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Posted
3 hours ago, imrulkays1 said:

 

Thank you I solved the problem. I was messing it up in blender. Anyways does anyone know how to import player model from game to blender? Frame analysis imports nothing when I try to dump :( 

Personnaly , I use blender v.3.1.0 with this plugin https://github.com/Mawpius/3d-fixes/blob/master/blender_3dmigoto.py

If you didn't see it, the explanation to dump meshes or textures are on page 1:

But if you need more explanations, or if it is still not working after that I'd be happy to help

Posted
5 hours ago, lasnus said:

Personnaly , I use blender v.3.1.0 with this plugin https://github.com/Mawpius/3d-fixes/blob/master/blender_3dmigoto.py

If you didn't see it, the explanation to dump meshes or textures are on page 1:

But if you need more explanations, or if it is still not working after that I'd be happy to help

Oh sorry. I failed to explain the problem properly again. I can dump armor and weapons just fine. I am having problem with dumping naked body models. I want to adjust some neck openings but cant get it right because I have to basically guess how big the neck circumference is. I really appreciate your willingness to help. Thank you. :)  

Posted
4 hours ago, imrulkays1 said:

Oh sorry. I failed to explain the problem properly again. I can dump armor and weapons just fine. I am having problem with dumping naked body models. I want to adjust some neck openings but cant get it right because I have to basically guess how big the neck circumference is. I really appreciate your willingness to help. Thank you. :)  

Ok so if u can dump armors I'm assuming u are familiar with the process. Dumping the body is the same thing basically, u need to unequip every visible piece of armor.

Then find the right pixel shader of the naked body and the right vertex buffer of the body parts you are interested in, in hunting mode.

Then configure the ini correctly then press F8 to dump.

Also you need to be carefull if u have DLSS or motionblur options activated, the shaders numbers can be different if one or the other or both options are activated.

If you still can't see dumped files, be sure to disable every mod u are using, so that only the ini file of the body u want to dump is active.

If it doesn't still dump the files, it might be an issue with the d3dx.ini config.

In that case, tell me what body part u are trying to dump so that I can try it on my end to see if it works.

Posted
21 hours ago, lasnus said:

Ok so if u can dump armors I'm assuming u are familiar with the process. Dumping the body is the same thing basically, u need to unequip every visible piece of armor.

Then find the right pixel shader of the naked body and the right vertex buffer of the body parts you are interested in, in hunting mode.

Then configure the ini correctly then press F8 to dump.

Also you need to be carefull if u have DLSS or motionblur options activated, the shaders numbers can be different if one or the other or both options are activated.

If you still can't see dumped files, be sure to disable every mod u are using, so that only the ini file of the body u want to dump is active.

If it doesn't still dump the files, it might be an issue with the d3dx.ini config.

In that case, tell me what body part u are trying to dump so that I can try it on my end to see if it works.

Whenever I try to do anything that involves rogue armors arms, things get messed up. I didnt do any editing in blender except for removing one pauldron. I didnt change anything else. I didnt remove any vertices or anything like that. I just removed the pauldron. Then I imported it to the game and this is how it looks. I followed Mawpius' tutorial perfectly. I dont know what I am doing wrong. 

 

Interestingly I can edit the torso area with no problems. Any help? Thanks.

Ekran görüntüsü 2022-11-11 225557.png

Ekran görüntüsü 2022-11-11 225112.png

Ekran görüntüsü 2022-11-11 225708.png

Posted
15 minutes ago, imrulkays1 said:

Whenever I try to do anything that involves rogue armors arms, things get messed up. I didnt do any editing in blender except for removing one pauldron. I didnt change anything else. I didnt remove any vertices or anything like that. I just removed the pauldron. Then I imported it to the game and this is how it looks. I followed Mawpius' tutorial perfectly. I dont know what I am doing wrong. 

 

Interestingly I can edit the torso area with no problems. Any help? Thanks.

Ekran görüntüsü 2022-11-11 225557.png

Ekran görüntüsü 2022-11-11 225112.png

Ekran görüntüsü 2022-11-11 225708.png

This is tricky, but I think it migh be because of the armor (here in the torso slot) have multiple parts when dumped.

Same vertex buffer hash, but the  armor is divided into multiple parts that starts at different indexes.

This happened to me too when trying to load a modded Sohaya armor torso into the game.

 

To check that u can look into the frame analysis folder for that particular dump and look for the vertex buffer hash of that armor part.

If u see multiple txt corresponding to the same vb0 hash number, then I think this is this issue here.

 

The fix is simple and is related to ini config part, here is an exemple:

Spoiler


[TextureOverrideSohayaArmor_Torso0]
hash = e2aeab05
handling = skip

match_first_index = 0
vb0 = ResourceSohayaArmor_ArmorTop0_vb
ib = ResourceSohayaArmor_ArmorTop0_ib

drawindexed = auto


[TextureOverrideSohayaArmor_Torso1]
hash = e2aeab05
handling = skip

match_first_index = 31347
vb0 = ResourceSohayaArmor_ArmorTop1_vb
ib = ResourceSohayaArmor_ArmorTop1_ib
drawindexed = auto

So u need to have multiples textureoverride declarations with different names but acting on the same vertex buffer hashes.

The important difference here is the "match_first_index" number.

To find this number go back in the frame analysis folder, and search for the corresponding ib txt files to both armor parts vb ( the ib and the vb of the same armor part have the same number at the begining).

For example: Here is what i got in the frame analysis dump of the female sohaya armor torso

Spoiler

000020-ib=718e7232-vs=c88c9263607f8622-ps=7bfcb1a8c91d87c6.txt

000020-vb0=e2aeab05-vs=c88c9263607f8622-ps=7bfcb1a8c91d87c6.txt

......

000021-ib=718e7232-vs=c88c9263607f8622-ps=7bfcb1a8c91d87c6.txt

000021-vb0=e2aeab05-vs=c88c9263607f8622-ps=7bfcb1a8c91d87c6.txt

You should have something like this a the beginning of the ib txt files

Spoiler

byte offset: 0
first index: 31347
index count: 1782
topology: trianglelist
format: DXGI_FORMAT_R16_UINT

 

If this is not the issue you are having, then I'm sorry but I can't really know what is the issue without doing some testing.

If u are willing, u can send me your nioh 2 save file ( I don't have any male character ?) so i can try to do the same thing in blender to see if i can make it work.

Posted
23 hours ago, lasnus said:

This is tricky, but I think it migh be because of the armor (here in the torso slot) have multiple parts when dumped.

Same vertex buffer hash, but the  armor is divided into multiple parts that starts at different indexes.

This happened to me too when trying to load a modded Sohaya armor torso into the game.

 

To check that u can look into the frame analysis folder for that particular dump and look for the vertex buffer hash of that armor part.

If u see multiple txt corresponding to the same vb0 hash number, then I think this is this issue here.

 

The fix is simple and is related to ini config part, here is an exemple:

  Reveal hidden contents


[TextureOverrideSohayaArmor_Torso0]
hash = e2aeab05
handling = skip

match_first_index = 0
vb0 = ResourceSohayaArmor_ArmorTop0_vb
ib = ResourceSohayaArmor_ArmorTop0_ib

drawindexed = auto


[TextureOverrideSohayaArmor_Torso1]
hash = e2aeab05
handling = skip

match_first_index = 31347
vb0 = ResourceSohayaArmor_ArmorTop1_vb
ib = ResourceSohayaArmor_ArmorTop1_ib
drawindexed = auto

So u need to have multiples textureoverride declarations with different names but acting on the same vertex buffer hashes.

The important difference here is the "match_first_index" number.

To find this number go back in the frame analysis folder, and search for the corresponding ib txt files to both armor parts vb ( the ib and the vb of the same armor part have the same number at the begining).

For example: Here is what i got in the frame analysis dump of the female sohaya armor torso

  Hide contents

000020-ib=718e7232-vs=c88c9263607f8622-ps=7bfcb1a8c91d87c6.txt

000020-vb0=e2aeab05-vs=c88c9263607f8622-ps=7bfcb1a8c91d87c6.txt

......

000021-ib=718e7232-vs=c88c9263607f8622-ps=7bfcb1a8c91d87c6.txt

000021-vb0=e2aeab05-vs=c88c9263607f8622-ps=7bfcb1a8c91d87c6.txt

You should have something like this a the beginning of the ib txt files

  Hide contents

byte offset: 0
first index: 31347
index count: 1782
topology: trianglelist
format: DXGI_FORMAT_R16_UINT

 

If this is not the issue you are having, then I'm sorry but I can't really know what is the issue without doing some testing.

If u are willing, u can send me your nioh 2 save file ( I don't have any male character ?) so i can try to do the same thing in blender to see if i can make it work.

OMG Thank you! I got the mesh editing right, I am finally making progress. Rogue armor is now less fantasy-like. I really like how it looks now.

 

Before:

1394011850_Ekrangrnts2022-11-12233028.png.16f3ee80d217d3535cc18a85aee5715c.png

 

After playing around with blender and photoshop:

 876272057_Ekrangrnts2022-11-12232506.png.3aa29b51fdca308624524313ad601b85.png

 

 

I am having trouble with editing specular textures though.. Can you help me with that? In game you can still see leftover shadows from before on his arms. They are rectangular like plates that I removed. It seems I cant properly edit specular textures with photoshop.  

These are edited color and displacement textures:

resim_2022-11-12_233752620.png.e58b6a53317887d8d88997bf4c0ece9c.pngresim_2022-11-12_233830933.png.a7673396b40b4193507d9f7f7f9e6790.png

 

These are fine. They work. However specular textures (ones that end with pt1) are causing problems. When i first open them with photoshop I get this message: 

resim_2022-11-12_234047308.png.cac3659a3fe880ae25ef397165cf6c01.png

I pick load Transparency as Alpha channel then I click OK. This is how RGB and Alpha channels look: 

 

RGB channel:

resim_2022-11-12_234603848.png.8bd2028cb17949af5212a55853477025.png

 

Alpha (transparency) channel:

resim_2022-11-12_234640736.png.14ccba0c35e87763399b80f2ba10cc5a.png

 

Textures after my edits:

 resim_2022-11-12_235242860.png.d8ca6ca05ba450c2a5567577b9d503a2.png

resim_2022-11-12_235317484.png.d5e6513ec1121004eed3d72f28f3e214.png

This is how the texture looks when both RGB and Alpha are enabled:

resim_2022-11-12_235435862.png.f02b6b40b880cf08b118d1d20bdfda6b.png

As you can see I am just trying to get rid of these "shadows" on the arm at this point. I just need to figure out how specular textures work. 

 

Posted
1 hour ago, imrulkays1 said:

OMG Thank you! I got the mesh editing right, I am finally making progress. Rogue armor is now less fantasy-like. I really like how it looks now.

 

Before:

1394011850_Ekrangrnts2022-11-12233028.png.16f3ee80d217d3535cc18a85aee5715c.png

 

After playing around with blender and photoshop:

 876272057_Ekrangrnts2022-11-12232506.png.3aa29b51fdca308624524313ad601b85.png

 

 

I am having trouble with editing specular textures though.. Can you help me with that? In game you can still see leftover shadows from before on his arms. They are rectangular like plates that I removed. It seems I cant properly edit specular textures with photoshop.  

These are edited color and displacement textures:

resim_2022-11-12_233752620.png.e58b6a53317887d8d88997bf4c0ece9c.pngresim_2022-11-12_233830933.png.a7673396b40b4193507d9f7f7f9e6790.png

 

These are fine. They work. However specular textures (ones that end with pt1) are causing problems. When i first open them with photoshop I get this message: 

resim_2022-11-12_234047308.png.cac3659a3fe880ae25ef397165cf6c01.png

I pick load Transparency as Alpha channel then I click OK. This is how RGB and Alpha channels look: 

 

RGB channel:

resim_2022-11-12_234603848.png.8bd2028cb17949af5212a55853477025.png

 

Alpha (transparency) channel:

resim_2022-11-12_234640736.png.14ccba0c35e87763399b80f2ba10cc5a.png

 

Textures after my edits:

 resim_2022-11-12_235242860.png.d8ca6ca05ba450c2a5567577b9d503a2.png

resim_2022-11-12_235317484.png.d5e6513ec1121004eed3d72f28f3e214.png

This is how the texture looks when both RGB and Alpha are enabled:

resim_2022-11-12_235435862.png.f02b6b40b880cf08b118d1d20bdfda6b.png

As you can see I am just trying to get rid of these "shadows" on the arm at this point. I just need to figure out how specular textures work. 

 

Sorry, I wish I could help but I really don't know a lot about texture editing. All I did was displacing the UVmaps in blender to fit some armors reshaping, and maybe deleting some part of textures.

Hope someone else can help you!

Posted
20 hours ago, lasnus said:

Sorry, I wish I could help but I really don't know a lot about texture editing. All I did was displacing the UVmaps in blender to fit some armors reshaping, and maybe deleting some part of textures.

Hope someone else can help you!

Honestly you already helped me a lot. Thank you!

Posted
On 11/1/2022 at 5:02 PM, lasnus said:

You need to look for the 3dmigoto properties in blender. Go to Object mode, go to the Item tab and look under the Properties there. See the screenshot below:

 

  Reveal hidden contents

 

1840296266_3dminfos.jpg.c8b22324bf8bfdfe91efae67b3e36f84.jpg

 

 

 

So if u have a stretched mesh when you load your modded armor into the game, it is either a problem of vextex group ( the totalt number of groups is wrong or a vertex group is not corresponding to the original bones of the original armor) or either a problem of the stride of the armor (which is not the same of the original armor) or both. Here, "original armors" means the vanilla armor the mod is based on, for ex, the shinobi mod is based on the shinobi torso armor.

hey, its me again, just off topic.
but you know how to fix certain body textures from certain parts of armours not changing to yokai body textures?

 

say i have a certain armor with a revealing skin, they dont change to yokai skins and just stay normal when i yokai shift

Posted
18 hours ago, Skylaaa said:

hey, its me again, just off topic.
but you know how to fix certain body textures from certain parts of armours not changing to yokai body textures?

 

say i have a certain armor with a revealing skin, they dont change to yokai skins and just stay normal when i yokai shift

Maybe, but I'm not sure what is the problem. Can you maybe show some screenshots of the problem? (put it in spoilers if you do, and if it is NSFW just warn it before the spoilers, just in case)

If you can also say what mods you are using for this particular problem, it may help me understand what is going on

Posted (edited)
On 11/18/2022 at 3:55 AM, lasnus said:

Maybe, but I'm not sure what is the problem. Can you maybe show some screenshots of the problem? (put it in spoilers if you do, and if it is NSFW just warn it before the spoilers, just in case)

If you can also say what mods you are using for this particular problem, it may help me understand what is going on

not really that much nsfw i suppose

the problem was some armor skins dont get replaced by yokai skins when in yokai shift, it's a bit jarring to look at tbh

 

https://www.nexusmods.com/nioh2/mods/202

btw im learning mesh editing with blender now, albeit slowly. still having a hard time with the vertex groups

 

thanks for your advice man.

asd.png

Edited by Skylaaa
Posted
4 hours ago, Skylaaa said:

not really that much nsfw i suppose

the problem was some armor skins dont get replaced by yokai skins when in yokai shift, it's a bit jarring to look at tbh

 

https://www.nexusmods.com/nioh2/mods/202

btw im learning mesh editing with blender now, albeit slowly. still having a hard time with the vertex groups

 

thanks for your advice man.

asd.png

Oh yeah I see now the problem thanks! Unfortunatly, I think it cannot be fixed!

You see when you transform into yokai mode, the game shift the upper body (torso, gauntlet and helmet) shaders to the yokai mode shaders.

But it does not do that for the pants and boots slots, so the pants stay the same.

 

To verify that, compare the pants vb and ps in hunting mode before and after yokai mode, and normally if I'm not mistaken they are the same when weraing any armor in the pants slot.

 

Their is shader shift to yokai shaders when no armors are equipped though.

 

To fix this issue, one will need to write a script that can detect when the game is in yokai mode and then do a shader swap between the yokai vb pants and the armor vb pants. And can't do that with 3dmigoto.

 

That is why I really hope Wo Long will be more moddable, because modding with 3dmigoto has a lot of restrictions and thinks that cannot be done easily.

 

As always, I'm happy to help if u guys have any other problems or need advice with blender and ini editing, to the best of my capabilities of course ;)

 

 

Posted (edited)
12 hours ago, lasnus said:

Oh yeah I see now the problem thanks! Unfortunatly, I think it cannot be fixed!

You see when you transform into yokai mode, the game shift the upper body (torso, gauntlet and helmet) shaders to the yokai mode shaders.

But it does not do that for the pants and boots slots, so the pants stay the same.

 

To verify that, compare the pants vb and ps in hunting mode before and after yokai mode, and normally if I'm not mistaken they are the same when weraing any armor in the pants slot.

 

Their is shader shift to yokai shaders when no armors are equipped though.

 

To fix this issue, one will need to write a script that can detect when the game is in yokai mode and then do a shader swap between the yokai vb pants and the armor vb pants. And can't do that with 3dmigoto.

 

That is why I really hope Wo Long will be more moddable, because modding with 3dmigoto has a lot of restrictions and thinks that cannot be done easily.

 

As always, I'm happy to help if u guys have any other problems or need advice with blender and ini editing, to the best of my capabilities of course ;)

alright, then no dice.

i want to move on to making replacers 

is it different from the one in the guide? or does it have extra steps that i should know about?

 

you see, i want to replace any spear with imagawa yoshimoto's

 

do i still need to map vertex groups here as well? because it didnt come with any. but since it's just a static object and doesnt need to move, maybe not?

 

off topic;

about the merging two different meshes together before, iirc, i may need to combine the two textures together otherwise they would just overlap with one another making one mesh invisible and the other use the incorrect texture. i may be wrong on this but that's my take on the problem. either that or i may have placed the code you gave me in the wrong place since same variables override each other's values when placed next to each other without proper separation.

i tried it with a different mesh before, it worked with the mesh with the same vertex group and it didnt expand to infinity but the problem is stated after off topic.

 

 

image.png.11dec4811a40ba776b0da0a99496436d.png

Edited by Skylaaa
Posted (edited)
12 hours ago, Skylaaa said:

i want to move on to making replacers 

is it different from the one in the guide? or does it have extra steps that i should know about?

That depends on want you want to replace. I only did on my end female armor replacers. And depending on the armor and the vertex groups presents

(i.e few armors have breast nodes, most doesn't) and if u want them to be more revealing, you'll need some extra steps to make the armor show with the body and for it not to clip during ingame animations. So it is a case by case situation

 

You can also see this guide if u want:

 

12 hours ago, Skylaaa said:

you see, i want to replace any spear with imagawa yoshimoto's

 

do i still need to map vertex groups here as well? because it didnt come with any. but since it's just a static object and doesnt need to move, maybe not?

 

I don't really know for weapons, cause I didn't try to mod them. So I am only guessing here.

I downloaded a mod on Nexus about a weapon replacer. And apparently, weapons have multiple vb parts with one or 2 ps in most cases.

So I'm assuming you still need to match vertex groups between corresponding weapons parts and be carefull of the meshes stride when exporting the mod to nioh2.

 

Example here:

https://www.nexusmods.com/nioh2/mods/278

In this mods ini, one of the weapon have multiple parts (head, blade, handle ...). Each of these parts have different vbs hashes with different strides.

Different strides means different vertex group numbers in most cases, so I did not verify it! but I think the vertex groups need also to be matched with the replacing meshes, same as armors.

And it makes sense to my opinion, the game needs a way to know have to move weapon parts correctly depending on the animations it is loading.

 

12 hours ago, Skylaaa said:

about the merging two different meshes together before, iirc, i may need to combine the two textures together otherwise they would just overlap with one another making one mesh invisible and the other use the incorrect texture. i may be wrong on this but that's my take on the problem. either that or i may have placed the code you gave me in the wrong place since same variables override each other's values when placed next to each other without proper separation.

i tried it with a different mesh before, it worked with the mesh with the same vertex group and it didnt expand to infinity but the problem is stated after off topic.

 

If I did understand this correctly I think I know what is the issue here. But to be sure can u put screenshots of this issue ("one mesh invisible and the other use the incorrect texture") and also your ini of this mod.

 

And yeah when you want to load a mesh with another mesh into the same textureoverride, they need to have the same vertex groups and the same stride

Anyway don't hesitate to put screens in spoilers, same for ini files.

 

Edited by lasnus
Posted

Hi people, I have a question. When I do frame analysis I get t0,t1,t2 textures just fine however t3 textures are just two pixels of black and white. This is the case with all items. t3 maps are normal maps I think. Am I making a mistake somewhere or is it impossible to make changes to normal maps in this game? Thank you so much.  

 

This is how all my ps-t3 files look like:

image.jpeg.bfb6991e07eaa9c38d12e1a71313b261.jpeg

Posted (edited)
On 11/22/2022 at 9:14 PM, imrulkays1 said:

Hi people, I have a question. When I do frame analysis I get t0,t1,t2 textures just fine however t3 textures are just two pixels of black and white. This is the case with all items. t3 maps are normal maps I think. Am I making a mistake somewhere or is it impossible to make changes to normal maps in this game? Thank you so much.  

 

This is how all my ps-t3 files look like:

image.jpeg.bfb6991e07eaa9c38d12e1a71313b261.jpeg

It depends on the armors or weapons you frame analysis dump, some armors have ps-t3 as normal map other is ps-t4.

You should check for other ps-t* in the frame analysis folder if u have them.

 

Btw, did u manage to resolve your previous shadow issue?

If not have u tried different photoshop dds plugins?

Also their is paint.net which is free that can export import dds files without errors, but I don't know how it behaves.

And I think paint.net have a pluging for photoshop files. It is worth checking imo

Edited by lasnus
Posted

Hello, sorry for the dumb question and if it is answered, but I couldn't find a solution...

 

I started playing with the hunting mode of the mod enabler, cycling through shaders, etc.

 

But it seems to have permanently changed some things in the game, even with all mods disabled through the F2 command.

 

For example, I can no longer see the target lock - it's like I disabled it in settings, but it's enabled and just not visible.

 

Is there any way to revert these permanent changes, and where are they even stored to begin with? 

 

I have done the "reset" thing many times with the + key on the numpad but it didn't seem to fix this. 

 

Also, it changed the familiar textures permanently - which I was trying to do to begin with, but I just wanted to have that in the mod ini file, not outside of mods :))

 

any help is highly appreciated

Posted
4 hours ago, broki4 said:

Hello, sorry for the dumb question and if it is answered, but I couldn't find a solution...

 

I started playing with the hunting mode of the mod enabler, cycling through shaders, etc.

 

But it seems to have permanently changed some things in the game, even with all mods disabled through the F2 command.

 

For example, I can no longer see the target lock - it's like I disabled it in settings, but it's enabled and just not visible.

 

Is there any way to revert these permanent changes, and where are they even stored to begin with? 

 

I have done the "reset" thing many times with the + key on the numpad but it didn't seem to fix this. 

 

Also, it changed the familiar textures permanently - which I was trying to do to begin with, but I just wanted to have that in the mod ini file, not outside of mods :))

 

any help is highly appreciated

This seems weird. Have you tried to disabled all your mods?  Did you touch the d3dx.ini? Press F1 to see all available shorcuts in hunting mode, did you press mouse thumb button 1 to hide all hud?

If all of above is false, I suggest you do a backup of all your mods and 3dmigo mod enabler files.

Then remove those from Nioh 2 folder, and do 'verify integrity of game files' in steam>nioh 2 properties>local files

Then try to restore the files from 3dmigoto and your mods.

If the problem persist then your 3dmigoto setup is messed up,

in this case you better redowload mod enabler mod with a clean nioh 2 install and check what mod is causing this issue 1 by one.

 

Posted (edited)
6 hours ago, lasnus said:

This seems weird. Have you tried to disabled all your mods?  Did you touch the d3dx.ini? Press F1 to see all available shorcuts in hunting mode, did you press mouse thumb button 1 to hide all hud?

If all of above is false, I suggest you do a backup of all your mods and 3dmigo mod enabler files.

Then remove those from Nioh 2 folder, and do 'verify integrity of game files' in steam>nioh 2 properties>local files

Then try to restore the files from 3dmigoto and your mods.

If the problem persist then your 3dmigoto setup is messed up,

in this case you better redowload mod enabler mod with a clean nioh 2 install and check what mod is causing this issue 1 by one.

 

 

Yes, all mods are disabled for sure. I think when I was playing around with hunter mode, in some way it did some permanent changes. I have not manually written anything to the d3dx.ini file at all - unless it did it on its own. But even if that was the case, I replaced it with the original .ini file from the mod enabler zip I originally started using, and it didn't change anything. Certain effects just disappeared from the game permanently, somehow, regardless of mods enabled or not... 

 

I am resorting to doing integrity check now (backed up all mods and save files), if it doesn't help I might just reinstall it completely. 

 

In any case, what I was trying to do is reduce Familiar Talisman effects to something very basic and minor, so it does not bog down fps and also does not look so flashy and distracting.

 

I got this:

 

[ShaderOverrideRemoveTrails]
hash=c27eebc49e67b3bc
run=CommandListN2General
handling=skip

 

[ShaderOverrideRemoveBalls]
hash=bdb11991b6826d33
run=CommandListN2General
handling=skip

 

But it just removed their effects completely... If anyone wants to help with hunting these exact effects down with some hash and maybe some lightweight replacement hashes i'd be super thankful as I think Familiars are draining fps dramatically in this game... unmodded they also look horribly bright and you can't even see your char around them. My idea was to make them just remain as the plainest ball effects with no trails or extra effects.

 

BTW, this is how familiars look with mods disabled now for me - permanently...

To be fair, I'd like to have this as a mod without messing up anything else

 

Also - integrity check sadly didn't do anything to revert this 
 

water familiar.png

 

UPDATE: It was a mod - which for some reason kept enforcing its modifications even disabled. Removing that mod (graphical tweaks mod V10) fixes this, so I have to reset it and just find a way to deal with the familiars without breaking anything. Still open for help on that, I think it could be a good addition to anyone :P

 

Actually, with this:

 

[ShaderOverrideCleanup1]
hash = c27eebc49e67b3bc
run=CommandListN2General
handling=skip

 

it cleans it up quite well, but I'd like to replicate the screenshot effect without messing up anything else if that's possible

 

Edited by broki4
Posted
11 hours ago, broki4 said:

 

Yes, all mods are disabled for sure. I think when I was playing around with hunter mode, in some way it did some permanent changes. I have not manually written anything to the d3dx.ini file at all - unless it did it on its own. But even if that was the case, I replaced it with the original .ini file from the mod enabler zip I originally started using, and it didn't change anything. Certain effects just disappeared from the game permanently, somehow, regardless of mods enabled or not... 

 

I am resorting to doing integrity check now (backed up all mods and save files), if it doesn't help I might just reinstall it completely. 

 

In any case, what I was trying to do is reduce Familiar Talisman effects to something very basic and minor, so it does not bog down fps and also does not look so flashy and distracting.

 

I got this:

 

[ShaderOverrideRemoveTrails]
hash=c27eebc49e67b3bc
run=CommandListN2General
handling=skip

 

[ShaderOverrideRemoveBalls]
hash=bdb11991b6826d33
run=CommandListN2General
handling=skip

 

But it just removed their effects completely... If anyone wants to help with hunting these exact effects down with some hash and maybe some lightweight replacement hashes i'd be super thankful as I think Familiars are draining fps dramatically in this game... unmodded they also look horribly bright and you can't even see your char around them. My idea was to make them just remain as the plainest ball effects with no trails or extra effects.

 

BTW, this is how familiars look with mods disabled now for me - permanently...

To be fair, I'd like to have this as a mod without messing up anything else

 

Also - integrity check sadly didn't do anything to revert this 
 

water familiar.png

 

UPDATE: It was a mod - which for some reason kept enforcing its modifications even disabled. Removing that mod (graphical tweaks mod V10) fixes this, so I have to reset it and just find a way to deal with the familiars without breaking anything. Still open for help on that, I think it could be a good addition to anyone :P

 

Actually, with this:

 

[ShaderOverrideCleanup1]
hash = c27eebc49e67b3bc
run=CommandListN2General
handling=skip

 

it cleans it up quite well, but I'd like to replicate the screenshot effect without messing up anything else if that's possible

 

You should never disable entire pixel shaders in inis.

For example look at this mode https://www.nexusmods.com/nioh2/mods/244?tab=files&file_id=1882

It has multiples ini choices for fog effect to reduce it (80%, 50%...)

 

What he did is identify the vertex buffer of the effect and remove it or replace it with the textureoverride (when replacing he just replacing the ps-t0).

 

You need to do this because pixel shaders in this game target a lot of vertex buffers

So disabling the entire ps will remove a lot of associated effects that you don't know about.

So to be clear to not put the handling=skip for the pixel shader in [ShaderOverride......]

 

Put it in

[TextureOverride......]
hash = xxxxxxxx <- hash of the vb found in hunting mode for the effect you want to remove

handling=skip

 

VBs are much more precise in targeting precise effects or armors or whatever the game draws

Posted
5 hours ago, lasnus said:

You should never disable entire pixel shaders in inis.

For example look at this mode https://www.nexusmods.com/nioh2/mods/244?tab=files&file_id=1882

It has multiples ini choices for fog effect to reduce it (80%, 50%...)

 

What he did is identify the vertex buffer of the effect and remove it or replace it with the textureoverride (when replacing he just replacing the ps-t0).

 

You need to do this because pixel shaders in this game target a lot of vertex buffers

So disabling the entire ps will remove a lot of associated effects that you don't know about.

So to be clear to not put the handling=skip for the pixel shader in [ShaderOverride......]

 

Put it in

[TextureOverride......]
hash = xxxxxxxx <- hash of the vb found in hunting mode for the effect you want to remove

handling=skip

 

VBs are much more precise in targeting precise effects or armors or whatever the game draws

 

Yeah to be fair it seemed like it seemed like all I could find was vertex shader hash for this effect, but I will try again and look for the vertex buffer only, and place it like you suggested. Thanks!

 

Posted (edited)

I think I managed to do it, thanks for the help!

 

 

[ShaderOverrideTrailFX]
hash = c27eebc49e67b3bc
run = CommandListN2General

 

[TextureOverrideTrailFX]
hash = 70cc8fd4
handling = skip

 

[ShaderOverrideRemoveBalls]
hash=bdb11991b6826d33
run=CommandListN2General

 

[TextureOverrideBallFX]
hash = ed903a1b
;handling = skip

 

Skipping the ball texture at the last row is disabled because it makes the remaining effect strobe super fast so i left it with the removed trail and I think it looks way better and easier on the eyes like this. I couldn't replicate the previous screenshot above but this is better because you know how many balls remain, so it's good to have some visibility. The trail FX is what really annoyed me and it's gone like this.

 

This is on top of the GraphicalTweaks V10 mods that I was using already and it was already overriding these shaders so i deleted those and left mine at the top of the file in a single spot and just skipped the trail FX hash

familiar cleanup.png

Edited by broki4
Posted
6 hours ago, broki4 said:

I think I managed to do it, thanks for the help!

 

 

[ShaderOverrideTrailFX]
hash = c27eebc49e67b3bc
run = CommandListN2General

 

[TextureOverrideTrailFX]
hash = 70cc8fd4
handling = skip

 

[ShaderOverrideRemoveBalls]
hash=bdb11991b6826d33
run=CommandListN2General

 

[TextureOverrideBallFX]
hash = ed903a1b
;handling = skip

 

Skipping the ball texture at the last row is disabled because it makes the remaining effect strobe super fast so i left it with the removed trail and I think it looks way better and easier on the eyes like this. I couldn't replicate the previous screenshot above but this is better because you know how many balls remain, so it's good to have some visibility. The trail FX is what really annoyed me and it's gone like this.

 

This is on top of the GraphicalTweaks V10 mods that I was using already and it was already overriding these shaders so i deleted those and left mine at the top of the file in a single spot and just skipped the trail FX hash

familiar cleanup.png

Nice! Good job :)

Posted (edited)
On 11/20/2022 at 10:09 PM, lasnus said:

That depends on want you want to replace. I only did on my end female armor replacers. And depending on the armor and the vertex groups presents

(i.e few armors have breast nodes, most doesn't) and if u want them to be more revealing, you'll need some extra steps to make the armor show with the body and for it not to clip during ingame animations. So it is a case by case situation

 

You can also see this guide if u want:

 

 

I don't really know for weapons, cause I didn't try to mod them. So I am only guessing here.

I downloaded a mod on Nexus about a weapon replacer. And apparently, weapons have multiple vb parts with one or 2 ps in most cases.

So I'm assuming you still need to match vertex groups between corresponding weapons parts and be carefull of the meshes stride when exporting the mod to nioh2.

 

Example here:

https://www.nexusmods.com/nioh2/mods/278

In this mods ini, one of the weapon have multiple parts (head, blade, handle ...). Each of these parts have different vbs hashes with different strides.

Different strides means different vertex group numbers in most cases, so I did not verify it! but I think the vertex groups need also to be matched with the replacing meshes, same as armors.

And it makes sense to my opinion, the game needs a way to know have to move weapon parts correctly depending on the animations it is loading.

 

 

If I did understand this correctly I think I know what is the issue here. But to be sure can u put screenshots of this issue ("one mesh invisible and the other use the incorrect texture") and also your ini of this mod.

 

And yeah when you want to load a mesh with another mesh into the same textureoverride, they need to have the same vertex groups and the same stride

Anyway don't hesitate to put screens in spoilers, same for ini files.

 



I've done it! my first Re-replacer.

 

turned out I didn't need to fiddle with vertex groups

 

image.png.8c8a68b431689e4170ff24eeca6bf4d7.png

 

image.png.3e11cf3e68ecb1e7a23b9ad9d971f95d.png

 

 

it's from this mod.

i've done the mesh edit and texture edit myself.

image.png.bd722674b0fa6c054d6fcb4124f665a1.png

Edited by Skylaaa
Posted
11 hours ago, Skylaaa said:



I've done it! my first Re-replacer.

 

turned out I didn't need to fiddle with vertex groups

 

image.png.8c8a68b431689e4170ff24eeca6bf4d7.png

 

image.png.3e11cf3e68ecb1e7a23b9ad9d971f95d.png

 

 

it's from this mod.

i've done the mesh edit and texture edit myself.

image.png.bd722674b0fa6c054d6fcb4124f665a1.png

Well that is so nice to hear! Good job on the retexture, it is a damn looking spear! Have fun playing with it ;)

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