blue cloth portions of the cuirass (both the backing and the floral patterns) to white, perhaps the same shade of white that appears on the cuirass's collar. Optimally, I'd also want the blue studs on the chestplate, the blue stitching on the shoulders and the sides, and the teal beads on the necklace to be recolored to black, but maybe that is too much to ask for.

 

A couple shots of the cuirass. You can see how it has that proper slim waist, even when worn with these rather tight modded pants.

https://i.imgur.com/iRziAsQ.jpg

https://i.imgur.com/mmwi2Q6.jpg

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4 hours ago, xxmartinxx said:

Hi is anyone know how to move the tassel to the correct position? I try to move the position in blender but it seems nothing change at all(im newbie in blender lol)

select the tassel and press ctrl+A and apply location. the exporter doesn't convert the mesh to global space for some reason, so use edit mode to move the mesh around if you don't want to keep applying location

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On 11/26/2021 at 8:23 AM, bluejay4 said:

hi everyone. in regard to custom armor meshes with the body visible, im not sure if anyone is still trying to do this, but since i struggled a lot with it myself, i thought i should post a guide here for others who might want to try it. i apologize in advance if my format is bad or anything, i dont normally write guides or post on forums. also apologies if my terminology is incorrect. anyway hopefully this is helpful to someone.

 

huge thanks to murabito11 and everyone here for sharing their work and knowledge about modding this game. 

 

How to Make Armor Edits with Visible Body Underneath

armor_mod.png.b32beeb20eba3f63000a40005bad9282.png

note: the custom body and chest armor are mods that already exist from murabito. they can be found here https://www.nexusmods.com/nioh2/mods/166https://www.nexusmods.com/nioh2/mods/171. the leg armor is the end result of this guide.

 

Frame Analysis/Dumping

although frame analysis may be straightforward for some, and it is already covered in etsorhtt's guide, ill start from the top anyway just to fully explain my workflow.

  Reveal hidden contents

1. start up Nioh 2 with Mod Enabler installed and find and equip the model you wish to edit. for this guide, i will be using the Sohaya Garb leg armor.

 

armor.thumb.png.dafc8876ecbfcea1cf337a8079d4e9f3.png

 

2. turn on hunting mode (0 key on numpad) and cycle through vertex buffers (numpad / and numpad *) until the piece of equipment you wish to edit turns invisible (it doesnt matter if other things turn invisible as well, as long as the piece u want to edit turns invisible then it is good). copy the hash (numpad -) and paste it somewhere as we will be using it later.

 

armor_vb.thumb.png.ef4960ae24f0f8ff04acb1899d9729b0.png

 

now reset the hunting mode selections (numpad +) and do the same thing for the pixel shaders (numpad 1 and numpad 2, numpad 3 to save hash) of the part of the model you wish to edit.

 

armor_ps.thumb.png.a967ad8c68b4567d619c8ccaaa79467b.png

 

3. now minimize Nioh 2 and navigate to your Nioh2/Mods folder, create a new folder and name it whatever you want to name your mod. i will name mine SohayaGarb.

 

f1.png.2842df315b706045daf196771b051b8f.png

 

4. create a text file in your new folder and name it whatever you want to name your mod. (make sure to save it as "All Files" and with the extension ".ini").

 

5. although not necessary, i will be creating a "meshes" folder and a "textures" in the new folder to keep things tidy.

 

f2.png.c5c918cb287e60a9c9bc9458f69f61dc.png

 

6. now open your .ini file and type the following.

 

[ShaderOverrideSohayaGarb]
hash = a38c98c7c7c31931
run = CommandListN2Dump

 

replace "SohayaGarb" with whatever you want to name it, and for hash put the pixel shader you copied ealier and save the file.

 

7. now go back to your Nioh 2 game window and press F10 to reload the mods (this will also read the new mod folder you just created).

 

8. turn on hunting mode (numpad 0) and reset it (numpad +).

 

9. with hunting mode still on, press F8 to perform frame analysis. this will create a new folder in your Nioh2 directory called "FrameAnalysis-" followed by a date and some numbers. i renamed this folder so i know what it is.

 

10. open this folder. if all goes well, you should see a bunch of .dds and .txt files, among some others. the main ones we are looking for are the .txt files that contain the pixel shader hash that we copied. these are what we will be loading into blender in the next steps.

 

f3-1.png.b8a3128042c2ff00a8e9e6b10cfda381.png

 

11. we can also grab the .dds files while we are here. these are the texture files for the models. you may need a software like paint.net to open/view these files. in my case there are only 3 .dds files, so i know these are the right ones. i will take these files and move them into my new textures folder within my mod. i will also rename them.

 

f5.png.668b7f6bbd45d0011b1f868b099ee2ae.png

 

i am not sure what versions of blender work for this, but i am using v2.79 which can be found here https://download.blender.org/release/Blender2.79/ (i am on Windows 10, 64 bit. i downloaded blender-2.79-windows64.msi).


before you can import/export these files in blender, you need to have the 3dmigoto blender addon which can be found here https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py

 

download this file and place it in your equivalent of this path C:\Users\YOURNAME\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons.
now open up blender and go to file -> user preferences -> add-ons and find the Import-Export:3DMigoto addon and click the checkbox to enable it. now blender should be good to go.

 

Importing/Exporting in Blender

  Reveal hidden contents

1. go to file -> import -> 3DMigoto frame analysis dump

 

bm1.png.9a97ec5fd0a425402aab836b52645c44.png

 

2. navigate to your FrameAnalysis folder and look for the .txt files that ends in the pixel shader hash you copied earlier. select all these files and import.

 

bm2.png.a70a9dee8b1597f24b6eb7c19845a28a.png


3. import the body model you wish to use. i am using murabito's body model (specifically i am using the body meshes found in murabito's Nyotengu Schoolgirl Strikers mod since they are already conveniently grouped. it can be found here https://www.nexusmods.com/nioh2/mods/189). since this model is not from a FrameAnalysis, i will use the 3DMigoto raw buffers import option.

 

bm3.png.21ee3d50e9ca8040a68b6f8836fe314f.png


4. edit the mesh how you would like. i just removed the pants part

 

be1.png.291b6a7b012d201f63d7f9ea13b4f4d8.png


5. once you are satisfied with your changes, export the model (just the equipment, not the body). to do this, go to object mode and select the model then go to file -> export -> 3DMigoto raw buffers. export this file to the meshes folder within your new mod folder.

 

f4.png.2e22062dc432bd5eb7097340d310ae22.png

 

Transferring Weights for the Body

 

this is a bit of a tedious process which involves comparing the original armor mesh's weights to the body mesh's weights and then shifting around the body mesh's weights to match the armor. i find it easiest to have 2 instances of blender open, one for the armor and one for the body.

  Reveal hidden contents

1. open up a new instance of blender and import the armor from the FrameAnalysis folder (the original model, not the modified one that you exported earlier).

 

2. open up another instance of blender and import the body that you will be using.

 

bd1.thumb.png.7e2be2c53ff6935dbc7da914a25618fd.png

 

do the following for both new blender instances:

 

3. select the model and then change from Object Mode to Weight Paint.

 

bw1.png.e89e177c8dbe2a8ac2da2d3ca92e0462.png

 

4. on the right side, in the properties toolbar, click on the Object Data tab.


5. under the vertex groups section, scroll up and select the top vertex group (it should be 0).

 

bw2-1.png.0b20f40e889ca2002e6e53d432485ada.png

note: actual weights are only found every 3rd vertex group (ex: 0, 3, 6, etc...), but all empty vertex groups between actual weight vertex groups are necessary.

 

6. this is where it gets tedious. you will have to manually compare the weights by eye between the armor and the body, and then rename and reorder the body weights to match as close as possible to the armor weights. the armor will most likely always have more vertex groups than the body, but that is ok.

 

bd2.thumb.png.37ee99d514f80f8e73991f1be502dca9.png

the above image demonstrates the goal of the weight transferring. as you can see, the vertex group 0 for both the pants (left )and the body (right) share the same region of weights.

 

bd3.thumb.png.9c9b16d8174d9bbf2d4b9b25b058234c.png

this image demonstrates a mismatch which will cause the bones to freak out in game if left as they are.

 

bd4.thumb.png.384545c1bd5680c90ff430f89f3c1206.png

here we can see that the vertex group 18 for the body contains the weights that are in vertex group 21 for the Sohaya Garb leg armor. we will need to adjust the body vertex group (right side) to match the leg armor (left side).

 

to do this, we can simply double click on the vertex groups that we need to shift around and rename them appropriately. after renaming, we can then shift them up and down using the arrows on the right side.

 

bw31.png.465a2d5f4076110a2e4fb7270ac20f4e.png

in this image i have renamed the vertex group 21 to 21_temp, and then renamed 18 to 21. the next step will be to click the down arrow to move the new 21 into its proper place. after that i will create an empty vertex group and rename it to 18.

 

you will have to repeat this process for all of the body's vertex groups that contain weights. if there are any weight regions that appear on the body that do not appear on the armor, you are likely safe in simply deleting them and replacing them with a new, empty vertex group.

 

if a body vertex group ends up being a very high number, for example say that the leg armor vertex group was 90, and the matching body vertex group was 18, you would have to rename 18 to 90 and then create vertex groups all the way up to 90, leaving them empty if there are no matching weight regions.

 

alternatively, if the highest matching vertex group is 30, and no groups above that match any weight regions, then 30 is the highest group you need for the body, even if the armor has 100+ vertex groups.

 

note: we dont need to adjust the armor's vertex groups. only the body's vertex groups.

 

once you have matched the vertex groups, you can then export the body mesh. file -> export -> 3DMigoto raw buffers. export this file to the meshes folder within your new mod folder.

 

Making the .ini File

  Reveal hidden contents

it may be easiest to just share the .ini file that i have. for the most part you can probably just copy-paste this and just change the parts that you need to (hashes, names).

 

as murabito discovered and stated earlier in this thread, you can display different meshes with different textures within the same hash by using the format seen below.

 

also you may notice that the ResourceBody lines reference another folder. this is because i have murabito's body mod installed and am referencing that. you could alternatively just copy the textures into your texture folder and reference them there.

[ShaderOverrideSohayaGarb]
hash = a38c98c7c7c31931
run = CommandListN2General
checktextureoverride = ib
allow_duplicate_hash = true

[TextureOverrideSohayaGarbLower]
hash = 2a8f4afe
match_first_index = 0
handling = skip
vb0 = ResourceSohayaGarbLowerVB
ib = ResourceSohayaGarbLowerIB
ps-t0 = ResourceSohayaGarbLower_t0
ps-t1 = ResourceSohayaGarbLower_t1
ps-t3 = ResourceSohayaGarbLower_t3
drawindexed = auto

vb0 = ResourceBodyLowerVB
ib = ResourceBodyLowerIB
ps-t0 = ResourceBody_t0
ps-t1 = ResourceBody_t1
ps-t2 = ResourceBody_t2
ps-t3 = ResourceBody_t3
drawindexed = auto

[ResourceSohayaGarbLowerVB]
type = Buffer
stride = 48
format = DXGI_FORMAT_R16_UINT
filename = meshes\SohayaGarbLower.vb

[ResourceSohayaGarbLowerIB]
type = Buffer
stride = 48
format = DXGI_FORMAT_R16_UINT
filename = meshes\SohayaGarbLower.ib

[ResourceBodyLowerVB]
type = Buffer
stride = 48
format = DXGI_FORMAT_R16_UINT
filename = meshes\BodyLower.vb

[ResourceBodyLowerIB]
type = Buffer
stride = 48
format = DXGI_FORMAT_R16_UINT
filename = meshes\BodyLower.ib

[ResourceSohayaGarbLower_t0]
filename = textures\SohayaGarbLower_t0.dds
[ResourceSohayaGarbLower_t1]
filename = textures\SohayaGarbLower_t1.dds
[ResourceSohayaGarbLower_t3]
filename = textures\SohayaGarbLower_t3.dds

[ResourceBody_t0]
filename = ..\00_FemaleBodyReplacer\textures\equipbody_t0.dds
[ResourceBody_t1]
filename = ..\00_FemaleBodyReplacer\textures\body_t1.dds
[ResourceBody_t2]
filename = ..\00_FemaleBodyReplacer\textures\equipbody_t2.dds
[ResourceBody_t3]
filename = ..\00_FemaleBodyReplacer\textures\body_t3.dds

 


another important thing to note is that, as far as i can tell, you can only add the body mesh to armors that have a stride value of 48. if you try to add a body (stride 48) to armor that has stride 60, for example, the body will just glitch out. unfortunately this is quite a big limitation as much of the armor does not have a stride value of 48. im not sure if there is a workaround for this, but so far i have been unable to solve it.

 

you can find out the stride of a model by opening the .fmt file in a text editor.

 

Edit: actually i think i just realized a workaround for this stride mismatch issue: simply join the body mesh to the armor mesh in blender (select body first then select armor and press ctrl+j), and then in edit mode delete the armor mesh so that just the body mesh is remaining. then you can export this mesh as the body, and i believe it should now have whatever stride value the armor had.

 

anyway after editing and saving the .ini file, you should be able to press F10 in game to reload the mods and F2 to toggle mods on and if all went well, it should work. if the textures look off, you may need to mess around with them in the .ini file (sometimes you need to remove ps-t1 or rename ps-t3 to ps-t4 or vice versa).

 

if i was unclear at any part or didnt go into enough detail, let me know and ill see if i can fix it.

 

hope this helps, and again huge credit and thanks to murabito11

 

Hey all, does anyone know if this method work with like, just the default body?
And if so, how would I go about finding the default body mesh to compare the weights?

 

Or what if I download a modded body to compare weights, but keep it disabled in the mod loader? Would the game load the default body below?

I'm terrible with modding. Would appreciate if anyone can tell me; else I'll just try to brute-force it myself

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10 hours ago, Xtengu said:

Is there a way to use any custom color as your skin color? The game only allows using natural colors, but you can't do something like a red or purple character.

 

Anyone know a way?

There's a guide on Steam that lists some character codes with custom colours. You can grab the char code from there, then copy the skin tone to your character.

 

I think he used CE to edit the RGB codes.

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Can anyone here help me please ?

I have been using Female Body Replacer by murabito recently and now i don't know what happen to my character ear ?

I've tried reinstall the game and turn off any mods but it doesn't work the ear still like this even though I am not installing any mods 

I am so glad if anybody here can give me any fix or solutions

 

nioh2 2022-02-16 09-43-54.png

nioh2 2022-02-16 09-45-16.png

Edited by Nicolas711
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  • 1 month later...
  • 2 weeks later...
On 1/27/2022 at 5:41 AM, batteryjar said:

more edits to darkstarsword's blender plugin here - hope its not too buggy

- works on blender 3.0

- added separate export button that generates an .ini file for you

- added method of matching vertex groups automatically

- added method of transferring 3dmigoto data between objects

 

simple usage guide:

 

showing how to use automatic vertex group matching

 

 

is this working on Blender 3.1.2?? 

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