sen4mi Posted December 5, 2022 Posted December 5, 2022 (edited) 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 December 5, 2022 by sen4mi
Papayasalad41 Posted December 8, 2022 Posted December 8, 2022 (edited) 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 Edited December 8, 2022 by Papayasalad41 image does not load
lasnus Posted December 8, 2022 Posted December 8, 2022 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 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 1
necrogore1 Posted December 13, 2022 Posted December 13, 2022 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.  Â
lasnus Posted December 14, 2022 Posted December 14, 2022 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?
sdgdfghjghfkgchk Posted December 16, 2022 Posted December 16, 2022 Hello, is it possible to mod Nyotengu's wings back on the transformation?
HazySeptember Posted December 21, 2022 Posted December 21, 2022 (edited) 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  The screenshot below is what the original "shinobiTiddies" mesh looks like in CWR with the armor modified to remove the clothing. Spoiler  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  For completeness below is the Inverted Nipples mod of the "sohayaTiddies" mesh vb/ib from CWR installed normally. Spoiler  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 December 21, 2022 by HazySeptember
lasnus Posted December 22, 2022 Posted December 22, 2022 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  The screenshot below is what the original "shinobiTiddies" mesh looks like in CWR with the armor modified to remove the clothing.  Reveal hidden contents  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  For completeness below is the Inverted Nipples mod of the "sohayaTiddies" mesh vb/ib from CWR installed normally.  Reveal hidden contents  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  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  Don't hesitate to ask if I wasn't clear on some steps or if u need more explanations
HazySeptember Posted December 23, 2022 Posted December 23, 2022 (edited) 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  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  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 December 23, 2022 by HazySeptember
lasnus Posted December 23, 2022 Posted December 23, 2022 12 hours ago, HazySeptember said: Â 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. Â 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 Â Seriously, I just loaded my blend file of the model and re-exported it and the texture mismatch was gone. Â 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
Schneckenfurz Posted December 25, 2022 Posted December 25, 2022 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? Â
HazySeptember Posted December 28, 2022 Posted December 28, 2022 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? Â 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.
HJJ5566 Posted December 30, 2022 Posted December 30, 2022 On 3/24/2022 at 1:14 AM, CybersHoK said: Here it is, for screenshots only since the devs made the tongue float around in the air to begin with, do share the screenshots though  Ahegao Tongue.zip 257.19 kB · 215 downloads Hello, can you make tongue for Miyoshino ? Thanks!!
HazySeptember Posted December 30, 2022 Posted December 30, 2022 (edited) 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 December 30, 2022 by HazySeptember
lasnus Posted December 30, 2022 Posted December 30, 2022 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.
HazySeptember Posted December 30, 2022 Posted December 30, 2022 (edited) 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 December 31, 2022 by HazySeptember
lasnus Posted December 31, 2022 Posted December 31, 2022 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
pigox12345 Posted January 5, 2023 Posted January 5, 2023 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? Â 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.
sullivan Posted January 8, 2023 Posted January 8, 2023 On 1/5/2023 at 1:40 PM, pigox12345 said: Excuse me, did you fix this problem? Since I have the same situation. I can't remember really since i haven't touched this game in a long time. But i don't think there ever was a fix for this sadly.
ailingprawn Posted February 14, 2023 Posted February 14, 2023 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. Â ; 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 Â
ailingprawn Posted February 14, 2023 Posted February 14, 2023 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 Â
True_Might Posted February 16, 2023 Posted February 16, 2023 (edited) 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 February 16, 2023 by True_Might
Silvist Posted February 18, 2023 Posted February 18, 2023 I wonder if Wild Hearts uses the same engine as Nioh 2....looks visually really similar:  Spoiler  Spoiler  1
MonkeyMan112 Posted February 20, 2023 Posted February 20, 2023 On 11/26/2021 at 10:23 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 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/166, https://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.  Hide 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.   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.   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.   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.   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.   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.   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.   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  Hide contents 1. go to file -> import -> 3DMigoto frame analysis dump   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.  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.  4. edit the mesh how you would like. i just removed the pants part  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.   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.  Hide 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.   do the following for both new blender instances:  3. select the model and then change from Object Mode to Weight Paint.   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).  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.  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.  this image demonstrates a mismatch which will cause the bones to freak out in game if left as they are.  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.  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  Hide 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 Referring to the Weight section, I assume you would delete the _temp vertex groups? 1
Phnx Posted February 27, 2023 Posted February 27, 2023 Hello. Does anyone here have an idea how we could manipulate the shader for the eyes to always show the demonic glow of Hide's eyes that is sometimes applied in cutscenes? 1
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