NotAZebra Posted January 10, 2023 Posted January 10, 2023 On 8/26/2022 at 4:32 PM, lakovic said: Hello everyone, I'm here to update hajimari again, I hope my mod can bring you a new game experience, and later I will start to make a mod of kuro-no-kiseki (I went shopping around kuro-no- kiseki's mod, found that the mods they make are very wonderful, there seems to be no more mods to make), maybe, it would be a good choice for me to transfer hajimari's costumes to kuro-no-kiseki. Without further ado, first of all, I upgraded the official initial body model of hajimari, and I worked out a way to have its nipples stick out, instead of the smooth piece it used to be. Again, I repainted the UV map to make the nipples and vagina look more realistic. Personally, I don't like pubic hair, so I didn't paint the pubic hair part. I like a smooth pussy, which is called "白虎" in China. To do this, I almost had to overturn and redo all the mods for all the bodies I made before, which took me most of the time. Then there is the update of the costumes. In fact, during this time, I tried the costume transformation of the loli characters, but I got a bad feedback, maybe it is my personal aesthetic problem, I am always dissatisfied, so I only have Alitna I made some simple transformations with Fie, and other characters still keep the skirts removed and no sexy clothes added. I added more sexy costumes to the 10 popular women in the game, some of which were transferred from other NPCs. In short, there are a lot of costumes, so I will directly introduce them with screenshots. Introduce in numerical order, remember, the first set of clothing in the screenshot of each character, and then press the corresponding F4 + number, you can switch to other clothing. Then there are some small updates, such as someone suggested me to modify the school swimsuit before, I used my own stupid method, but still made it, although the effect is not very good. @Whayameen Dancing Threesome Nude The angel kit removes the tail. If you want to restore the tail, please delete UnSkirtMod\Angel tail.ini. If you notice so many outfits, the one from Noel Kimono is an unexpected effect that I didn't expect, even I think this outfit goes beyond VOFAN, it's so bold and sexy You will notice that their tops are actually the same structure, but the pattern is different, if you open bin\win64\dds\NoelKimono, you will find a screenshot There are many UV maps in this folder, the suffix is .dds, for example, 00.dds uses the pattern of 00 in the screenshot, and so on. OK, let's change the pattern on Emma's top, find UnSkirtMod\Emma\Default\EmmaDressCloak.ini, open it with notepad, search for the keyword "ps2", you will find a lot of statements about PS2, please find the statement containing "PS2" and "NoelKimono", as in the screenshot, you You will find that I am using the 08.dds texture here. For the pattern of 08 in the picture, if you change 08 to 02, then save it, enter the game and reload it, Press F10,you will get Emma's white patterned top, the same is true , you can change other people's patterns, here I paste the ini configuration corresponding to each person's pattern, remember not to modify other places, otherwise there may be errors. Here is the location of each person's profile Emma: UnSkirtMod\Emma\Default\EmmaDressCloak.ini Laura: UnSkirtMod\Laura\Laura Princess\LauraPrincessDress.ini Sara: UnSkirtMod\Sara\Default\SaraDefaultBlouse.ini Alisa: UnSkirtMod\Alisa\Default\AlisaDefaultDress.ini Juna: UnSkirtMod\Juna\Magical\JunaMagicalshirt.ini Musse: UnSkirtMod\Musse\Magical\MusseMagicalDress.ini Estelle: UnSkirtMod\Estelle\EstelleDress.ini Elie: UnSkirtMod\Elie\ElieCBQueen\ElieCBQueenDress.ini Rixia: UnSkirtMod\Rixia\Default\RixiaDefaultClothes.ini Noel: UnSkirtMod\Noel Seeker\kimono\NoelCoat.ini Finally, put on Emma and Rixia's transparent wedding dress, this outfit is my favorite one, hope you will like it Installation method: Please delete any folder under bin\win64\mods, unzip my attachments, and copy the entire bin\win64 folder to the original game directory BIN\WIN64. If you used my mod before, I suggest you delete the original mod first, and then copy my mod to prevent some kind of error Hajimari_nude&sexy_Mod_1.1.zip 321.23 MB · 2,035 downloads Do you happen to have files for Noel in her default costume with the top open but with the shorts intact? You did this with Juna, and it is one of my favorite costumes. If not, I will eventually learn enough to make it myself (and port it to other characters!). Also, the transparent wedding dress and Emma’s Ilya costume both look amazing. 1
NotAZebra Posted January 10, 2023 Posted January 10, 2023 (edited) I figured I would add a short Astraia skirt for Myka as well because it amused me. I did not put as much effort in as with the others. Just add these files to your Mods folder: Myka.7z Screenshot: Spoiler At some point, I may also do one for Clusia. I, at least, gave them a hair mod for now: Spoiler Edited January 10, 2023 by NotAZebra Added hair mod for Clusia 1
NotAZebra Posted January 12, 2023 Posted January 12, 2023 (edited) 17 hours ago, umechan2828 said: Hello.I made a skirt mod.I'm a beginner.what is this shadow?Someone、please tell me! I see I am not the only one who just wanted shorter skirts. I do not really understand it, but you need to tell 3dmigoto to override the pixel shader (which means something, apparently). Something like Spoiler [ShaderOverride_Juna_MainCampus_Dress] hash = 69900ace37e8680d checktextureoverride = vb0 checktextureoverride = vb1 checktextureoverride = vb2 checktextureoverride = vb3 checktextureoverride = vb4 checktextureoverride = vb5 checktextureoverride = ib where vb0, vb1, etc., are the resources you provided for the texture override. That is probably the correct hash. Edited January 12, 2023 by NotAZebra
takuteka Posted January 18, 2023 Posted January 18, 2023 (edited) Why don't Juna's hair down MODS exist? JUNAHotShot.zip Edited January 18, 2023 by takuteka 2
NotAZebra Posted January 19, 2023 Posted January 19, 2023 9 hours ago, takuteka said: Why don't Juna's hair down MODS exist? Relatedly, my first attempt at transferring weights went poorly. I tried to put Fran’s hair on Noel, but none of the weight groups matched. The image shows the weight groups with their names (numbers). What should I do here? Spoiler Everything I tried gave me this: Spoiler Aside: did you know that Noel has a midriff body model? I don’t know why it’s there, but I’m not complaining.
amorrow28 Posted January 19, 2023 Posted January 19, 2023 4 hours ago, NotAZebra said: Relatedly, my first attempt at transferring weights went poorly. I tried to put Fran’s hair on Noel, but none of the weight groups matched. The image shows the weight groups with their names (numbers). What should I do here? Reveal hidden contents Everything I tried gave me this: Reveal hidden contents Aside: did you know that Noel has a midriff body model? I don’t know why it’s there, but I’m not complaining. Depending on the issue, there may be different solutions (and I'm honestly not sure what the issue is, it looks ok to me except her eyes are covered? kind of cute actually haha) So vertex groups are actually bones, which are vectors that guide animations. When matching numbers, what we are really doing is guessing which bones are which. You really don't need to guess though, because @uyjulian wrote a tool that will allow you to see the actual skeleton. (The tool is here, and I discussed it here.) You can take Fran's model and convert it to GLB format, import into Blender, and examine the weight groups on the mesh of interest. Instead of numbers, the groups will have actual names. Take a note of which names correspond to which numbers, then do the same with Noel. Hopefully you will be able to see which groups match to which groups. Noel and Fran will have different skeletons though; all characters have their own. Especially when getting to these odd parts of the body, you might find that Fran's mesh has vertices assigned to a bone that Noel doesn't even have, or the bone is not useable (perhaps the translation / rotation / scale is too different). Usually what I will do is fuse that group to its parent group (see my nude mod transfer tutorial - there was a small group on the breast that I had to fuse into its parent group. or better yet, look at my Shizuna bikini tutorial! I had access to the skeleton in that tutorial, since it's using Falcom's new engine.). Finally, remember that the bones are only used to animate vertices, moving them from the bind position (sometimes thought of as the "T" or "A" position given the extended arms) to the posed position. They are not there to attach objects to each other. So it's not like the engine can tell that the hair should sit on the head, it assumes the hair is already in the correct position in space. So if it's too low, you need to fix that in Blender by moving it upward. 1
NotAZebra Posted January 22, 2023 Posted January 22, 2023 (edited) On 1/19/2023 at 12:34 AM, amorrow28 said: Depending on the issue, there may be different solutions (and I'm honestly not sure what the issue is, it looks ok to me except her eyes are covered? kind of cute actually haha) So vertex groups are actually bones, which are vectors that guide animations. When matching numbers, what we are really doing is guessing which bones are which. You really don't need to guess though, because @uyjulian wrote a tool that will allow you to see the actual skeleton. (The tool is here, and I discussed it here.) You can take Fran's model and convert it to GLB format, import into Blender, and examine the weight groups on the mesh of interest. Instead of numbers, the groups will have actual names. Take a note of which names correspond to which numbers, then do the same with Noel. Hopefully you will be able to see which groups match to which groups. Noel and Fran will have different skeletons though; all characters have their own. Especially when getting to these odd parts of the body, you might find that Fran's mesh has vertices assigned to a bone that Noel doesn't even have, or the bone is not useable (perhaps the translation / rotation / scale is too different). Usually what I will do is fuse that group to its parent group (see my nude mod transfer tutorial - there was a small group on the breast that I had to fuse into its parent group. or better yet, look at my Shizuna bikini tutorial! I had access to the skeleton in that tutorial, since it's using Falcom's new engine.). Finally, remember that the bones are only used to animate vertices, moving them from the bind position (sometimes thought of as the "T" or "A" position given the extended arms) to the posed position. They are not there to attach objects to each other. So it's not like the engine can tell that the hair should sit on the head, it assumes the hair is already in the correct position in space. So if it's too low, you need to fix that in Blender by moving it upward. Thanks. Descriptions like this help because I do not actually know what weights, bones, meshes, etc., are, so it is hard to apply what I learn from tutorials to new problems. I do not really understand how I would choose what to merge unmatched meshes into, so I tried using your Kuro VGMAPToolset on their hair and hoped it would work for Hajimari assets. make_complete_vgmap.py spit out a .vgmap file, but make_vgmap_from_gltf.py did not, so I used the complete version for both donor and recipient. However, I think the output might be garbage (as expected when using a tool designed for a different application). In the figure below, Left: Fran’s hair mesh after running make_complete_vgmap.py Right: imported Fran .glb file My question: I put both into weight paint mode and selected vertex groups with the same names (“Root”), but nothing in the images looks similar. Should it? The same happened with Noel. Spoiler Process I followed: Import hair mesh from frame dump into Blender and then export as 3DMigoto raw buffers Run ed8pkg2glb on the Fran pkg file to get .glb file Import .glb file to Blender and then export as .gltf (because there was no output from the scripts with the glb file there) Place files from 1 and 3 in same directory Run make_complete_vgmap.py in that directory Import 3DMigoto raw buffers into Blender Edited January 22, 2023 by NotAZebra
amorrow28 Posted January 22, 2023 Posted January 22, 2023 14 hours ago, NotAZebra said: Thanks. Descriptions like this help because I do not actually know what weights, bones, meshes, etc., are, so it is hard to apply what I learn from tutorials to new problems. I do not really understand how I would choose what to merge unmatched meshes into, so I tried using your Kuro VGMAPToolset on their hair and hoped it would work for Hajimari assets. make_complete_vgmap.py spit out a .vgmap file, but make_vgmap_from_gltf.py did not, so I used the complete version for both donor and recipient. However, I think the output might be garbage (as expected when using a tool designed for a different application). In the figure below, Left: Fran’s hair mesh after running make_complete_vgmap.py Right: imported Fran .glb file My question: I put both into weight paint mode and selected vertex groups with the same names (“Root”), but nothing in the images looks similar. Should it? The same happened with Noel. Reveal hidden contents Process I followed: Import hair mesh from frame dump into Blender and then export as 3DMigoto raw buffers Run ed8pkg2glb on the Fran pkg file to get .glb file Import .glb file to Blender and then export as .gltf (because there was no output from the scripts with the glb file there) Place files from 1 and 3 in same directory Run make_complete_vgmap.py in that directory Import 3DMigoto raw buffers into Blender The vgmap toolset is made for Kuro, and won't work with the phyre engine games. (Believe me, I tried when I first wrote them, haha.) I only pointed you to the tutorial so that you could look at how bones are laid out with parent-child relationships, because otherwise weight groups seem random and bewildering. But it probably didn't help. In theory, my scripts could work for almost any gltf-mesh set, but the reason they do not specifically for this game is because uyjulian's script actually renumbers all the weight groups so that they all merge into a single skeleton, which is why the map is all wrong. It makes sense for his application (putting characters into a VR game) but it isn't helpful for modding. Someone would need to write a new script that keeps the meshes separate with separate bone palettes to get vgmaps (and let's face it, that someone is probably me, at least right now). I'm very slow at this as it is very difficult and tedious work with no guarantee of success, and takes me weeks sometimes. I haven't attempted it for this engine since it's a complicated format and Falcom isn't using it anymore, and it seemed that modding has died down. I may take another look someday (no promises though). In the meantime, the following is what I meant for you to do when you can't figure out which weight groups correspond to each other on two different models. This is a little tedious but can be done with the tools available currently. Quote Note: I don't have Hajimari or any of the CS games currently installed (my steam SSD is very small), so I can't load up Fran or Noel. I do have Juna's CS3 file (C_CHR011.pkg) still saved in case I want to do research on it so I can show you what I mean using Juna. Here I have loaded up a 3DMigoto-dumped mesh (it's actually a modded mesh from UnSkirt mod since I don't have any unmodded files lying around), and a glb/gltf model using uyjulian's dumper, side by side. You can see the 3DMigoto mesh only has numbers for groups. I want to know the name of group 32, so I can find it on a different model. Spoiler I switch to weight paint mode on the glg/gltf model on the right, and search through the groups. I can now see that 32 on that specific mesh is "RightArmRoll" Spoiler Note that it is 32 only on this mesh! RightArmRoll might be a different number on each mesh, and it probably doesn't exist at all on other meshes (for example her hair). That's because a model is made up of multiple meshes, each of which has its own bone palette - a numbered list of bones sent to the GPU so that it knows which number corresponds to which bone. Why is it done this way? The simple answer is because weight groups are often stored in single bytes, which have a max range of 0-255. Since there are often more than 256 bones in a model skeleton, the skeleton must segmented to allow for all groups to be accessed by the meshes that need them. (Falcom's new engine in Kuro no Kiseki expands the bone index to 4 bytes btw, allowing for up to 4294967296 bones on one palette, which is awesome. Kuro models generally only have 3 palettes, hair / shadow / body, because segmentation is unnecessary.) Anyway, once you know the name on the first model, you can go repeat the process on the second model in reverse. Look up the name in the second model using the glb/gltf, and figure out which number it corresponds to in the mesh you're looking to replace by matching the weight paint. Then renumber as you normally would. So what do you do if the bone you want does not exist in the new model, either on the palette or on the skeleton itself? The easiest thing to do is to merge the group into its parent. Then the vertices will move with the parent instead. Here you can see where RightArmRoll actually is on the skeleton (you need to click on the armature and go into pose mode). If you look at the outliner (the window in the upper right), you can see that the parent is RightArm. Spoiler As you can see, the full hierarchy is Root -> Spine1 -> Spine2 -> RightShoulder -> RightArm -> RightArmRoll. What that means is, if RightArm moves, then RightArmRoll will move with it. If RightShoulder moves, then RightArm and RightArmRoll will move as well. And so on. So you (hopefully) can see that if you do not have access to a bone, the best option is to use its parent since it moves with its parent anyway. For example, if you wanted to move a skirt from a model (with the skirt) to a model without a skirt, the model without the skirt probably does not have skirt bones. But the skirt bones belong to the hip, so you'd fuse the skirt to the hip and it will move with the hip. Obviously without the skirt bones though, you wouldn't have any animation to the skirt itself. 1
NotAZebra Posted January 26, 2023 Posted January 26, 2023 (edited) On 1/22/2023 at 1:58 PM, amorrow28 said: The vgmap toolset is made for Kuro, and won't work with the phyre engine games. (Believe me, I tried when I first wrote them, haha.) I only pointed you to the tutorial so that you could look at how bones are laid out with parent-child relationships, because otherwise weight groups seem random and bewildering. But it probably didn't help. In theory, my scripts could work for almost any gltf-mesh set, but the reason they do not specifically for this game is because uyjulian's script actually renumbers all the weight groups so that they all merge into a single skeleton, which is why the map is all wrong. It makes sense for his application (putting characters into a VR game) but it isn't helpful for modding. Someone would need to write a new script that keeps the meshes separate with separate bone palettes to get vgmaps (and let's face it, that someone is probably me, at least right now). I'm very slow at this as it is very difficult and tedious work with no guarantee of success, and takes me weeks sometimes. I haven't attempted it for this engine since it's a complicated format and Falcom isn't using it anymore, and it seemed that modding has died down. I may take another look someday (no promises though). In the meantime, the following is what I meant for you to do when you can't figure out which weight groups correspond to each other on two different models. This is a little tedious but can be done with the tools available currently. Great explanation! I figured out the problem. There is a small (but important) error in your nude mod transfer tutorial. When joining meshes, you say to select the donor first and then shift+click on the recipient. It should be the other way around. (Edit: I was wrong. The selection order determines join order in reverse if selecting from the Scene panel rather than from the 3d viewport because... adventure?) Now I need to learn to transfer the hair textures. Spoiler Edited May 30, 2023 by NotAZebra 1
NotAZebra Posted January 26, 2023 Posted January 26, 2023 Here are the files to give Fran’s hair to Noel. This assumes you have a working 3dmigoto setup (if not, ask for help). Put the files in your Mods folder. You might want to edit the shader override lines in the .ini file. If you get warnings about a duplicate hash, you are probably using a mod that already does what that section does, so you can probably just comment out the whole section (put semicolons in front of each line). If you like mods on this site, I strongly recommend learning a little about how they work; this makes it far easier to mix multiple mods and to use just part of a mod. Noel_FranHair.7z I did cheat a little to avoid what seemed like a ton of work and to make this more portable. Fran’s hair ties are blueish. I made them use the hair texture/color, instead. Let me know if this matters to you. Double Fran: Spoiler 1
amorrow28 Posted January 26, 2023 Posted January 26, 2023 19 hours ago, NotAZebra said: Great explanation! I figured out the problem. There is a small (but important) error in your nude mod transfer tutorial. When joining meshes, you say to select the donor first and then shift+click on the recipient. It should be the other way around. Now I need to learn to transfer the hair textures. Reveal hidden contents I checked in Blender, and I am correct (click donor, shift-click recipient), but I think I see where the issue is. My instructions pertain to clicking on the objects themselves in the layout view (as per the screenshot). If you are clicking in the outliner window (the list in the upper right corner), shift-clicking does something completely different, it will select ALL meshes between the selected mesh and the mesh you click on, and the originally selected mesh will remain the primary selection. In the outliner window, you would need to Ctrl-click instead of Shift-click. And Ctrl-J doesn't do anything, so you would then need to move your mouse back to the layout area to press Ctrl-J. Overall I like Blender, but some quirks are infuriating. Anyway, thanks for pointing that out. And your mod looks great! ? 2
NotAZebra Posted January 30, 2023 Posted January 30, 2023 On 1/18/2023 at 10:10 AM, takuteka said: Why don't Juna's hair down MODS exist? Show me some hair in the game that you want on Juna, and I will see what I can do. It will help if the hair is not very dark.
takuteka Posted January 30, 2023 Posted January 30, 2023 Thank you NotAZebra. Juna's hair down mesh only has "chr011_c65". Other models are ponytail. I want to use other Juna models with "chr011_c65" model's hair.(ToCS4 and hajimari) My favorite Juna's costume is casual(chr011_c50). I rarely have knowledge of modding.
NotAZebra Posted February 2, 2023 Posted February 2, 2023 On 5/30/2022 at 7:12 PM, amorrow28 said: @Switch608 I wrote a python script that can do exactly what you showed me in the screenshot. I tested it and it mostly works... aa - inject model.py - OBSOLETE / BUGGY. Latest version always on github. This is on my github, so the latest version will always be here: https://github.com/eArmada8/misc_kiseki (GPL3 license, like all my code) It only works with CLE Hajimari no Kiseki, since the models are in individual .pkg files. It asks first for the model you want to inject, and then the model you want to replace. Two key notes about the behavior: 1. If there is a backup of the first (donor) model, it will use the backup, not the current file. This way you don't need to keep track of your swaps, it will always pull the model you expect it to pull. 2. If there is no backup of the second (target) model, it will make a backup. It should never overwrite the original backup. This is both to protect the backup, and also so that the backup is what you expect it to be if you use it to inject (see #1). This way you can literally say "replace A with B" and "replace B with A" and it will swap them. It will NOT replace A with B and then replace B with B(copied from A). How the byte editing works: if you want to inject C_CHR000_C65 into C_CHR000_C02, python searches the file for <asset symbol="C_CHR000_C65"> and replaces it with <asset symbol="C_CHR000_C02">. One major issue: I tried replacing C_CHR001 with C_CHR001_C02 and it failed, giving me a crazy error: I don't know what the issue is, perhaps the length of the file is no longer correct, I dunno. So it does not appear that you can use my script to replace default models with non-default models. If you can tell me what I'm doing wrong, let me know and I'll fix the script. (You don't need to debug my code, you just need to let me know how to manually replace a C_CHRxxx file with a C_CHRxxx_Cxx file and I will make my code do the same thing.) EDIT: I tested it, it can replace default models with another default model, so replacing a C_CHRxxx file with another C_CHRxxx file works fine. This is what happens if I replace C_CHR000 (Rean) with C_CHR001 (Alisa). Click on it if you dare, it is pure nightmare fuel. Reveal hidden contents I added an issue on GitHub that you have no obligation to troubleshoot. I am just mentioning it here in case you prefer to discuss it here. I have not been able to get the script to do anything but open a terminal window for 0.2 seconds. I do hope I figure out how to get the script to work at some point so I can replace little Roselia with big Roselia.
amorrow28 Posted February 2, 2023 Posted February 2, 2023 (edited) On 2/1/2023 at 5:27 PM, NotAZebra said: I added an issue on GitHub that you have no obligation to troubleshoot. I am just mentioning it here in case you prefer to discuss it here. I have not been able to get the script to do anything but open a terminal window for 0.2 seconds. I do hope I figure out how to get the script to work at some point so I can replace little Roselia with big Roselia. You are using my version of unpackpkg, correct, and not uyjulian’s original? Most of the discussion on this tool is actually on the CS4 thread, here. I was playing CS4 when I wrote this (in fact I still haven’t played reverie yet). EDIT: I now have packaged releases that come with all dependencies, available here. Edited February 7, 2023 by amorrow28 2
NotAZebra Posted February 2, 2023 Posted February 2, 2023 (edited) On 1/30/2023 at 7:38 AM, takuteka said: Thank you NotAZebra. Juna's hair down mesh only has "chr011_c65". Other models are ponytail. I want to use other Juna models with "chr011_c65" model's hair.(ToCS4 and hajimari) My favorite Juna's costume is casual(chr011_c50). I rarely have knowledge of modding. Ask and ye shall receive. This was slightly easier than the Fran transplant. Unpack the files. If you are already using the Unskirt mod lakovic’s Nude and Sexy mod, just put the files in your Mods folder. If not, the easiest solution is probably to install lakovic's mod first, delete folders under Mods with names of characters whose skirts you don’t want to remove (don’t delete common_shaders.ini), and then add this to Mods. Juna’s hair down on every outfit (except magical): Juna_Hair_UpToDown.7z Juna’s magical hair on every outfit (except swimsuit): Juna_Hair_UpToMagical.7z Edited February 10, 2023 by NotAZebra Added Magical Juna hair mod 3
takuteka Posted February 2, 2023 Posted February 2, 2023 10 hours ago, NotAZebra said: Ask and ye shall receive. This was slightly easier than the Fran transplant. Unpack the files. If you are already using the Unskirt mod, just put the files in your Mods folder. If not, the easiest solution is probably to install Unskirt first, delete folders under Mods with names of characters whose skirts you don’t want to remove (don’t delete common_shaders.ini), and then add this to Mods. Juna’s hair down on every outfit: Juna_Hair_UpToDown.7z 53.17 kB · 9 downloads Thank you so much. Sadly,I'm making a mistake somewhere. It doesn't work.
takuteka Posted February 2, 2023 Posted February 2, 2023 UptoDown MOD is very good. I used "Hajimari_nudesexy_MOD_1.1".
NotAZebra Posted February 3, 2023 Posted February 3, 2023 (edited) 10 hours ago, takuteka said: UptoDown MOD is very good. I used "Hajimari_nudesexy_MOD_1.1". So it did not work with the 3DMigoto setup from amorrow’s unskirt mod but did work with lakovic’s setup, right? I only tested it with lakovic’s mod and just assumed that none of their changes would matter. If you don’t want the skirts removed, you can delete the Mods/UnSkirtMod/Juna folder. Edited February 3, 2023 by NotAZebra 2
NotAZebra Posted February 3, 2023 Posted February 3, 2023 (edited) On 2/1/2023 at 8:25 PM, amorrow28 said: You are using my version of unpackpkg, correct, and not uyjulian’s original? Most of the discussion on this tool is actually on the CS4 thread, here. I was playing CS4 when I wrote this (in fact I still haven’t played reverie yet). Thanks for your patience in repeatedly pointing me to where you already answered my questions. The internet needs more yous. Oh, hey! That’s really nice! Spoiler But then I try a field attack and get this monster: Spoiler Perhaps megaroselia doesn’t even have a field attack animation. I am disappoint. Edited February 3, 2023 by NotAZebra
amorrow28 Posted February 3, 2023 Posted February 3, 2023 1 hour ago, NotAZebra said: Thanks for your patience in repeatedly pointing me to where you already answered my questions. The internet needs more yous. Oh, hey! That’s really nice! Reveal hidden contents /cdn-cgi/mirage/80ccf26cad11a86efcf37f3a4b4b5bb34fb9c889426f0b6af6ab9d3165a5bec2/1280/https://static.loverslab.com/uploads/monthly_2023_02/1645811171_Screenshot2023-02-0220_15_27.png.84f3d0f0178e428a81979c2a36c557a4.png But then I try a field attack and get this monster: Reveal hidden contents /cdn-cgi/mirage/80ccf26cad11a86efcf37f3a4b4b5bb34fb9c889426f0b6af6ab9d3165a5bec2/1280/https://static.loverslab.com/uploads/monthly_2023_02/1290231793_Screenshot2023-02-0220_15_42.thumb.png.8d9ec1439cff9e068fcaa5cbe3e50e11.png Perhaps megaroselia doesn’t even have a field attack animation. I am disappoint. I’m always happy to help a fellow modder, and I get cool mods out of it. ?? I have no idea how to help with animations, but you can ask over at the Kiseki modding discord, they’ve done a lot of work doing this kind of thing. @uyjulian has a tool that converts the pkg file to gltf here, so you can examine the file contents in Blender to see where the animations are and swap those files too.
NotAZebra Posted February 4, 2023 Posted February 4, 2023 23 hours ago, amorrow28 said: I’m always happy to help a fellow modder, and I get cool mods out of it. ?? I have no idea how to help with animations, but you can ask over at the Kiseki modding discord, they’ve done a lot of work doing this kind of thing. @uyjulian has a tool that converts the pkg file to gltf here, so you can examine the file contents in Blender to see where the animations are and swap those files too. Unfortunately, I have no idea what I am looking for. That might be a project for a later time. Just trying to swap any characters is already difficult (and I do not even know what the injection script is doing). I recall big Roselia being playable in some CS game, so I might try it there.
NotAZebra Posted February 6, 2023 Posted February 6, 2023 (edited) Mod release Remember Rixia’s costume from Zero (image below)? Spoiler I was disappointed that it never got into Cold Steel or Reverie, so I made something like it myself. I took the body from lakovic’s Nude and Sexy mod. The shorts and shoes are from Noel, and the top is from Plie/Selene. This is what is in the files below: Spoiler Files Use these files to add the mod to your working 3dmigoto setup (untested): RixiaZero.7z Use these to add this costume to the rotation in lakovic’s mod (but be aware that I might have made some undocumented changes to the d3dx.ini file that I forgot about): RixiaZero_USM.7z I don’t know how lakovic did so many of these because it took forever. ? Spoiler More work to do I still need to add the hood (from Swin). I could change the shoes to be more like the original sandals, but I prefer these shoes, anyway; She looks like she is about to go hiking. Alternative I have an alternate version where the shorts are probably closer to the original, but the the fabric is too shiny, there are lots of clipping problems, and I had to expand the shorts mesh a lot and struggled to make a decent butt out of it. But if you want this one, I will try to share it, too. Spoiler Edited February 13, 2023 by NotAZebra Uploaded the wrong files 4
NotAZebra Posted February 10, 2023 Posted February 10, 2023 I made a mod to replace Juna’s default hair with her Magical hair (my favorite). I added it to the post where I put the mod that swaps her default hair with her down hair: 1
plzplayer Posted February 15, 2023 Posted February 15, 2023 On 8/17/2022 at 12:16 AM, amorrow28 said: Photo credit: @Whayameen - check out his amazing work here! Is there a costume you want, but you can't find it in the game? Here is a cheat for Hajimari no Kiseki that lets you override purchases - buy anything you want for the price of a tear balm! Hajimari Purchase Override.CT 47.63 kB · 159 downloads Hajimari Purchase Override Chinese.CT 48.08 kB · 55 downloads I had written an inventory editor but it is admittedly a pain to use, this will be much nicer! Now you can get all the costumes you want, as easily as purchasing an item. (Bonus: You can change how much mira you have.) Also, since I can decrypt CLE assets, I have included a Chinese language option (only the item names are in Chinese, the interface is still in English). This has been tested on the latest build of Hajimari CLE. How to use: Development notes: Reveal hidden contents If you downloaded my prior tool, you may have noticed that I had ambitions to make this tool, but I could not find the injection point. I have spent many hours trying to find it. Normally, I use one of three techniques - 1. the tried-and-true method of changing variables and searching memory, 2. Array of Bytes (AOB) scanning to find analogous instructions between games (for example using CS4 code to find CS3 or Hajimari code), or 3. tracing execution through functions using breakpoints if I have an adjacent function that I have already discerned. None of these worked for me for this function, because of the crazy way that this engine handles inventory. But today I had a breakthrough; I noticed that in the CS4 function, there was a hard-coded error message if you try to add an item that does not exist. I was able to find the same error in memory in Hajimari, but unless the engine seeked it out, it was not useful. The trouble was that I could not get the error to activate without injecting code (and I cannot inject code unless I already know where the function is). But I learned of a feature in CE that I had never used, which is searching referenced strings. I used the code dissector to gather up all the references in the engine, then I was able to search them to trace back to the instructions that loaded that address into a register. And just like that, I had found the relevant function! I could not have found that function without DrummerIX's CS4 table. So I still have no idea how he(?) found the injection point to begin with. But I'm very thankful for his hard work. Also, in my previous post, I said I thought I had found the correct function. I was wrong. Using the string references, I figured out the function I found last time is most likely used to sort items. Do not ask me to add more things (like Sepith etc). DrummerIX already made a trainer, please support his(?) work by downloading it here. I only made this because I made an UnSkirt Mod and I want you to be able to have all the costumes to enjoy my mod! I used this and it unlocked all the costumes only to have them delete after trying on. Even deleted the costumes I had gotten naturally. Not sure if it's because I'm playing on a later version of the game or not.
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