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Request Tormented Souls nude mod


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Posted (edited)

  

On 9/14/2024 at 11:00 PM, JaegerFox said:

i did it but not work, which version of nudemod i should use? 

Captura.PNG

That error is harmless. Use the version in main announcement post I made found here:

 

On 9/15/2024 at 7:39 PM, D C said:

Alright thanks for all the info
These clears a lot of questions

So on the blender side ,  i can everything except for one confusing thing , by head hack , do you mean we can't use custom head in the model and have to use the game one on the custom body or keep both?
and yes please , if you can get that assetbundles loading up , it will indeed save a lot of time and open up a lot of options for other modders

Lastly , can you share the original model here that I or everyone else can use as a resource for trying to do a custom model port into the game?

By head hack. I meant you could keep the head or replace it with a new one. Depends if you want to import a completely different character or give caroline extra outfits. iirc the head is a separate object from the body anyway.

 

I will update the mod when I get a chance at the end of the week when I'm not busy working. same goes for linking model (asset studio works just fine tho)

 

 

On 9/16/2024 at 5:35 PM, Encon4 said:

hey i was trying the mod, looks wonderful by the way, but when i changed the option to remove the bandage, i was expecting to be shown only the eye socket instead both eyes.

Is there a way to add the eye socket like the mirror scene?

 

It might be possible to add an option for this using the existed head mesh with an eye socket. I'll have to check later this week.

 

 

Edited by dwvauade
Posted (edited)

Ok, new mod update time. It's kind of hacked in at the moment till I get around to updating it again. Should let other people create custom models for the game.

 

You can download the update from this post:

 

TLDR for mod users

Spoiler

You download mod version 1.3.0, then any custom models you download go in plugins folder, currently you can only have 1 and the file must be called "custom", then change outfit in game and you'll see it.

 

For any potential mod makers

Step 1:

Download Unity 2020.3.36 (https://unity.com/releases/editor/archive)

 

Step 2:

Have some sane modern version of blender (https://www.blender.org/download/)

 

Step 3:

Download template project: CustomModelTemplate.zipand extract it somewhere.

 

Step 4:
 

Spoiler

Open blender and go import fbx, look for "CarolineNude (1) (merge).fbx" in Assets\DefaultResources\CarolineNudeModel . Uncheck animation, and change scale to 100

image.png?ex=66f39cdc&is=66f24b5c&hm=e63e7fc9563042cabe79e59f8d105031bd44d39109459a394c269f38442b2e82&=

 

Step 5:

Spoiler

Move model back to 0 0 0

image.png?ex=66f39cee&is=66f24b6e&hm=5691f9fe1cddf1454c86440b70fd9c8bdeb785c86b11cf22df3171fd3f39d18b&

to

image.png?ex=66f39d0a&is=66f24b8a&hm=fb0f77c58f6492c4afb1df6a5015e4079abc16d0424952297830c672b8c787dd&

 

Step 6:

Spoiler

now make whatever changes you want, you sculpt, remove mesh, retexture whatever the hell you want but you must preserve the armature.you can add meshes.bones (for extra jiggles, not explained here) but you cant go removing or renaming bones or else you'll break animations. I kept it simple for my example and just use the sculpt tool on her hands so that the changes are obvious

 

Step 7:

Spoiler

next export fbx and scale it down if u scaled it up when importing

image.png?ex=66f39eb1&is=66f24d31&hm=2881f615a9de2747c07089efebf81a62d31c019bbe6ddc9fd80406730752b985&

 

Step 8:

Spoiler

Next drag and drop fbx into unity assets window, select the fbx and on the right VERY IMPORTANT MAKE SURE TO UNCHECK "Convert Units" and click apply

image.png?ex=66f39ef4&is=66f24d74&hm=3e63175607af3f4e43edccd352a447422ec30e2e57569e0507c9813618f3be87&

 

 

Step 8.5:

Spoiler

The textures may not be correct when you reimport the model (especially when using the whole/parts of the original model from the game. It is advised to unpack the materials from the materials window seen in the previous step and set them up again so that they look exactly like u want.

 

Step 9:

Spoiler

Drag model into scene, you'll see that there extra gameobjects for whatever reason when we import (dont know how to make sure it doesnt happen), this doesn't break anything but make sure to set the position and rotation of "CarolineNude (1) (merge)" and "CarolineNude (1)" to 0

image.png?ex=66f39f92&is=66f24e12&hm=78addd3dd7295457b3834f5d9c10723713bcf2571ae202fa8dc43a4af56395e2&

image.png?ex=66f39f9e&is=66f24e1e&hm=a9a96da969226b324d7eb072f6fbc83074f64a4809b16ace66eac377ff6d71f8&

 

Step 10:

Spoiler

your model should have roughly the same size and orientation as the model in the example scene (you can open it up as well for reference). Now drag the root of your model in the scene hierarchy into the assets window and it'll ask if you want to create an original prefab or variant prefab. Select original

image.png?ex=66f3a02f&is=66f24eaf&hm=5bcd9e9409acc7b1318ffba9f21faa41f337594aa7ee95cb7196b6e584dd9d6f&

 

Step 11:

Spoiler

Next go window -> assetbundle browser, drag the prefab from the assets window into the big area

image.png?ex=66f3a0a0&is=66f24f20&hm=bc8c272ea3f2b713454b9f252fdafe5b0f57f7f6dbab1be285e5c5604fa832df&

 

Step 12:

Spoiler

Rename bundle to "custom"

image.png?ex=66f3a0ea&is=66f24f6a&hm=13e662aa84a9ea53fe2d0d79f50e4ceb0ce920eeaecb81a87f7823b81337b865&

 

Step 13:

Spoiler

go to build window, change output path to your bepinex plugins folder and click build

image.png?ex=66f3a126&is=66f24fa6&hm=b5e92d4fb2f12b024e85af245a4c91cd31a7ff10600c4cf871d790bfda8e79d9&

 

Step 14:

Spoiler

You're done! now when you launch your game you should see your custom model when u change clothes. I fucked up the textures but I'm sure you can figure it out easily enough. You'll need to extract the materials like I mentioned in step 8.5 and set them up again in unity to look like what u want. (this issue is probably caused by the the normal map slider setting in unity (cant remember what its called oops)

image.png?ex=66f3a644&is=66f254c4&hm=e0f701cecc4065662f8a780af10cd69d867a2703a8d7016f8b5037d05837f595&

 

Step 15:

Spoiler

If u want to share your mod, you'll see these other files in your plugins folder "custom" is the only relevant one you need

image.png?ex=66f3a25d&is=66f250dd&hm=68c4bdd0bb4abfec04236de82f89e7f04f43e9e7dd8b973b4fdf8ee257a6bb76&

 

Hopefully its somewhat clear, I'm not the best at blender and stuff but I'll try my best to answer questions if I can

CustomModelTemplate.zip

Edited by dwvauade
Posted (edited)
1 hour ago, D C said:



Got this error

image_2024-09-24_203716490.png

 

fuck, ok well I guess until I figure that out you can just manually create a new project (unity version 2020.3.36!) then follow these steps:
https://github.com/Unity-Technologies/AssetBundles-Browser?tab=readme-ov-file#installation

to install assetbundle browser. You can copy over the assets folder in the template to your new project

 

misread the error, you need to install git https://gitforwindows.org/

Edited by dwvauade
Posted

so on the extra bones and jiggle physics side
how do i get them to work?
I am trying to get search on how to add dynamic bones in the components tab so far no success

Posted
1 minute ago, D C said:

so on the extra bones and jiggle physics side
how do i get them to work?
I am trying to get search on how to add dynamic bones in the components tab so far no success

unfortunately you will need to purchase the dynamic bones package from the unity asset store to add them. I've heard rumors that it might be available somewhere else if u search for it tho....

It's expensive, subpar and honestly I'm tempted to add support for another alternative such as: https://github.com/naelstrof/UnityJigglePhysics eventually

Posted (edited)
2 minutes ago, dwvauade said:

unfortunately you will need to purchase the dynamic bones package from the unity asset store to add them. I've heard rumors that it might be available somewhere else if u search for it tho....

It's expensive, subpar and honestly I'm tempted to add support for another alternative such as: https://github.com/naelstrof/UnityJigglePhysics eventually

is it possible to use them from a different toolkit?
I have a toolkit of bloodyspell which dynamic bones script.
https://drive.google.com/file/d/1rW_WH49Eps7eZVZ_z2aVluEHF4-2V93x/view

Edited by D C
Posted
Just now, D C said:

is it possible to use them from a different toolkit?
I have a toolkit of bloodyspell which dynamic bones script.

sure just make sure to only copy over the correct files

Posted
6 minutes ago, dwvauade said:

you probably only need the DynamicBone folder

oh
looks like its too late for that now XD

I wonder if i can add univrm too
if that's addable
physics , anime shader  all will be doable then.

Posted
8 minutes ago, D C said:

oh
looks like its too late for that now XD

I wonder if i can add univrm too
if that's addable
physics , anime shader  all will be doable then.

Univrm requires runtime code in the game, perhaps eventually I can add support for it in my mod.

 

I mean you can slap whatever shader you want onto the model and build and it'll work just fine currently. Basically everything but mono behaviours that don't exist in the base game are supported as long as you preserve armature it *should* just work.

 

 

Posted
1 minute ago, dwvauade said:

Univrm requires runtime code in the game, perhaps eventually I can add support for it in my mod.

 

I mean you can slap whatever shader you want onto the model and build and it'll work just fine currently. Basically everything but mono behaviours that don't exist in the base game are supported as long as you preserve armature it *should* just work.

 

 

Don't worry
we should bask in All working
GOD HOWARD
and it will just work

image_2024-09-24_230227283.png

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