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Trails of Cold Steel 4 (Mod Request)


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@amorrow28 Aw thanks! Honestly, a big part of my motivation to continue came from your comment saying you were waiting for screenshots. I wanted to give something back after all the work you put in, so I'm glad you enjoyed it! :relieved:
 

About your questions:  I found out in an interview that the font is called Cuprum, but the one I used is sliiightly different to the one in the games. Either NISA costumized theirs a bit or I used the wrong type of Cuprum. To get the Tita&Tio (and many others) pic I just combined two different screenshots. I wanted to do more action-y poses for these types of images, but most overworld attacks light up the entire screen and create a bunch of particle effects, so they're harder to splice together. And I'm glad you liked the Endgame images! I crack up everytime I think about the Vantage Masters one lmao

@lakovic Bruh. How unlucky do I have to be to release my screens merely 5 HOURS before you post this incredible mod :bawling:
As a fellow cultured fan of thongs, I would have definitely included these, they look very nice! I'm totally down to make a "CScreens 4.5 -THE END OF SAGA FOR REAL THIS TIME-" in the future if more of these mods pop up.

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I learned from your @amorrow28 tutorial to delete objects through meshes, zoom in and out, and I tried to see if these meshes could be deformed, and the result was feasible!

 

Import the mesh, select the object, and import it in blender. About how to import, @amorrow28's tutorial is very clear

 

Snipaste_2022-06-16_15-30-30.png.0e5b0ad313eb31d76ad6deb2a515a9dc.png

 

1. Select the Object Mode you want to modify through the object mode, here is the clothes as an example

2. Switch to Sculpt mode

 

Snipaste_2022-06-16_15-33-32.png.eff5133d283de89e996d0201a89fc414.png

 

3. Tick Wireframe
a, while ensuring that the X-axis symmetry is selected

4. Click this button, it can deform the mesh, and at the same time there are several deformation tools similar to the upper and lower icons on it, you can try them all

 

Snipaste_2022-06-16_15-46-40.png.1cfaa7ba3124fbd22949bdb90d967590.png

Look at the picture, there is a circle outside the yellow point is my mouse position, this circle can be adjusted in size, when the X-axis symmetry is checked, another small yellow point will appear. At this time, I drag it to both sides, operating like an arrow

 

Snipaste_2022-06-16_15-46-58.png.2e36ac6d13fcefefa7ecf714b02a4197.png

You can see that the clothes have been deformed

 

Snipaste_2022-06-16_15-55-38.png.0d918cd75a3feacd8ad76ccb5b737300.png

At this time, you can export the mesh to see the actual effect, but the export in the sculpt mode is invalid. You have to switch to the object mode to export. I don't know if it is a bug in blender 2.83.

 

 

Snipaste_2022-06-16_15-54-41.png.ea82ff48260ce9dda3dd73903047f2b1.png

In the game, you can see that the clothes are already long.

 

 

 

So all the characters I modified, their bodies, and clothes, I slowly made them through the sculpting mode, and I had to switch various angles in the process to ensure that they would not be deformed. I believe there is a better way to operate, but I really don't know how to operate blender, so I can only use stupid methods?

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@amorrow28 It was enough for me to get a few pointers on where to start. Blender's UI is a nightmare to navigate and knowing where the basic functions are was very helpful. 

 

I'll show off my general workflow for smaller breasts. Consider this an extension to the Juna breast enlargement tutorial. 

 

Spoiler

I like to start by making three vertex groups for the breasts; one that has both, one that has the left breast and one that has the right breast. This is helpful when you want to move the breasts around. Just remember to delete these when you export the model or you will have nightmares.

blender_OKGczXRwS4.png.1b1eab50e5043716ab107a36bff25849.png

I usually start by flattening both breasts using the green axis on the scaling tool.

image.png.780662fc929c938ef35570cd4ff9e655.png

I then move them into place with the transform tool.

image.thumb.png.1898f5112feb134a8845f7936ffef5cf.png

I also like to move the breasts closer together or rotate them around. 

image.png.bff8bb01e8c9207cd5922fb4f0262ea8.png

Alright, now we have this mess. Enter sculpt mode from the top left. There are a lot of interesting tools here, but for me the most useful one was always the clay tool.image.png.235af979ca5467d3ce88b6fb9c35de7f.png

You can modify the settings of the current brush from the panel on the right. The most important settings are brush radius, strength, direction and autosmooth. Play around with them for a while and figure out how they work.

image.png.bcc6efa3e6754b610352e1e072b008d7.png

The symmetry option at the bottom is also useful to remember. It is enabled by default, but there will be times when you want to disable it.

 

After some smoothing I ended up with this.

image.png.3fd39360421cb792b8a43e83d01cd35a.png

I wanted to bring out the nipples a bit, so I went back into edit mode and used the scale and transform tools.

image.png.9511e3ca76e1702a460ac606232e4fc0.png

You could also experiment with the flatten tool in sculpt mode for this; it has a secondary mode that increases contrast.

 

Next I used the grab tool to pull everything closer together.

image.png.3353842104021ded9c28025a6c70c99f.png

 

I smoothed everything a bit with the clay tool and then used the crease tool to add a hint of depth. 

image.png.e8a52d6fc8a3674874e03fea22588676.png

 

Then as I swap to object mode, the model looks like this. 

image.png.37d4a9f08f3775211033a4147db972fe.png

We can fix this. Enter edit mode, select all the vertices that look weird and recalculate normals. You can pretty safely do this for the whole body if you don't feel like painting. You may want to avoid the neck and hands as weird seams can appear there.

image.png.4e609b3808228d7e89eb0069fa217cb4.png

Finished product.

image.png.1bb9fe7d16eb7bbddc21764e8d2cb412.png

Remember to delete any extra vertex groups you made at the start before exporting.

 

From my experience, small chests are much easier to make than big ones. You can make vague mounds and they will look fine in game. With big breasts you need to be able to sculpt a shape that's actually recognizable as a breast, and that's not easy. I probably spent more time smoothing out weird lumps on on Elie, Emma and Sara than I spent on all the smaller girls combined.

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On 6/16/2022 at 8:16 AM, Whayameen said:

Ladies (?) and gentlemen, after a bit of trouble I present to you: Trails of Cold Screens IV -THE END OF SAGA-. A 300+ image long action-PACKED, degeneracy-FILLED, ASS&TIDDIES EXTRAVAGANZA featuring your favorite Kiseki waifus in crispy 720p. This album contains spoilers for both Act 2 and Endgame BUT they are hidden away behind multiple folders, so if you haven't beaten the game just don't open them and you'll be fine, otherwise feel free to put everything into the same folder.
 

Renne5.png.91f44d5a15132f1aa0ef2fd17bce2109.png
Elise8.png.020015a5f77d41c4d1380afcc9d0d04c.png
Musse5.png.6565e9a76e00b4a88092c36d31fef012.png
Emma4.png.bfd9b712222dd1a59250affaeb9543ce.png

Enjoy, and comment your favorite screenshot if you feel like it!

---------->CScreens4.rar<---------- 
(this fucking box keeps turning small no matter what I do, I'm so sick of it :bawling:)

Additional fluff:

  Hide contents

This took a while to get done because last week my notebook decided to eat shit and wouldn't stop blue screening. The only solution available at the time was to restore to a point far earlier than the day I started taking the screenshots, meaning I had to sacrifice 70+ images, among other things. That was very... frustrating to say the least. Taking screens isn't hard, but it is time consuming, and this made my motivation go way down. Still, I really wanted to have a definitive show of appreciation to the community so I just said fuck it, re-took the screens and added a couple hundred more on top of them. In my darkest hour I rose up to face the light once more, just like Rean... The Mean Bean Cold Steel Machine... 
 

A few more things: I wanted to showcase the Fairy Springs more, but sadly Rose has the only character model capable of grabbing huge badonkodonkas. I could've just replaced Juna with other well-endowed characters, but I prefer to have fitting combinations for this type of scene like Shirley+Elie/Duvie or Angelica+Alisa. The other thing is the concert; replacing Sully with certain characters/outfits makes the game crash (this doesn't happen with Schera for some reason), so I ended up showcasing only two characters. It's a bit of shame considering that scene is perfect to display some nice buttocks, but if the game didn't limit me I would just get stuck working on this forever because of how long that scene is, so maybe it's for the best that it didn't work out lmao.

 

And that will be it for Cold Steel screenshots, unless someone releases a butt implant mod for Duvalie and Tio or something. Kuro is releasing on PC next month, so if my notebook is able to run it (and someone releases a Free Camera script for it) I'll take some quick screens of that, if not then my next target is Reverie. That won't be for a while though because I'm a bit Kiseki'd out after working on this for so long :sweat_smile:
Anyway, with all that being said I want to once again express my gratitude to everyone who contributed to make these already awesome games even greater.
@S_S_Majin @Switch608 @coomi @Zero_Fucks_Given @amorrow28 and lots more, thank you! You guys rock!

Amazing job! You deserve a break. It be great if Kuro is possible when it releases on PC next month.There's amazing girls Shizuna,Elaine and Rixia.

Iif not would love to see Hajimari characters with more Elie, Hopefully a full nude Rixia and Vita. That's just the back of my head.

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Just gonna repost that I'm pretty sure these are all that's missing to give each character with bathing clothes a nude mod:

 

Spoiler

Millium

Aurelia

KeA

Roselia

Celine

Angelica

Nadia

Lapis

Vita

 

If they all get one then every bathing scene in the games could be a nude scene.

Edited by undeadclown99
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Index of my CS4 tutorials and where to find my mod:

 

Tutorial time!  Today let's port @Switch608's incredible nude mod from one character to another.  I'm going to use Hajimari assets this time btw (I chose Vita).  I'm posting this in the CS4 thread because all my other tutorials are here, and the exact same steps would be used for, say Aurelia.

 

1723132651_VitaNudeMod.png.6a261be1a15e7ff4442d025d56c39a50.png


Before we start, a shameless plug for my Tokyo Xanadu eX+ mod, where I learned to do this:

 

Same as my other tutorial, you need to first set Blender (I'm using 2.93 LTS), plugins and python scripts up.  Basic instructions on setup at the top of this tutorial:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/page/13/#comment-3757792

 

Second, you want to know how to get a model into Blender in the first place.  Please try this tutorial here at least once, then come back:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/page/14/#comment-3767886 (minimum first 4 steps)

 

 

Step 1: Grabbing and loading models
 

Quote

 

Ok let's go!  Import the towel body mesh you want to replace (I identified ff7d439e as the hash of interest, and in my frame dump of Vita, it was index 000069 so you'll see it as 69 in all my screenshots).  If you don't know how to import by hash, see steps 1 and 2 of this tutorial: https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3779614

 

Next decide your donor nude mod.  I'm going to use Switch608's Juna mod.  File -> Import -> 3DMigoto raw buffers, and import Juna.vb / Juna.ib.  I will need to see the weights as they correspond to the towels, so I went ahead and also dumped Juna's unmodded towel body mesh (hash c5a771b5, was 000004 in my frame dump).
 

Spoiler

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1871866826_2022-06-1718_27_17-Window.png.9caed3fcb052438f790d2ff26f86352f.png

 

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Here you can see all three mods are loaded and overlapping each other.  Let's move them side by side so we can see all three.  Open the sidebar by pressing "N".  Choose Juna's original towel (#4 in my screen), and go to Item -> Transform -> Location -> X on the sidebar, and change it from 0 to -1 (negative 1).  That will move the mesh to the left.  Choose Vita's towel and change to 1 (positive 1), moving it to the right.  Now all three will be side by side.
 

Spoiler

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1427161899_2022-06-1718_27_52-Window.png.03e5a41e834686b8a874689c7f936a07.png

 

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Step 2: Weight Transfer
 

Quote

 

This is critical, the rendering engine uses weights to know where the bones in the body are (as far as we can tell) so mesh injection only works when the weights are correctly mapped back to the original model.  If not, some crazy stuff will happen.  We are going to use the manual method because 1. we are staying within the same game so all the weight groups already match and 2. the towel body mesh is missing too much weight paint to make this work with automatic mode anyway.  I advise you use the manual method whenever you can; I used automatic to make the TX+ mod because the groups didn't line up, but auto made for all sorts of problems.

 

You'll want to be able to compare weights, so 1. turn off "Lock Object Modes" (in Edit menu), 2. turn on X-ray view (Alt-Z), and 3. one at a time, click on each mesh and change to "Weight Paint" mode in the upper left corner dropdown so that all three are in weight paint mode.
 

Spoiler

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2108248415_2022-06-1718_29_04-Window.png.0d29dc5a0630873165e80166105a749a.png

 

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In the window on the right, below the list of models, click on the triangle icon on the left to go to object data properties.  You'll see all the vertex groups.  Click on Juna.vb.  Rename all the groups, one at a time, by adding an "a" in front (e.g. "0" becomes "a0", "1" becomes "a1", etc).  You are doing this so that you can rename them again into numbers without going crazy (once 16 becomes 52, and 43 becomes 16, etc etc, it'll get confusing real quick).  The 'a' prefix lets you know if you've already changed it or not.
 

Spoiler

871112868_2022-06-1718_31_39-Window.png.feebecd035a0fd80236885a5713b983d.png

 

2018137757_2022-06-1718_31_54-Window.png.0de87e8264ca50cb88aa7c702a85e092.png

 

From top to bottom, look at the weight on the donor (left wrist in the picture below, group 0), and find the corresponding one on the recipient (group 16).  Go to the nude model in the middle, and change the name to the new correct number (a0 becomes 16).
 

Spoiler

931076917_2022-06-1718_32_57-Window.png.5e3d2ce253ca4d844cc890ea33a25a08.png

 

909807289_2022-06-1718_33_07-Window.png.ba6949c23f4da16ffc0dc71df67c09af.png

 

1586558705_2022-06-1718_33_26-Window.png.2215d2a99d43d52955e93f9399498aa8.png

 

Do it again, for every group.  Here, a1 becomes 3.
 

Spoiler

553894598_2022-06-1718_34_35-Window.png.ca89cbac84ac3278c3866c60e1cf3d9c.png

 

267951160_2022-06-1718_34_45-Window.png.bae7e41b28fa4dc9aac0c4abeb5dbe77.png

 

Notice that some of these are really difficult to see.  Xray helps a lot, but feel free to change the angle and look around.  You really really don't want to get any of these wrong.
 

Spoiler

1320354879_2022-06-1718_34_58-Window.png.e8561fb0bf619be171a44942cda36631.png

 

1225390713_2022-06-1718_35_06-Window.png.2da6050b4752e62d138040135cf5d9d2.png

 

Here we come to 8.  Look at number 8 on the nude mod, and you can see why it could be difficult to find on the recipient!  This is where having the corresponding unmodded mesh really helps.  I can see what 8 looks like on the unmodded mesh, and find its corresponding group (group 24) on the recipient.  a8 becomes 24.
 

Spoiler

1571004510_2022-06-1718_37_44-Window.png.be05360c256fea2b5a8706162ca22c24.png

 

1693635215_2022-06-1718_38_05-Window.png.7055dc9576f3b1500ef832e77a7f41e9.png

 

1652200580_2022-06-1718_38_21-Window.png.9ab797e113b1ef0e8e5308d47364295e.png

 

Ok, after carefully going through every weight group, of course there was a group on the donor that isn't on the recipient.  I labeled "xx" at the time since it has nowhere to go.  I've tried just deleting such groups before and the game engine didn't like that at all.  (I zoomed in, you can see xx faintly on the left breast.  Yeah, that tiny thing can completely screw up the transfer.)

 

Spoiler

1037675823_2022-06-1719_26_06-Window.png.b8789031c3ae99093f8fad2a8cedf869.png

 

We will need to put xx somewhere.  I'm going to merge it into the left breast group (group 23).  Go to the wrench icon (modifiers), then "Add Modifier" from the menu, then "Vertex Weight Mix."  This tool merges two vertex groups together, combining their weight.
 

Spoiler

2046342668_2022-06-1719_27_43-Window.png.9db3262792b3f103b6366d1f0d60a668.png

 

1806371550_2022-06-1719_27_51-Window.png.1e98bc7461956ad923d7b2758c159f0e.png

 

Fill it out like this.  This will copy all the weights from group B into group A (which will be the new A+B).  Set the groups A and B.  Set Mix Mode to "Add" and Mix Set to "VGroup A _or_ B" (not "and").  Press "Apply" and presto!  The easiest way is to set 23 as A and xx as B, then xx will be copied into 23 and you can just delete xx.   As you can see from my screenshot, I put xx as group A and 23 as group B instead.  Because 23 is so big and xx is so small, I couldn't tell if I was doing it correctly (esp since I'm taking so many screenshots as I go, I'm not always sure I actually did the action I was screenshooting haha.  In fact I went all the way to the end of this tutorial, the mod was broken and unuseable, and I had to revert to this step!).  In my case, since xx was the merged group, I deleted 23 and renamed xx to 23.

 

Spoiler

1708828298_2022-06-1721_59_32-THELEGENDOFHEROES_HAJIMARINOKISEKI(D3D11)(x64).png.59668fd215c34aa3d0b44f70779877f2.png

 

Go ahead and delete your group B.  (Don't be confused by my screenshot showing how to delete a group!  It's from my first attempt where I used xx as group B.  I had to go back and redo it, and my above screenshot is from where I used group 23 as group B, so I deleted 23 and renamed xx to 23 instead.)

 

Spoiler

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Once you've renamed all your groups and merged the ones that didn't have new names, you're done with weight transfer!  You can delete the donor unmodded mesh (#4 in my screenshots) and move the recipient mesh back to center (set location X to 0 in the transform sidebar).
 

Spoiler

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408159083_2022-06-1720_10_24-Window.png.62b6de71e40ba66787e96014050c4fcb.png

 

 

 

 

[Continued in next post]

 

Edited by amorrow28
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Step 3: Replacing the recipient model with the donor model
 

Quote

 

We're going to replace the recipient model with the donor model, but let's get the model to roughly fit first, because it's easier when you have the recipient model still there..  Notice that Juna is ever so slightly shorter than Vita.  We need to stretch out the model just a bit.  Zoom in on the neck so you can see how off you are.  Hold your mouse cursor roughly midline, and press "S" for stretch.  Move the mouse up until they line up.
 

Spoiler

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530221927_2022-06-1721_35_48-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.26b048cce733cf0df9890699f69f40e8.png

 

862722884_2022-06-1721_36_01-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.c4c255ebcdc4b100fbd9c84faccf76a5.png

 

We will need to be much more precise than this, and it's actually easier to just deform the final model one vertex at a time.  Before we do that, let's merge our models.  This needs to be done because all the weight numbers we changed above are actually meaningless - Blender will use them to reassign the real weights during the joining process.

 

The basic process is this - go into edit mode on the donor model, and select none.  Then go back into object mode, and then into edit mode on the recipient model, and select all.  Go back into object mode, and fuse the donor to the recipient.  Then go into edit mode - you'll see that all the recipient faces are still selected.  Delete the selected faces, leaving only the donor model!

 

We can't quite do that, because our donor has no hands and our recipient does have hands.  So instead of "Select All", we're going to select everything but the hands.  First, before we forget, select the donor model, go into Edit Mode, and select None.  Turn off Xray mode, it's no longer useful here.
 

Spoiler

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1561080453_2022-06-1720_10_56-Window.png.178b53607bc93af0be5b0a2a7587190d.png

 

Now go into object mode, select the recipient, and go into edit mode.  Make sure you're on Face Select mode.  Select the entire hand on both sides.  (This is easier if you hide the donor model, but I have it showing here so you can see exactly which panels should stay and which should go!)
 

Spoiler

581145621_2022-06-1720_15_45-Window.png.e61309064fbf74d3069efa13cb084159.png

 

1040276509_2022-06-1720_18_39-Window.png.6fd0f3f29b52029bbc703d6daa724802.png

 

Be sure not to miss even a single triangle!! I usually will delete the hands to see if I missed any triangles, then hit undo.  Ok, once you have both hands selected, Invert your select (Ctrl-I).  Now everything you want to delete is selected.
 

Spoiler

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1863711841_2022-06-1720_20_01-Window.png.b3281351be9ee0a6f4ec0ad7c609b2ad.png

 

Go ahead and go back into object mode.  To merge, select the donor first (click on donor), then recipient second (SHIFT-click on recipient).  You should see the donor in red and the recipient in orange.  Don't do this backwards, or the wrong weights will transfer!

 

Spoiler

1039175037_2022-06-1720_23_24-Window.png.8ecd22baf295b49598b0d9713f51c90e.png

 

Press Ctrl-J to join the models.

 

Spoiler

93683491_2022-06-1720_23_34-Window.png.3382cd265014e90e0e60142529ebcb8d.png

 

You'll see your two meshes are fused into one.  Go into edit mode, and you'll see that all the faces you don't want are still selected.  Hit delete faces.
 

Spoiler

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1513146029_2022-06-1720_24_07-Window.png.662fe7677d7c46b998207200780da571.png

 

We still need to do all the precision joining before we're done, BUT I actually advise when you're doing this for real to stop here and export, and see what it looks like (even though the size will be wrong, head and hands will be detached, etc etc).  Why?  Because if you screwed up weight transfer, everything you do after will be pointless since you'd have to restart.  And I started with weight transfer because if you can't get that to work, the rest of this tutorial is pointless.  So skip step 4 for now and go on to step 5.  If your model shows up, great!  Come back and do step 4 (and then step 5 again).

 

Spoiler

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Step 4: Sizing the model

 

Quote

 

Now we need to get it to really precisely line up.  Import Vita's head (hash 0f1f571d, #000067 in my frame dump).  We are going to attach the neck to the head, vertex by vertex.  Turn on Snap To mode (it's the magnet icon at the very top center of the screen, just below the tabs).  Click the dropdown next to magnet, and set to Vertex.  Now when you move one vertex, it'll snap to nearby vertices.

 

Spoiler

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First put the head into Edit Mode, then put the donor body into Edit Mode.  Select the Move tool.

 

Spoiler

567297310_2022-06-1721_38_44-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.ca6f673e128b314b82980c82cf5620bb.png

 

Select a vertex, and pull it to the adjacent vertex so that it snaps to the correct location.  ALWAYS MOVE THE BODY VERTEX!  Remember, we are NOT changing the head, it's not part of the mod!!  You will need to zoom in and out, sometimes look from the outside, sometimes look from inside the head.  Sometimes what looks like one vertex is actually two overlapping ones on the body - move them both to the corresponding vertex on the head.

 

Spoiler

371279813_2022-06-1721_41_18-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.52da49c798ff1af65cdc9f59271cfe9c.png

 

Let's do the wrists next.  Move the hands into place (use face select, select all the faces {double check with delete and undo!!}, use the move tool to put the hand close but not exactly in place - you need enough gap to see what you're doing!).  Go into vertex select and pull the vertexes together, again from forearm to hand (modded mesh to native mesh)!  This time the hand is actually part of the mod so you could go in the other direction, but stretching the forearm is less noticeable.  Also, it's a good habit to build, some of the characters have separate hand meshes.
 

Spoiler

392272821_2022-06-1721_49_53-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.5e02be7bd2252d72e67b7963bd532d67.png

 

1812472605_2022-06-1721_50_53-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.d5e4487efbc791d97f4041abf9638315.png

 

If you go into object mode, you'll notice seams since the vertices aren't connected.  Thus a seam will be noticeable in game even if the textures perfectly line up.

 

Spoiler

117245902_2022-06-1721_53_12-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.8a91a9ff862bdbaa265dc7dffb0d5965.png

 

This isn't really an issue for now because the textures we use aren't anywhere near perfect, but let's fix this anyway in case one day we do fix the textures.

In edit mode select all the faces around the join.

 

Spoiler

965949694_2022-06-1721_53_40-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.61b7058560c584771b5629eff4ccfe42.png

 

Merge by distance (Press 'M' or go to Mesh -> Merge -> By Distance).  Tah dah!  No more seam!  (before texture is applied anyway)
 

Spoiler

783341090_2022-06-1721_53_48-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.82b03ec3bce2eba208e1f7d436ab7578.png

 

1611914693_2022-06-1721_54_03-Blender_D__TOCSModding_Costumes_vitaproject2.blend.png.1458de705f7c629b97602ac8e1bcdfbe.png


 

 

[Continued in next post]

Edited by amorrow28
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Step 5: Exporting the model

 

Quote

 

This is the same as my other tutorials, but there are a few extra steps to replicating Switch608's magic.  First export "3DMigoto raw buffers" and save in a directory inside the Mods directory (preferably a new empty subfolder).

 

Spoiler

40462562_2022-06-1720_24_26-Window.png.5b25752d3bfaac0074a04a60be5fba62.png

 

Copy my "vb_split.py" python script into the folder, and run it, it will split the vertex buffers and also create a skeleton .ini file for you.

 

Spoiler

397228488_2022-06-1720_25_37-Window.png.2ae8ffa85897a27dce107197d6c10d03.png

 

Next copy over 00.dds and 01.dds from the Juna nude mod (or whichever mod you're using a donor).

 

Spoiler

1079291657_2022-06-1720_26_31-Window.png.73339570919cdc1afa9cf86a59054db0.png

 

Identify the Index Buffer hash and the Pixel Shader hash we'll be targetting.  Look in the frame dump folder.  Remember how my recipient mesh was #000069 (see the first few steps)?  Looking at the *IB* file for 0000069, I can see the IB and PS hash in the file name.

 

Spoiler

3189848_2022-06-1720_30_19-Window.png.e906bb75639cec96262d32be20123d2e.png

 

Now edit the .ini file.  In addition to removing the semicolons from the [TextureOverride] section and adding the hashes, we have to also add the texture map and normal map files (00.dds and 01.dds), and also get rid of the towel.  All the new additions are highlighted in red below.  Make sure the resource names match (the red arrows show the matching).


 

Spoiler

2109306256_2022-06-1720_26_36-Window.png.d24ab243ba984fc1214c7aac1456c9c7.png

 

2146040569_2022-06-1723_24_27-_D__Steam_steamapps_common_THELEGENDOFHEROESHAJIMARINOKISEKI_bin_Win64_Mod.png.31f506b99cb03a35a9ac30ba9bdc63a7.png

 

Load it up in game!  If you already have the game loaded, press F10 to reload all mods.  If everything went well, you should see your glorious new nude mod!

 

Spoiler

659786695_2022-06-1721_55_45-THELEGENDOFHEROES_HAJIMARINOKISEKI(D3D11)(x64).png.12621429d0c902ebfb472db1f555d2af.png

 

Want to change the breast size, or whatever?  I have a tutorial for that too!  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3757792

 

 


Congrats!  As always, if you like what you make, I hope you share with us.

 

Oh, and I usually don't share the final product of the tutorial (I want you to try it!), but how can I not share nude Vita?

 

Vita.7z

Edited by amorrow28
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@amorrow28 Fantastic tutorial, thank you. I had attempted to port Roselia before but couldn't get the weights right.

 

image.png.1eed81fbbbee55e026adf7d54b8a3310.png

I transplanted Juna's body to Nadia. Probably took me around an hour overall. I'll sculpt it to better fit the body later.

 

I ran into some weight problems probably related to that left breast blob from Juna's mesh, but was able to fix it by hand.

Spoiler

image.png.78f323ade338acd5cbaf80e168a429e4.png

 

 

image.png.701586457a34460fd41076aba4355d53.png

 

 

image.png.2d90ba53601dae2db98bb379216d5238.png

 

image.png.ecb512b046d479d415634dd6b518f920.png

 

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image.png.e2cbcbd6deb6b78085df2c90726da2d1.png

I went ahead and did Roselia as well. The texture for Vita has some weirdness happening around the elbows; you can also see it in my Nadia image. I copied over the texture from Fie's folder and the problem is gone. No idea how the textures are different, but there you go.

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On 6/15/2022 at 9:39 PM, lakovic said:

This is the attachment, I don't know why it dropped

 

If you are using @amorrow28's CS4_UnSkirtMod_v1.3a file, you can replace my file with one click. CS3 and Hajimari should modify the corresponding hash value, but you can try it out, remember to back it up?

 

 

 

UnSkirtMod_lakovic _1.0.zip 14.15 MB · 84 downloads

So for some reason, after downloading this, several of the mods from your screenshots aren't appearing in my game.  Juna and Musse's Magical Girl outfits still have the whole skirts, Laura's swimsuit isn't changed, and neither is Emma's Butterfly Witch outfit.  Emma's default, Sara's outfits, and Juna's Resistance ones are working fine, though.

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7 hours ago, coomi said:

@amorrow28 Fantastic tutorial, thank you. I had attempted to port Roselia before but couldn't get the weights right.

 

image.png.1eed81fbbbee55e026adf7d54b8a3310.png

I transplanted Juna's body to Nadia. Probably took me around an hour overall. I'll sculpt it to better fit the body later.

 

I ran into some weight problems probably related to that left breast blob from Juna's mesh, but was able to fix it by hand.

  Reveal hidden contents

image.png.78f323ade338acd5cbaf80e168a429e4.png

 

 

image.png.701586457a34460fd41076aba4355d53.png

 

 

image.png.2d90ba53601dae2db98bb379216d5238.png

 

image.png.ecb512b046d479d415634dd6b518f920.png

 


Very nice! Your work definitely makes it worth it for me to have made the tutorial. And I felt like I was going to die while putting it together. ? @Switch608, I have no idea how you did that TEN TIMES when you went from 4 characters to 14 all at once!

 

Also @coomi thank you for actually taking the picture of the stupid rogue vertex group in-game so people can see why it matters and why weight transfer can be so difficult. That happened with Vita, and I was so mad I just deleted and started over (after coming back hours later). By the end I wished I had taken a picture to show what happens, but I didn’t have the energy to go back and replicate that…

 

EDIT: Also for those who might think the rogue group is because of the mod, it’s not. That group is in Falcom’s original Juna model, thus Switch accounted for it in the nude mod.

Edited by amorrow28
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4 hours ago, coomi said:

image.png.e2cbcbd6deb6b78085df2c90726da2d1.png

I went ahead and did Roselia as well. The texture for Vita has some weirdness happening around the elbows; you can also see it in my Nadia image. I copied over the texture from Fie's folder and the problem is gone. No idea how the textures are different, but there you go.


Modding Roselia? Poor @Whayameen has already said he was done taking screenshots of the fairy spring scene, I feel like you’re just egging him on now… ?

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3 hours ago, Demontom said:

So for some reason, after downloading this, several of the mods from your screenshots aren't appearing in my game.  Juna and Musse's Magical Girl outfits still have the whole skirts, Laura's swimsuit isn't changed, and neither is Emma's Butterfly Witch outfit.  Emma's default, Sara's outfits, and Juna's Resistance ones are working fine, though.


did you install on top of the latest version of my mod? V1.3 adds a lot of shader overwrites on top of v1.2.

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On 6/11/2022 at 5:56 AM, amorrow28 said:
  Reveal hidden contents

My first post linking to Fairy Tail mod video and how I adapted for CS4:
https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3730952
How to edit existing mods (and how to setup Blender):
https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3757792
How to get a model into Blender (basic modding part 1):
https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3767886
How to get a mod back into the game (basic modding part 2):
https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3771501
How to work with textures in CS4:

{that's this tutorial}

 

If you don't care about tutorials and just want the mod I made, here it is:
https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3775051

 

Info on how to use the nude mods with my mod here:
https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/?do=findComment&comment=3768730

 

Index of my CS4 tutorials and where to find my mod:

 

Tutorial time!  Today let's delete tights / change underwear.  (This is really a basic tutorial on how to get textures in and out of the game as well as how to manipulate them, but it's more satisfying to do something fun.)

 

EliseTutorial.png.85541bcba9a7662cb135af5d1e734f15.png

 

Disclaimer:  This is NOT a tutorial on how to use Paint.NET or other graphics programs, I'm going to assume you either know how or are willing to watch a short youtube video or something.  Having said that, even if you don't really know how, you can probably follow along.  Here is my workfile in case you want to pull it apart, or literally use as is if you like the final result:

 

Elise Tutorial File.7z 1.78 MB · 18 downloads

 

First, set Blender, plugins and python scripts up.  I've gotten multiple messages, USE BLENDER 2.83 LTS!!!  (DSS's plugin hasn't been updated in 3 years, it doesn't work with newer versions, no I can't do anything about that.)  Basic instructions on setup at the top of this tutorial:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/page/13/#comment-3757792

 

Second, you want to know how to get a model into Blender in the first place.  Please try this tutorial here at least once, then come back:  https://www.loverslab.com/topic/166239-trails-of-cold-steel-4-mod-request/page/14/#comment-3767886

 

Ok, let's go!

 

Step 1:  Getting the texture and UV map (preparation)

 

 

Step 2: Transplanting the texture

 

 

Ok, you could just stop here if you wanted to use white panties, but for the sake of this tutorial let's change the color too.  (BTW I almost always do this, helps hide the fact that I'm blatantly stealing the same texture over and over again haha)


(to be continued in the next post)

Once I found more girls that I could DIY myself, I couldn't stop.
Many thanks to @amorrow28 for the tutorial!

 

Minor update, added Sharon, Vita, and Emma. At the same time, increase the thongs of 3 of them! ! !

 

Snipaste_2022-06-19_03-36-08.png.2ba596e8474f6a528b19e7c118e0fc1f.png
Sharon is the default outfit and I hated the middle piece of fabric so I removed it.

 

Snipaste_2022-06-19_03-38-19.png.35435c0993aa855cc4fa1196bd77a9bb.pngSnipaste_2022-06-19_03-38-35.png.44ac29ebf106dbdb10a109eb4fcbe9be.png

Vita is a brand new design, I hope you will like it.

 

Snipaste_2022-06-19_03-36-37.png.d3222a0be0619fec9b97f3b7a3579229.png

Emma is my favorite character, and this update brings her thongs in multiple colors.

 

Under the name folder of each character, there are many folders with color names, such as Emma:

Snipaste_2022-06-19_03-46-25.png.a2a3c4f80c0ab1cc948d31bf0bcfc91d.pngSnipaste_2022-06-19_04-17-23.png.2869a518f8ee984e6c54cab751633ef6.png

open the folder and put the *.dds file in it, and replace the file with the same name under “ UnSkirtMod\Emma\Default  ”

 

Then switch back to the game and press F10 to see the effect.

Snipaste_2022-06-19_04-11-38.png.682e11bcaea6f7cca90e7f8b8bb21042.png

 

what is nothing? just don't wear anything?

 

The next update notice may be Aurelia, Elie, you ask me why I don't modify the loli, I think they are too petite, and they look inappropriate in thongs. I think amorrow28's loli is perfect. The task I want to modify the most at the moment is Aurelia, because her skirt and legs are not so perfect. So wish me luck!

UnSkirtMod_lakovic _1.1.zip

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6 hours ago, Demontom said:

So for some reason, after downloading this, several of the mods from your screenshots aren't appearing in my game.  Juna and Musse's Magical Girl outfits still have the whole skirts, Laura's swimsuit isn't changed, and neither is Emma's Butterfly Witch outfit.  Emma's default, Sara's outfits, and Juna's Resistance ones are working fine, though.

Please delete the files under the same name folder before use, for example, delete all files under bin\Win64\Mods\UnSkirtMod\Emma, and then copy the Emma folder I got after decompression.


Then there is the common_shaders.ini file in the compressed package, make sure to put it under the root directory of bin\Win64\Mods\UnSkirtMod

If this still does not show success, it may be that the hash value is different, because I found that the English version and the Chinese version (sorry, I am using the Chinese version v1.02), the hash value of different characters' clothing is different, the UnskirtMod_1.3a of amorrow28 also has Several mods don't show effect on my side, I can just modify the hash value corresponding to my game, check the hash value for details, there are in the tutorial of amorrow28.

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Dear amorrow28, I have several questions to ask you.

 

1. Sharon Killer's mod has two places on the shoulders. I marked them with red circles.

Snipaste_2022-06-19_05-04-48.png.63238f9568019fa7eaed866a99b9d1ae.png

I want to hide them. I used your tutorial method and it works for other characters, but this place doesn't work.

 

My configuration code is:

[TextureOverride_SharonDelete1]
hash = a26693fd
handling = skip

[ShaderOverride_SharonDelete1]
hash = 5b56e653e5f87b81
run = CommandListActivate

Snipaste_2022-06-19_05-05-23.png.d068f33702d09f62295c696b6cc12131.png

I researched for a long time and still don't know why?


2. The same problem of hiding parts, whether the CS4 method is also applicable to Hajimari No Kiseki, I tried to hide RIxia's swimsuit, but failed, Hajimari failed most of the characters,

 

3. Regarding the hash value filled under ShaderOverride, I found that some hash values you put in common_shaders.ini, and some are a single file, what is the difference, I understand that it is shared in the public area (common_shaders.ini), it should be the best Yes, why use a separate file to write

 

4. How to @ someone when replying to a post, I only recently learned to insert pictures in the reply post, and quote the reply, I never wrote a post before

 

I'm from the far east, I have to stay up all night to log into the Lover forum every time, I'm really struggling?

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36 minutes ago, lakovic said:

Please delete the files under the same name folder before use, for example, delete all files under bin\Win64\Mods\UnSkirtMod\Emma, and then copy the Emma folder I got after decompression.


Then there is the common_shaders.ini file in the compressed package, make sure to put it under the root directory of bin\Win64\Mods\UnSkirtMod

If this still does not show success, it may be that the hash value is different, because I found that the English version and the Chinese version (sorry, I am using the Chinese version v1.02), the hash value of different characters' clothing is different, the UnskirtMod_1.3a of amorrow28 also has Several mods don't show effect on my side, I can just modify the hash value corresponding to my game, check the hash value for details, there are in the tutorial of amorrow28.


My common_shaders.ini file is developed on the English release from NIS America; if you are playing with the English release you should probably use my file.

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21 minutes ago, lakovic said:

Dear amorrow28, I have several questions to ask you.

 

1. Sharon Killer's mod has two places on the shoulders. I marked them with red circles.

Snipaste_2022-06-19_05-04-48.png.63238f9568019fa7eaed866a99b9d1ae.png

I want to hide them. I used your tutorial method and it works for other characters, but this place doesn't work.

 

My configuration code is:

[TextureOverride_SharonDelete1]
hash = a26693fd
handling = skip

[ShaderOverride_SharonDelete1]
hash = 5b56e653e5f87b81
run = CommandListActivate

Snipaste_2022-06-19_05-05-23.png.d068f33702d09f62295c696b6cc12131.png

I researched for a long time and still don't know why?


2. The same problem of hiding parts, whether the CS4 method is also applicable to Hajimari No Kiseki, I tried to hide RIxia's swimsuit, but failed, Hajimari failed most of the characters,

 

3. Regarding the hash value filled under ShaderOverride, I found that some hash values you put in common_shaders.ini, and some are a single file, what is the difference, I understand that it is shared in the public area (common_shaders.ini), it should be the best Yes, why use a separate file to write

 

4. How to @ someone when replying to a post, I only recently learned to insert pictures in the reply post, and quote the reply, I never wrote a post before

 

I'm from the far east, I have to stay up all night to log into the Lover forum every time, I'm really struggling?

 

The costume menu and the game uses different pixel shaders.  (Even worse, they map textures differently, which drives me CRAZY.)

 

To reference a26693fd in the game, override pixel shader 145d73ebc20f404d.  To reference in the costume menu, override 5b56e653e5f87b81. (NIS America version)

 

[TextureOverride_SharonTinyMesh]
hash = a26693fd
handling = skip

[ShaderOverride_SharonTinyMesh_Game]
hash = 145d73ebc20f404d
run = CommandListActivate

[ShaderOverride_SharonTinyMesh_Menu]
hash = 5b56e653e5f87b81
run = CommandListActivate

 

Be careful, overriding costume menu shaders can cause some crazy stuff to happen in the game.  I do activate quite a few costume menu shaders in my mod, but I have to test each one to see that it doesn't artifact the game too much.  And my mod still has some awful lighting artifact problems in places like the final dungeon due to shaders I either can't track down or I can't disable.

 

And for texture changes, I advise not doing it in the menu at all.  (In CS4 and Hajimari, ps-t0 is used for texture in the costume menu, ps-t1 for normals, ps-t2 for shading gradient.  In game, ps-t2 is for texture, ps-t3 is for normals and ps-t4 is for shading gradient.  In CS3, it's t0/t1/t2 in menu and t1/t2/t3 in game.  Why?  I do not know.)

 

In regards to why I put some in common_shaders, it was because many costumes share shaders.  In the first version of my mod, every individual costume had its own shader overrides, but I found there were many duplicates.  I removed most of them using python (too lazy to do it by hand) and the singles remained.  I recently tried to redo all my shaders at once, but that made for a huge disaster and I had to roll back all my changes, it delayed the release of v1.3 by quite a lot and I almost gave up.

 

Using @ - you just type the name.  It only works when you are typing in the window though.  It does not work with copy-paste.

 

Also, I appreciate that you use English with us, if it's not your first language!  Thank you.  ?

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1 hour ago, lakovic said:

Please delete the files under the same name folder before use, for example, delete all files under bin\Win64\Mods\UnSkirtMod\Emma, and then copy the Emma folder I got after decompression.


Then there is the common_shaders.ini file in the compressed package, make sure to put it under the root directory of bin\Win64\Mods\UnSkirtMod

If this still does not show success, it may be that the hash value is different, because I found that the English version and the Chinese version (sorry, I am using the Chinese version v1.02), the hash value of different characters' clothing is different, the UnskirtMod_1.3a of amorrow28 also has Several mods don't show effect on my side, I can just modify the hash value corresponding to my game, check the hash value for details, there are in the tutorial of amorrow28.

It sounds like a hash value version difference then, as I initially tried overwriting amorrow's mod with your one, then I just completely removed that one and added your mod by itself and got the same result.

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4 hours ago, amorrow28 said:


did you install on top of the latest version of my mod? V1.3 adds a lot of shader overwrites on top of v1.2.

Yeah, I had grabbed 1.3a (as it was the most recent one that I could find) followed by Lakovic's mod.  It's looking like it's a hash value difference between the Chinese and English versions, since I'm playing on the English one.

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1 hour ago, Demontom said:

Yeah, I had grabbed 1.3a (as it was the most recent one that I could find) followed by Lakovic's mod.  It's looking like it's a hash value difference between the Chinese and English versions, since I'm playing on the English one.

 

As a general rule, I do not provide any support for anyone else's mods, but since @lakovic uses a different version and can't provide direct support, I'll do what I can to help.

 

There's only one missing hash, for Laura's swimsuit, otherwise my shaders are enough to make every other costume work.

[ShaderOverride_LauraSwimsuit]
hash = 76bab053d6c51931
run = CommandListActivate

 

Also, Emma's magical dress flair shader is disabled in his version, probably due to conflicts, but in the NIS release it needs to be active.

[ShaderOverride_EmmaMagicFlair]
hash = 0a26976fd121cb98
run = CommandListActivate

 

I looked through lakovic's common_shader.ini file, and none of the NIS shaders are disabled.  The two necessary shaders are enabled as well.  It's safe to overwrite my file with the file provided in his mod, and it will enable all costumes.

 

I want to make sure, you're looking at the costumes in the game, and NOT in the costume selection menu, correct?  Some shaders are enabled for the costume menu, but many are not due to conflicts.  Please do not expect costume changes to show up in the selection menu.

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36 minutes ago, amorrow28 said:

 

As a general rule, I do not provide any support for anyone else's mods, but since @lakovic uses a different version and can't provide direct support, I'll do what I can to help.

 

There's only one missing hash, for Laura's swimsuit, otherwise my shaders are enough to make every other costume work.

[ShaderOverride_LauraSwimsuit]
hash = 76bab053d6c51931
run = CommandListActivate

 

Also, Emma's magical dress flair shader is disabled in his version, probably due to conflicts, but in the NIS release it needs to be active.

[ShaderOverride_EmmaMagicFlair]
hash = 0a26976fd121cb98
run = CommandListActivate

 

I looked through lakovic's common_shader.ini file, and none of the NIS shaders are disabled.  The two necessary shaders are enabled as well.  It's safe to overwrite my file with the file provided in his mod, and it will enable all costumes.

 

I want to make sure, you're looking at the costumes in the game, and NOT in the costume selection menu, correct?  Some shaders are enabled for the costume menu, but many are not due to conflicts.  Please do not expect costume changes to show up in the selection menu.

Sorry, I wasn't trying to ask you to troubleshoot his mods.  Just answering the question you asked me.  But, that was the problem, I was looking at them in the costume selection menu.  I did a dumb, my bad.  Thanks for the help, despite your general rule.

With those tweaks, I can confirm that Laura's swimsuit is working.  Can't confirm Emma at the moment as I currently don't have access to her, but it probably will be.

Edited by Demontom
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8 minutes ago, Demontom said:

Sorry, I wasn't trying to ask you to troubleshoot his mods.  Just answering the question you asked me.  But, that was the problem, I was looking at them in the costume selection menu.  I did a dumb, my bad.  Thanks for the help, despite your general rule.

 

Glad it's sorted out!  ?  Btw, it never hurts or offends to ask for help - I just can't promise to be the one to provide the help, that's all.

Edited by amorrow28
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