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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
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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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On 2/9/2021 at 10:56 AM, etsorhtt said:


         -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. 

 

3Dmigoto has a lot of normal map stuff in it.

 

But how is this mod built? (Do you use 3Dmigoto without code changes -- just lots of config files? Or do you write code specifically for nioh2?)

Edited by sen4mi
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Hi everyone, is it possible to replace a texture with another one which is already in the game?  I just wish to switch the weapon trail effect on the top with the one below (the brighter one) cause it looks so much better.

 

from this

https://cdn.discordapp.com/attachments/1050445582352785462/1050445671783727254/bad.png

 to this

https://cdn.discordapp.com/attachments/1050445582352785462/1050445672157032498/good.png

I tried dumping frame like the post instruct but no luck. The dds files only show bunch of black and white blank. Thank you guys so much in advance

bad.png

good.png

Edited by Papayasalad41
image does not load
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5 minutes ago, Papayasalad41 said:

Hi everyone, is it possible to replace a texture with another one which is already in the game?  I just wish to switch the weapon trail effect on the top with the one below (the brighter one) cause it looks so much better.

 

from this

https://cdn.discordapp.com/attachments/1050445582352785462/1050445671783727254/bad.png

 to this

https://cdn.discordapp.com/attachments/1050445582352785462/1050445672157032498/good.png

I tried dumping frame like the post instruct but no luck. The dds files only show bunch of black and white blank. Thank you guys so much in advance

bad.png

good.png

Were you able to isolate pixel shaders or vertex buffers?

If not u can try to use the option in the file d3dx.ini "dump_usage=1". This will create a ShaderUsage.txt file each time you mark a shader or buffer in hunting mode.

U can then search for hash numbers of pixel shaders. For example, the ps of the female body is 7e552b939a41a99a: and it shows like this in the txt file:

 

Spoiler

<PixelShader hash="7e552b939a41a99a">
  <PeerShaders>1e2b91d0b064a841 c88c9263607f8622 </PeerShaders>
  <Register id=0 handle=00000209D7AE4338>f0296c22</Register>
  <Register id=1 handle=00000209D7AE20F8>f0296c22</Register>
  <Register id=2 handle=000002088964C438>eddb26d2</Register>
  <Register id=3 handle=00000209D7AE3DF8>f0296c22</Register>
  <Register id=4 handle=00000208F38B4938>36cd8010</Register>
  <Register id=5 handle=00000208F38B4BF8>ef8b6fe6</Register>
  <Register id=6 handle=00000208F38B2C78>d7509c24</Register>
  <Register id=7 handle=00000208F38B31B8>ef8b6fe6</Register>
  <Register id=8 handle=00000208F38B3978>059d2db1</Register>
  <Register id=9 handle=0000020914C1E2B8>d2a8afcd</Register>
  <Register id=29 handle=00000208EC566778>9aa4fdc7</Register>
  <Register id=30 handle=00000208EC566F38>66b38974</Register>
  <Register id=120 handle=00000208899F03B8>00000000</Register>
  <RenderTarget id=0 handle=00000208889D6038>584e9919</RenderTarget>
  <RenderTarget id=1 handle=00000208889D4378>91005981</RenderTarget>
  <RenderTarget id=2 handle=00000208889D62F8>91005981</RenderTarget>
  <RenderTarget id=3 handle=00000208889D33B8>91005981</RenderTarget>
  <RenderTarget id=4 handle=00000208889D3E38>3315d2b5</RenderTarget>
  <RenderTarget id=5 handle=00000208889D5878>3315d2b5</RenderTarget>
  <RenderTarget id=6 handle=00000208889D30F8>91005981</RenderTarget>
  <DepthTarget handle=0000020888A85C78>c5057d7e</DepthTarget>
</PixelShader>

 

between the register tags, you can find the id=*number , which indicates the ps-t* number (i.e id=0 is referencing ps-t0 texture) and also the vertex buffer hash before "</Register>

So you can see here that the shader used to draw the body mesh has all these ps-t* (you can ignore the ps-t120, the hash is zero)

 

So my guess is that if u did manage to select the effects vb and ps, you did not configure 3dmigoto to dumb extra files for those extra ps-t* files.

So in the d3dxx.ini file search for "CommandListN2Dump" : and in my case I configured it like this :

 

Spoiler

[CommandListN2Dump]
if $dump_listed_shaders
    dump = deferred_ctx_accurate share_dupes ps-t0 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t1 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t2 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t3 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t4 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t5 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t6 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t7 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t8 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t9 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t10 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t29 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t30 mono dds
    analyse_options = deferred_ctx_accurate share_dupes dump_tex dump_vb  desc  dump_on_unmap  dump_on_update txt buf dds clear_rt
    ; Dump skinning matrices:
    ; dump = deferred_ctx_accurate vs-cb2 txt buf
    ; Dump pixel shader parameters:
    ; dump = deferred_ctx_accurate ps-cb2 txt buf
endif

 

I must warn you though 3dmigoto will dumb a lot more files, make sure to have enough space in your disk containing Nioh2

Hope this helps

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On 12/13/2022 at 5:57 AM, necrogore1 said:

Hello, is there a way to use both this mods? I am using this mod that changes the color of the underwear https://www.nexusmods.com/nioh2/mods/17 but when I use the skirt of this mod https://www.nexusmods.com/nioh2/mods/86, the color of the underwear goes back to the default one.

 

 

These two mods have no overlapping hashes in their ini file after I've checked. Are u sure u don't have another mod active with the red underwear mod?

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Hello everyone! This is my first post so I apologize that it is also a question.

 

I've grafted the Inverted Nipples mod of the "sohayaTiddies" mesh vb/ib from Chest Wrap Removal (CWR) to the Shinobi chestpiece included with CWR.

In-game I saw this weird texture issue. I installed Make Your Skin Smooth mod which makes the entire skin one flat color to help better visualize the issue.

Is it some kind of texture misalignment? Don't think it has anything to do with weight painting / vertex groups.

Spoiler

20221220221302_1.jpg.77d39f110b0b055db7234ffd58c149fa.jpg

 

The screenshot below is what the original "shinobiTiddies" mesh looks like in CWR with the armor modified to remove the clothing.

Spoiler

20221220221417_1.jpg.c9b0e84a6e202eb15ade195e5ad7f30e.jpg

 

Far less visible seam. And to be clear: I am using Photo Mode and adjusting the Saturation/Exposure/Brightness to get the seam to be visible (in all these screenshots).

But even more confusing: I went ahead and imported the "shinobiTiddies" vb/ib straight from the CWR mod into Blender and exported it without modifying anything and the result was the screenshot below.

Spoiler

20221221015519_1.jpg.e2ff2b4ef7ddcf572dd013c3fa37fd3f.jpg

 

For completeness below is the Inverted Nipples mod of the "sohayaTiddies" mesh vb/ib from CWR installed normally.

Spoiler

20221220221744_1.jpg.bccb71259c7e5901059141113916def4.jpg

 

Far less visible seam again. What is going on here?

I am using this version of the 3dmigoto Blender Plugin: https://github.com/DarkStarSword/3d-fixes/commit/eb3eabc974749f8e387a1365b57aa3d7d416d108

I am running Blender 2.83LTS (2.83.20)

 

Any help is appreciated, or if you need more information please let me know!

Edited by HazySeptember
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14 hours ago, HazySeptember said:

Hello everyone! This is my first post so I apologize that it is also a question.

 

I've grafted the Inverted Nipples mod of the "sohayaTiddies" mesh vb/ib from Chest Wrap Removal (CWR) to the Shinobi chestpiece included with CWR.

In-game I saw this weird texture issue. I installed Make Your Skin Smooth mod which makes the entire skin one flat color to help better visualize the issue.

Is it some kind of texture misalignment? Don't think it has anything to do with weight painting / vertex groups.

  Hide contents

20221220221302_1.jpg.77d39f110b0b055db7234ffd58c149fa.jpg

 

The screenshot below is what the original "shinobiTiddies" mesh looks like in CWR with the armor modified to remove the clothing.

  Reveal hidden contents

20221220221417_1.jpg.c9b0e84a6e202eb15ade195e5ad7f30e.jpg

 

Far less visible seam. And to be clear: I am using Photo Mode and adjusting the Saturation/Exposure/Brightness to get the seam to be visible (in all these screenshots).

But even more confusing: I went ahead and imported the "shinobiTiddies" vb/ib straight from the CWR mod into Blender and exported it without modifying anything and the result was the screenshot below.

  Reveal hidden contents

20221221015519_1.jpg.e2ff2b4ef7ddcf572dd013c3fa37fd3f.jpg

 

For completeness below is the Inverted Nipples mod of the "sohayaTiddies" mesh vb/ib from CWR installed normally.

  Reveal hidden contents

20221220221744_1.jpg.bccb71259c7e5901059141113916def4.jpg

 

Far less visible seam again. What is going on here?

I am using this version of the 3dmigoto Blender Plugin: https://github.com/DarkStarSword/3d-fixes/commit/eb3eabc974749f8e387a1365b57aa3d7d416d108

I am running Blender 2.83LTS (2.83.20)

 

Any help is appreciated, or if you need more information please let me know!

My guess is that normals between the meshes is different with the vertices at the same position. If u load the meshes in blender, u can activate the normals like below:

u should see the pink segments and u can adjust their size.

 

Spoiler

72711993_selectnormals.jpg.7246472ff1d0440f22d001f9a5b8edcd.jpg

 

Then select the 2 adjacent meshes, they must have the share the vertices at their borders wtih the same positions and the same normals vectors to avoid the above issue.

Check each vertices to be sure. You can copy/paste vectors between vertices to make sure they have the same vectors ( see below).

 

Spoiler

781395810_selectnormalscopy-paste.jpg.92a59cfa5554352c295d70591acd4cfc.jpg

 

Don't hesitate to ask if I wasn't clear on some steps or if u need more explanations

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On 12/21/2022 at 4:42 PM, lasnus said:

My guess is that normals between the meshes is different with the vertices at the same position. If u load the meshes in blender, u can activate the normals like below:

u should see the pink segments and u can adjust their size.

 

  Reveal hidden contents

72711993_selectnormals.jpg.7246472ff1d0440f22d001f9a5b8edcd.jpg

 

Then select the 2 adjacent meshes, they must have the share the vertices at their borders wtih the same positions and the same normals vectors to avoid the above issue.

Check each vertices to be sure. You can copy/paste vectors between vertices to make sure they have the same vectors ( see below).

 

  Reveal hidden contents

781395810_selectnormalscopy-paste.jpg.92a59cfa5554352c295d70591acd4cfc.jpg

 

Don't hesitate to ask if I wasn't clear on some steps or if u need more explanations

 

First off, I want to thank you for my answering my question so quickly. That was awesome of you!

Second, thanks for showing me how to visualize the normals in Blender. For some reason I didn't even consider the normal maps.

 

That said I fixed the issue by switching over to Blender 3.0.1: https://download.blender.org/release/Blender3.0/

and using Mawpius' edit of the 3dmigoto Blender plugin: https://github.com/Mawpius/3d-fixes/tree/608a2b0eae0f816f4ed11462565e5273945bab69

 

Seriously, I just loaded my blend file of the model and re-exported it and the texture mismatch was gone.

 

So for future reference: DarkStarSwords' original 3dmigoto blender plugin causes texture mismatch on Blender 2.83LTS

Edited by HazySeptember
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12 hours ago, HazySeptember said:

 

First off, I want to thank you for my answering my question so quickly. That was awesome of you!

Second, thanks for showing me how to visualize the normals in Blender. For some reason I didn't even consider the normal maps.

 

That said I fixed the issue by switching over to Blender 3.0.1: https://download.blender.org/release/Blender3.0/

and using Mawpius' edit of the 3dmigoto Blender plugin: https://github.com/Mawpius/3d-fixes/tree/608a2b0eae0f816f4ed11462565e5273945bab69

 

Seriously, I just loaded my blend file of the model and re-exported it and the texture mismatch was gone.

 

So for future reference: DarkStarSwords' original 3dmigoto blender plugin causes texture mismatch on Blender 2.83LTS

Ok that's good to know. I always used Mawpius plugins so I didn't know that it could be the culprit. Thanks for the comeback comment

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On 12/25/2022 at 1:43 PM, Schneckenfurz said:

Hey guys! Ive got a problem; For Mod enablers hunting mode doesnt seem to pick up the your body (so when wearing no armor, everything the underwear doesnt cover). there are shaders that do make the body invisible, but the frame analysis dump doesnt contain the meshes. Any suggestions?

 

Did you make the INI file to dump the appropriate pieces? That's all I could think of. Unless you're talking about online players bodies. Idk how to dump those exactly.

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Is there any reason why certain pieces of armor can't be removed by skipping their VB/IB hash? I'm trying to modify the entirety of the Lone Wolf set and I just can't get the skirt mesh to disappear. Out of frustration I collected as many VB/IB hashes as I could and I got every piece of the armor to disappear except for the Skirt and Boots. The Skirt shares the same vertex/pixel shader as the rest of the armor set too. This is what my "skip" code looks like:
 

Spoiler

;Didn't work, holds skirt plus leg pouch thing
[TextureOverride_SkirtVB_Mesh]
hash = 1edbf5dd
handling = skip

;Didn't work either
[TextureOverride_SkirtIB_Mesh]
hash = c4a64db1
handling = skip

[TextureOverride_SkirtFrontFur1_Mesh]
hash = acdcaadf
handling = skip

[TextureOverride_SkirtFrontFur2_Mesh]
hash = bdb21129
handling = skip

[TextureOverride_SkirtFrontUnderFur1_Mesh]
hash = 23cc1f4d
handling = skip

[TextureOverride_SkirtFrontUnderFur2_Mesh]
hash = 2eaaaec0
handling = skip

[TextureOverride_SkirtRearFur_Mesh]
hash = cb8e0296
handling = skip

[TextureOverride_SkirtRearUnderFur_Mesh]
hash = 7fa5da27
handling = skip

[TextureOverride_SkirtRearMiscFur_Mesh]
hash = 48438a2a
handling = skip

[TextureOverride_SkirtRibbonTail_Mesh]
hash = 8e0c26e9
handling = skip

[TextureOverride_BootHornRight_Mesh]
hash = 01a1d4fb
handling = skip

[TextureOverride_BootHornLeft_Mesh]
hash = a69896ab
handling = skip

;This one didnt work either, it holds multiple items too ;(boots, anklets, foot)
[TextureOverride_Boots_Mesh]
hash = 63f07ecc
handling = skip

 

On another note, I want to thank you again lasnus. I'm learning quite abit from past help you've given to others in this thread. You're the GOAT.

Edited by HazySeptember
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17 hours ago, HazySeptember said:

Is there any reason why certain pieces of armor can't be removed by skipping their VB/IB hash? I'm trying to modify the entirety of the Lone Wolf set and I just can't get the skirt mesh to disappear. Out of frustration I collected as many VB/IB hashes as I could and I got every piece of the armor to disappear except for the Skirt and Boots. The Skirt shares the same vertex/pixel shader as the rest of the armor set too. This is what my "skip" code looks like:
 

  Hide contents

;Didn't work, holds skirt plus leg pouch thing
[TextureOverride_SkirtVB_Mesh]
hash = 1edbf5dd
handling = skip

;Didn't work either
[TextureOverride_SkirtIB_Mesh]
hash = c4a64db1
handling = skip

[TextureOverride_SkirtFrontFur1_Mesh]
hash = acdcaadf
handling = skip

[TextureOverride_SkirtFrontFur2_Mesh]
hash = bdb21129
handling = skip

[TextureOverride_SkirtFrontUnderFur1_Mesh]
hash = 23cc1f4d
handling = skip

[TextureOverride_SkirtFrontUnderFur2_Mesh]
hash = 2eaaaec0
handling = skip

[TextureOverride_SkirtRearFur_Mesh]
hash = cb8e0296
handling = skip

[TextureOverride_SkirtRearUnderFur_Mesh]
hash = 7fa5da27
handling = skip

[TextureOverride_SkirtRearMiscFur_Mesh]
hash = 48438a2a
handling = skip

[TextureOverride_SkirtRibbonTail_Mesh]
hash = 8e0c26e9
handling = skip

[TextureOverride_BootHornRight_Mesh]
hash = 01a1d4fb
handling = skip

[TextureOverride_BootHornLeft_Mesh]
hash = a69896ab
handling = skip

;This one didnt work either, it holds multiple items too ;(boots, anklets, foot)
[TextureOverride_Boots_Mesh]
hash = 63f07ecc
handling = skip

 

On another note, I want to thank you again lasnus. I'm learning quite abit from past help you've given to others in this thread. You're the GOAT.

Thank you! It is always good to see more people trying to learn to mod, happy to help.

 

For you're issue, did you also add the [ShaderOverrideXXXXX] part to the ini? For the Lonewolf armor for example you can see below (beware I don't use DLSS, so i have no shaderOverride for it)

 

Spoiler

[ShaderOverrideLoneWBody_MB]
hash = a38c98c7c7c31931
run = CommandListN2General

allow_duplicate_hash = overrule

 

 

[ShaderOverrideLoneWBody]
hash = ca6c4ac5ac115146
run = CommandListN2General

allow_duplicate_hash = overrule

 

 

You have to add both the ShaderOverride and the TextureOverride blocs for 3dmigoto to make replacement to the armors shaders/buffers.

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7 hours ago, lasnus said:

Thank you! It is always good to see more people trying to learn to mod, happy to help.

 

For you're issue, did you also add the [ShaderOverrideXXXXX] part to the ini? For the Lonewolf armor for example you can see below (beware I don't use DLSS, so i have no shaderOverride for it)

 

  Hide contents

[ShaderOverrideLoneWBody_MB]
hash = a38c98c7c7c31931
run = CommandListN2General

allow_duplicate_hash = overrule

 

 

[ShaderOverrideLoneWBody]
hash = ca6c4ac5ac115146
run = CommandListN2General

allow_duplicate_hash = overrule

 

 

You have to add both the ShaderOverride and the TextureOverride blocs for 3dmigoto to make replacement to the armors shaders/buffers.

 

This is the entirety of my ini file right now:

Spoiler

;Shader Overrides
;Not sure what shader this is?
 [ShaderOverrideLoneWBody_MB]
hash = a38c98c7c7c31931
run = CommandListN2General
allow_duplicate_hash = overrule

;Pixel Shader
[ShaderOverrideLonePUFFY]
hash = ca6c4ac5ac115146
run = CommandListN2General
allow_duplicate_hash = overrule

;Vertex Shader
[ShaderOverrideLonePUFFY2]
hash = c88c9263607f8622
run = CommandListN2General
allow_duplicate_hash = overrule

;[ShaderOverrideLonePUFFY3]
;hash = 7e552b939a41a99a
;run = CommandListN2General
;allow_duplicate_hash = overrule

;Lone Wolf Hashes
; 7ae03d5f Shoulder Armor/Chest/Torso/TorsoLow/Waist
; 0cae7d06 ShoulderFur
; 1edbf5dd Skirt VB
; c4a64db1 Skirt IB

[Resource_Torso_Texture_Color]
filename = textures\LoneWolfTex\color.dds
[Resource_Torso_Texture_Util]
filename = textures\LoneWolfTex\util.dds
[Resource_Torso_Texture_Normal]
filename = textures\LoneWolfTex\normal.dds

[Resource_Puffy_Texture_Color]
filename = textures\color.dds
[Resource_Puffy_Texture_Util]
filename = textures\util.dds
[Resource_Puffy_Texture_Normal]
filename = textures\normal.dds

;[Resource_TorsoLow_Texture_Color]
;filename = ..\Make Your Skin Smooth\1.dds
;[Resource_TorsoLow_Texture_Util]
;filename = textures\util.dds
[Resource_TorsoLow_Texture_Normal]
filename = ..\Make Your Skin Smooth\UNI.dds

[Resource_TorsoWaist_Texture_Normal]
filename = ..\Make Your Skin Smooth\UNI.dds

[TextureOverride_LoneFur_Mesh]
hash = 0cae7d06
handling = skip
match_first_index = 0
vb0 = Resource_LoneFur_Mesh_VB
ib = Resource_LoneFur_Mesh_IB
drawindexed = auto

[TextureOverride_LoneTorso_Mesh]
hash = 7ae03d5f
handling = skip
match_first_index = 0
vb0 = Resource_LoneTorso_Mesh_VB
ib = Resource_LoneTorso_Mesh_IB
ps-t0 = Resource_Torso_Texture_Color
ps-t1 = Resource_Torso_Texture_Util
ps-t3 = Resource_Torso_Texture_Normal
drawindexed = auto

[TextureOverride_LonePuffy_Mesh]
hash = 7ae03d5f
handling = skip
match_first_index = 0
vb0 = Resource_LonePuffy_Mesh_VB
ib = Resource_LonePuffy_Mesh_IB
ps-t0 = Resource_Puffy_Texture_Color
ps-t1 = Resource_Puffy_Texture_Util
ps-t3 = Resource_Puffy_Texture_Normal
drawindexed = auto

[TextureOverride_LoneTorsoLow_Mesh]
hash = 7ae03d5f
handling = skip
match_first_index = 0
vb0 = Resource_LoneTorsoLow_Mesh_VB
ib = Resource_LoneTorsoLow_Mesh_IB
;ps-t0 = Resource_TorsoLow_Texture_Color
;ps-t1 = Resource_TorsoLow_Texture_Util
ps-t3 = Resource_TorsoLow_Texture_Normal
drawindexed = auto

[TextureOverride_LoneTorsoWaist_Mesh]
hash = 7ae03d5f
handling = skip
match_first_index = 0
vb0 = Resource_LoneTorsoWaist_Mesh_VB
ib = Resource_LoneTorsoWaist_Mesh_IB
ps-t3 = Resource_TorsoWaist_Texture_Normal
drawindexed = auto

;[TextureOverride_LoneSkirt_Mesh]
;hash = 1edbf5dd
;handling = skip
;match_first_index = 0
;vb0 = Resource_LoneSkirt_Mesh_VB
;ib = Resource_LoneSkirt_Mesh_IB
;drawindexed = auto

; ---------------------------------------- - Removing Things

;Didn't work, holds skirt plus leg pouch thing
[TextureOverride_SkirtVB_Mesh]
hash = 1edbf5dd
handling = skip

;Didn't work either
[TextureOverride_SkirtIB_Mesh]
hash = c4a64db1
handling = skip

[TextureOverride_SkirtFrontFur1_Mesh]
hash = acdcaadf
handling = skip

[TextureOverride_SkirtFrontFur2_Mesh]
hash = bdb21129
handling = skip

[TextureOverride_SkirtFrontUnderFur1_Mesh]
hash = 23cc1f4d
handling = skip

[TextureOverride_SkirtFrontUnderFur2_Mesh]
hash = 2eaaaec0
handling = skip

[TextureOverride_SkirtRearFur_Mesh]
hash = cb8e0296
handling = skip

[TextureOverride_SkirtRearUnderFur_Mesh]
hash = 7fa5da27
handling = skip

[TextureOverride_SkirtRearMiscFur_Mesh]
hash = 48438a2a
handling = skip

[TextureOverride_SkirtRibbonTail_Mesh]
hash = 8e0c26e9
handling = skip

[TextureOverride_BootHornRight_Mesh]
hash = 01a1d4fb
handling = skip

[TextureOverride_BootHornLeft_Mesh]
hash = a69896ab
handling = skip

;This one didnt work either, it holds multiple items too ;(boots, anklets, foot)
[TextureOverride_Boots_Mesh]
hash = 63f07ecc
handling = skip

; ---------------------------------------- - Armor Changes

[Resource_LoneFur_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\loneFur.vb
[Resource_LoneFur_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\loneFur.ib

[Resource_LoneTorso_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\loneTorso.vb
[Resource_LoneTorso_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\loneTorso.ib

[Resource_LonePuffy_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\lonePuffy.vb
[Resource_LonePuffy_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\lonePuffy.ib

[Resource_LoneTorsoLow_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\loneTorsoLow.vb
[Resource_LoneTorsoLow_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\loneTorsoLow.ib

[Resource_LoneTorsoWaist_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\loneTorsoWaist.vb
[Resource_LoneTorsoWaist_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\loneTorsoWaist.ib

;[Resource_LoneSkirt_Mesh_VB]
;type = Buffer
;stride = 48
;filename = meshes\loneSkirt.vb
;[Resource_LoneSkirt_Mesh_IB]
;type = Buffer
;format = DXGI_FORMAT_R16_UINT
;filename = meshes\loneSkirt.ib

 

My edits worked without the shaderoverrides before though, and adding both the pixel and vertex shader overrides didnt help. Not sure what the "_MB" override is though. How did you get the "a38c98c7c7c31931" hash? I'm gonna try removing all my mods except the requirements for it (Chest Wrap Removal and Make Your Skin Smooth).

 

UPDATE: It's Female Body Tweaks. FBT includes a folder called "clipping fixes" in it they edit 3 armors "muenbito" "onmyouji" and "touzoku". One of those is the Lone Wolf skirt. How do you guys know the japanese names (or rather probably the actual name used in the game files) for the armor sets?

 

UPDATE2: New problem, I can't get certain parts of the Fur portions of the Lone Wolf set to load into blender. The files get dumped but I get a "4D positions" error.

The issue persists across Blender [3.0.1], [3.1.2] and [3.4.1].
These are the problematic files:

Spoiler

;Skirt Front Under Fur 2

000010-ib=86c516b5-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

000010-vb0=2eaaaec0-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

;Skirt Rear Fur

000012-ib=ecadbb67-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146
000012-vb0=cb8e0296-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

;Skirt Ribbon Tail

000013-ib=ebd7676b-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

000013-vb0=8e0c26e9-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

;Skirt Rear Under Fur

000014-ib=4ceb9625-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

000014-vb0=7fa5da27-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

 

One fur mesh that wraps around from the front to the back with the VB hash: "bdb21129" did not even dump in Frame Analysis.

 

Edited by HazySeptember
Link to comment
7 hours ago, HazySeptember said:

 

This is the entirety of my ini file right now:

  Hide contents

;Shader Overrides
;Not sure what shader this is?
 [ShaderOverrideLoneWBody_MB]
hash = a38c98c7c7c31931
run = CommandListN2General
allow_duplicate_hash = overrule

;Pixel Shader
[ShaderOverrideLonePUFFY]
hash = ca6c4ac5ac115146
run = CommandListN2General
allow_duplicate_hash = overrule

;Vertex Shader
[ShaderOverrideLonePUFFY2]
hash = c88c9263607f8622
run = CommandListN2General
allow_duplicate_hash = overrule

;[ShaderOverrideLonePUFFY3]
;hash = 7e552b939a41a99a
;run = CommandListN2General
;allow_duplicate_hash = overrule

;Lone Wolf Hashes
; 7ae03d5f Shoulder Armor/Chest/Torso/TorsoLow/Waist
; 0cae7d06 ShoulderFur
; 1edbf5dd Skirt VB
; c4a64db1 Skirt IB

[Resource_Torso_Texture_Color]
filename = textures\LoneWolfTex\color.dds
[Resource_Torso_Texture_Util]
filename = textures\LoneWolfTex\util.dds
[Resource_Torso_Texture_Normal]
filename = textures\LoneWolfTex\normal.dds

[Resource_Puffy_Texture_Color]
filename = textures\color.dds
[Resource_Puffy_Texture_Util]
filename = textures\util.dds
[Resource_Puffy_Texture_Normal]
filename = textures\normal.dds

;[Resource_TorsoLow_Texture_Color]
;filename = ..\Make Your Skin Smooth\1.dds
;[Resource_TorsoLow_Texture_Util]
;filename = textures\util.dds
[Resource_TorsoLow_Texture_Normal]
filename = ..\Make Your Skin Smooth\UNI.dds

[Resource_TorsoWaist_Texture_Normal]
filename = ..\Make Your Skin Smooth\UNI.dds

[TextureOverride_LoneFur_Mesh]
hash = 0cae7d06
handling = skip
match_first_index = 0
vb0 = Resource_LoneFur_Mesh_VB
ib = Resource_LoneFur_Mesh_IB
drawindexed = auto

[TextureOverride_LoneTorso_Mesh]
hash = 7ae03d5f
handling = skip
match_first_index = 0
vb0 = Resource_LoneTorso_Mesh_VB
ib = Resource_LoneTorso_Mesh_IB
ps-t0 = Resource_Torso_Texture_Color
ps-t1 = Resource_Torso_Texture_Util
ps-t3 = Resource_Torso_Texture_Normal
drawindexed = auto

[TextureOverride_LonePuffy_Mesh]
hash = 7ae03d5f
handling = skip
match_first_index = 0
vb0 = Resource_LonePuffy_Mesh_VB
ib = Resource_LonePuffy_Mesh_IB
ps-t0 = Resource_Puffy_Texture_Color
ps-t1 = Resource_Puffy_Texture_Util
ps-t3 = Resource_Puffy_Texture_Normal
drawindexed = auto

[TextureOverride_LoneTorsoLow_Mesh]
hash = 7ae03d5f
handling = skip
match_first_index = 0
vb0 = Resource_LoneTorsoLow_Mesh_VB
ib = Resource_LoneTorsoLow_Mesh_IB
;ps-t0 = Resource_TorsoLow_Texture_Color
;ps-t1 = Resource_TorsoLow_Texture_Util
ps-t3 = Resource_TorsoLow_Texture_Normal
drawindexed = auto

[TextureOverride_LoneTorsoWaist_Mesh]
hash = 7ae03d5f
handling = skip
match_first_index = 0
vb0 = Resource_LoneTorsoWaist_Mesh_VB
ib = Resource_LoneTorsoWaist_Mesh_IB
ps-t3 = Resource_TorsoWaist_Texture_Normal
drawindexed = auto

;[TextureOverride_LoneSkirt_Mesh]
;hash = 1edbf5dd
;handling = skip
;match_first_index = 0
;vb0 = Resource_LoneSkirt_Mesh_VB
;ib = Resource_LoneSkirt_Mesh_IB
;drawindexed = auto

; ---------------------------------------- - Removing Things

;Didn't work, holds skirt plus leg pouch thing
[TextureOverride_SkirtVB_Mesh]
hash = 1edbf5dd
handling = skip

;Didn't work either
[TextureOverride_SkirtIB_Mesh]
hash = c4a64db1
handling = skip

[TextureOverride_SkirtFrontFur1_Mesh]
hash = acdcaadf
handling = skip

[TextureOverride_SkirtFrontFur2_Mesh]
hash = bdb21129
handling = skip

[TextureOverride_SkirtFrontUnderFur1_Mesh]
hash = 23cc1f4d
handling = skip

[TextureOverride_SkirtFrontUnderFur2_Mesh]
hash = 2eaaaec0
handling = skip

[TextureOverride_SkirtRearFur_Mesh]
hash = cb8e0296
handling = skip

[TextureOverride_SkirtRearUnderFur_Mesh]
hash = 7fa5da27
handling = skip

[TextureOverride_SkirtRearMiscFur_Mesh]
hash = 48438a2a
handling = skip

[TextureOverride_SkirtRibbonTail_Mesh]
hash = 8e0c26e9
handling = skip

[TextureOverride_BootHornRight_Mesh]
hash = 01a1d4fb
handling = skip

[TextureOverride_BootHornLeft_Mesh]
hash = a69896ab
handling = skip

;This one didnt work either, it holds multiple items too ;(boots, anklets, foot)
[TextureOverride_Boots_Mesh]
hash = 63f07ecc
handling = skip

; ---------------------------------------- - Armor Changes

[Resource_LoneFur_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\loneFur.vb
[Resource_LoneFur_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\loneFur.ib

[Resource_LoneTorso_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\loneTorso.vb
[Resource_LoneTorso_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\loneTorso.ib

[Resource_LonePuffy_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\lonePuffy.vb
[Resource_LonePuffy_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\lonePuffy.ib

[Resource_LoneTorsoLow_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\loneTorsoLow.vb
[Resource_LoneTorsoLow_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\loneTorsoLow.ib

[Resource_LoneTorsoWaist_Mesh_VB]
type = Buffer
stride = 56
filename = meshes\loneTorsoWaist.vb
[Resource_LoneTorsoWaist_Mesh_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\loneTorsoWaist.ib

;[Resource_LoneSkirt_Mesh_VB]
;type = Buffer
;stride = 48
;filename = meshes\loneSkirt.vb
;[Resource_LoneSkirt_Mesh_IB]
;type = Buffer
;format = DXGI_FORMAT_R16_UINT
;filename = meshes\loneSkirt.ib

 

My edits worked without the shaderoverrides before though, and adding both the pixel and vertex shader overrides didnt help. Not sure what the "_MB" override is though. How did you get the "a38c98c7c7c31931" hash? I'm gonna try removing all my mods except the requirements for it (Chest Wrap Removal and Make Your Skin Smooth).

 

UPDATE: It's Female Body Tweaks. FBT includes a folder called "clipping fixes" in it they edit 3 armors "muenbito" "onmyouji" and "touzoku". One of those is the Lone Wolf skirt. How do you guys know the japanese names (or rather probably the actual name used in the game files) for the armor sets?

 

UPDATE2: New problem, I can't get certain parts of the Fur portions of the Lone Wolf set to load into blender. The files get dumped but I get a "4D positions" error.

The issue persists across Blender [3.0.1], [3.1.2] and [3.4.1].
These are the problematic files:

  Reveal hidden contents

;Skirt Front Under Fur 2

000010-ib=86c516b5-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

000010-vb0=2eaaaec0-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

;Skirt Rear Fur

000012-ib=ecadbb67-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146
000012-vb0=cb8e0296-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

;Skirt Ribbon Tail

000013-ib=ebd7676b-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

000013-vb0=8e0c26e9-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

;Skirt Rear Under Fur

000014-ib=4ceb9625-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

000014-vb0=7fa5da27-vs=24f9a3d0d0d9c367-ps=ca6c4ac5ac115146

 

One fur mesh that wraps around from the front to the back with the VB hash: "bdb21129" did not even dump in Frame Analysis.

 

The _MB override hash is for motion blur option activated. You can get it by activating the motion blur option and hunting again for the pixel shader of the armor.

 

For the japanese names, maybe they googled for it or they are playing in the japanese version, not sure!

 

The 4D issue is a well known by the Nioh2 modding community as well as other games too (i.e DOA games). This issue is seen when you load meshes into blender with physics tied to them. I don't know in details how it works, but the game uses 4D meshes to emulate physics into the game.

Unfortunately, their no workarounds for that to mu knowledge, the actual 3dmigoto plugins for blender does not support that and I didn't find any methods to work around this limitations.

 

So for now u cannot mod those meshes

Link to comment
On 2/14/2021 at 10:55 PM, sullivan said:

So i just installed the mods for the first time and the mod enabler seems to mess up HDR. Anyone else use this?

 

It's not really surprising, but it really is a shame if i would have to decide between proper HDR and Mods....

Excuse me, did you fix this problem?
Since I have the same situation.

Link to comment
  • 1 month later...

Hi, super new to all this I was trying to remove the sleeves from the master swordsman's robes for one of my friends, but when I export the model my arms aren't there. To counteract this I tried to add the parts of the arm to the model with the outfit but that didn't work either. I saw the earlier post that went into detail about this issue, but in all honesty I just got completely lost when they showed their ini file. Right now I have the ini file 3dmigot nioh 2 mod makes.

 

; Shader overrides
[ShaderOverride_Garbremoval_Garbremoval_0]
hash = ecca3a7b0a0e6b79
run = CommandListN2General
allow_duplicate_hash = overrule
[ShaderOverride_Garbremoval_Garbremoval_1]
hash = 7e552b939a41a99a
run = CommandListN2General
allow_duplicate_hash = overrule

; Texture overrides
[TextureOverride_Garbremoval_Garbremoval_Shirt]
hash = 9954a284
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_Shirt
ib = Resource_IB_Garbremoval_Garbremoval_Shirt
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t0
ps-t1 = Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t1
ps-t3 = Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t3
drawindexed = auto
[TextureOverride_Garbremoval_Garbremoval_L_arm]
hash = 839f9d17
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_L_arm
ib = Resource_IB_Garbremoval_Garbremoval_L_arm
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_L_arm_ps-t0
drawindexed = auto
[TextureOverride_Garbremoval_Garbremoval_R_shoulder]
hash = fd547d60
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_R_shoulder
ib = Resource_IB_Garbremoval_Garbremoval_R_shoulder
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_R_shoulder_ps-t0
drawindexed = auto
[TextureOverride_Garbremoval_Garbremoval_R_arm]
hash = 8ae47a63
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_R_arm
ib = Resource_IB_Garbremoval_Garbremoval_R_arm
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_R_arm_ps-t0
drawindexed = auto
[TextureOverride_Garbremoval_Garbremoval_L_shoulder]
hash = 645cee3e
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_L_shoulder
ib = Resource_IB_Garbremoval_Garbremoval_L_shoulder
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_L_shoulder_ps-t0
drawindexed = auto

; Vertex buffer resources
[Resource_VB_Garbremoval_Garbremoval_Shirt]
type = Buffer
stride = 60
filename = meshes\Shirt.vb
[Resource_VB_Garbremoval_Garbremoval_L_arm]
type = Buffer
stride = 48
filename = meshes\L_arm.vb
[Resource_VB_Garbremoval_Garbremoval_R_shoulder]
type = Buffer
stride = 48
filename = meshes\R_shoulder.vb
[Resource_VB_Garbremoval_Garbremoval_R_arm]
type = Buffer
stride = 48
filename = meshes\R_arm.vb
[Resource_VB_Garbremoval_Garbremoval_L_shoulder]
type = Buffer
stride = 48
filename = meshes\L_shoulder.vb

; Index buffer resources
[Resource_IB_Garbremoval_Garbremoval_Shirt]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\Shirt.ib
[Resource_IB_Garbremoval_Garbremoval_L_arm]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\L_arm.ib
[Resource_IB_Garbremoval_Garbremoval_R_shoulder]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\R_shoulder.ib
[Resource_IB_Garbremoval_Garbremoval_R_arm]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\R_arm.ib
[Resource_IB_Garbremoval_Garbremoval_L_shoulder]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\L_shoulder.ib

; Texture resources
[Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t0]
filename = textures\Shirt_ps-t0.dds
[Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t1]
filename = textures\Shirt_ps-t1.dds
[Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t3]
filename = textures\Shirt_ps-t3.dds
[Resource_Texture_Garbremoval_Garbremoval_L_arm_ps-t0]
filename = textures\L_arm_ps-t0.dds
[Resource_Texture_Garbremoval_Garbremoval_R_shoulder_ps-t0]
filename = textures\R_shoulder_ps-t0.dds
[Resource_Texture_Garbremoval_Garbremoval_R_arm_ps-t0]
filename = textures\R_arm_ps-t0.dds
[Resource_Texture_Garbremoval_Garbremoval_L_shoulder_ps-t0]
filename = textures\L_shoulder_ps-t0.dds
 

Link to comment
1 minute ago, ailingprawn said:

Hi, super new to all this I was trying to remove the sleeves from the master swordsman's robes for one of my friends, but when I export the model my arms aren't there. To counteract this I tried to add the parts of the arm to the model with the outfit but that didn't work either. I saw the earlier post that went into detail about this issue, but in all honesty I just got completely lost when they showed their ini file. Right now I have the ini file 3dmigot nioh 2 mod makes.

 

; Shader overrides
[ShaderOverride_Garbremoval_Garbremoval_0]
hash = ecca3a7b0a0e6b79
run = CommandListN2General
allow_duplicate_hash = overrule
[ShaderOverride_Garbremoval_Garbremoval_1]
hash = 7e552b939a41a99a
run = CommandListN2General
allow_duplicate_hash = overrule

; Texture overrides
[TextureOverride_Garbremoval_Garbremoval_Shirt]
hash = 9954a284
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_Shirt
ib = Resource_IB_Garbremoval_Garbremoval_Shirt
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t0
ps-t1 = Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t1
ps-t3 = Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t3
drawindexed = auto
[TextureOverride_Garbremoval_Garbremoval_L_arm]
hash = 839f9d17
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_L_arm
ib = Resource_IB_Garbremoval_Garbremoval_L_arm
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_L_arm_ps-t0
drawindexed = auto
[TextureOverride_Garbremoval_Garbremoval_R_shoulder]
hash = fd547d60
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_R_shoulder
ib = Resource_IB_Garbremoval_Garbremoval_R_shoulder
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_R_shoulder_ps-t0
drawindexed = auto
[TextureOverride_Garbremoval_Garbremoval_R_arm]
hash = 8ae47a63
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_R_arm
ib = Resource_IB_Garbremoval_Garbremoval_R_arm
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_R_arm_ps-t0
drawindexed = auto
[TextureOverride_Garbremoval_Garbremoval_L_shoulder]
hash = 645cee3e
handling = skip
match_first_index = 0
vb0 = Resource_VB_Garbremoval_Garbremoval_L_shoulder
ib = Resource_IB_Garbremoval_Garbremoval_L_shoulder
ps-t0 = Resource_Texture_Garbremoval_Garbremoval_L_shoulder_ps-t0
drawindexed = auto

; Vertex buffer resources
[Resource_VB_Garbremoval_Garbremoval_Shirt]
type = Buffer
stride = 60
filename = meshes\Shirt.vb
[Resource_VB_Garbremoval_Garbremoval_L_arm]
type = Buffer
stride = 48
filename = meshes\L_arm.vb
[Resource_VB_Garbremoval_Garbremoval_R_shoulder]
type = Buffer
stride = 48
filename = meshes\R_shoulder.vb
[Resource_VB_Garbremoval_Garbremoval_R_arm]
type = Buffer
stride = 48
filename = meshes\R_arm.vb
[Resource_VB_Garbremoval_Garbremoval_L_shoulder]
type = Buffer
stride = 48
filename = meshes\L_shoulder.vb

; Index buffer resources
[Resource_IB_Garbremoval_Garbremoval_Shirt]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\Shirt.ib
[Resource_IB_Garbremoval_Garbremoval_L_arm]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\L_arm.ib
[Resource_IB_Garbremoval_Garbremoval_R_shoulder]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\R_shoulder.ib
[Resource_IB_Garbremoval_Garbremoval_R_arm]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\R_arm.ib
[Resource_IB_Garbremoval_Garbremoval_L_shoulder]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = meshes\L_shoulder.ib

; Texture resources
[Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t0]
filename = textures\Shirt_ps-t0.dds
[Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t1]
filename = textures\Shirt_ps-t1.dds
[Resource_Texture_Garbremoval_Garbremoval_Shirt_ps-t3]
filename = textures\Shirt_ps-t3.dds
[Resource_Texture_Garbremoval_Garbremoval_L_arm_ps-t0]
filename = textures\L_arm_ps-t0.dds
[Resource_Texture_Garbremoval_Garbremoval_R_shoulder_ps-t0]
filename = textures\R_shoulder_ps-t0.dds
[Resource_Texture_Garbremoval_Garbremoval_R_arm_ps-t0]
filename = textures\R_arm_ps-t0.dds
[Resource_Texture_Garbremoval_Garbremoval_L_shoulder_ps-t0]
filename = textures\L_shoulder_ps-t0.dds
 

Forgot to post an image as well in case https://www.imgur.com/a/WJNxNcO

 

Link to comment

regarding HDR with 3dm, i recalled someone who i made a mod for mentioned they had a modified version of the mod enabler to allow them to use both. Using a different D3D11 wrapper for it but not sure where they got it. I cant remember who atm

Edited by True_Might
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