TranscendedGuy Posted July 11 Posted July 11 Ohhh! You don't see that everyday when it come to anime armpit hair mod. Interesting. 🙂
Catnatic Posted July 15 Posted July 15 Somewhere in Alabaster Icelands... What else is she supposed to do while she's banned from wearing clothes in Hisui? Her hairy bush is all she's got, Irida.  Just a dialogue edit made for fun, I've no plans on doing pubes-specific dialogue. But I will say though that the Pubic Hair mod should be coming very soon! 1
Catnatic Posted July 15 Posted July 15 (edited) Pubic Hair Add-on for the Nude Female Nude Mods Pack After being stuck naked in Hisui for so long, it's only a matter of time until you start growing hairs in places that's normally not seen by other people. Perhaps it has been long enough that everyone can notice how hairy you've grown down there. Photos provided by Dagero of the Photography Studio to show Akari's various stages of pubic hair growth (and styles). There are 8 variations to choose from, and there's also 4 variations of arm pit hair to go with. (Hair colour does not automatically change, that requires a manual edit to the texture.)  Download: (You'll need to sign in to download files here.) Pubic Hair Mod.zip This mod is an addon for Saltlapse's Female Nude Mod. Make sure you have that downloaded and installed. (It won't work well for the nude male mod I'm afraid, sorry.) NOTE: This is not a conventional easy-to-install mod. You have to manually patch the texture of the existing female nude mod yourself. Please read the guide below on how to apply the pubic hair textures. Highly recommended that you're already familiar with how to mod Switch games including this game. Switch-Toolbox is required, and you need an image editor like GIMP for further customisation of the texture.  Install Guide: How to Apply Textures Spoiler Let's say you wanted to add pubes to a small-breasted Akari when she's 'wearing' the Survey Corps uniform for example. That mod would be labeled as "[Small] Survey Corps Uniform - Nude Scarf Waistband" which you can find in Saltlapse's Pack 1 of the Female Player Nude Mods Pack. Open up that folder and keep going inside the folders until you see "p2_drs0001_00_default.gfpak".  To open up that .gfpak file, you need to drag and drop that file on Switch-Toolbox when you have that program running. (Alternatively, you could also right click that and open with Toolbox so you can just click the file directly to immediately open it up with Toolbox in future.) With the file opened in Toolbox, open up its Textures folder and right click on "p2_drs0001_00_body_alb" then click "Replace" to replace the texture. A window will pop up to ask you which image you want to use to replace the texture. My mod contains pre-made textures of each variation that you can use. Make sure it's the "alb" version of the texture. After selecting an image, a "Texture Importer" window will pop up. The only setting you need to change is the Compression Mode. Change it from "Fast (Lower Quality)" to "Normal (Good Quality)". This is optional but it's recommended to reduce compression artefacts. Just be patient and wait for a couple minutes until the Texture Importer finishes doing its thing. Then click Ok to replace the texture.  Now if you want the pubes texture to have some depth in-game, you need to replace the normal (nrm) texture map as well. Just rinse and repeat the process as shown above. Make sure the nrm image has the exact filename as its alb counterpart to ensure it matches with the same texture. The only difference is that there's no Compression Mode setting in the Texture Importer Window, so just click Ok once you imported the matching normal texture map. Once you've done all that, just click the save icon and then the nude mod of your choice should now have pubic hair on its texture. Just make sure you install and enable the nude mod with the patched pubic hair texture, and wear the right clothing in-game to see the addon in effect. Also make sure that you don't have another nude mod enabled that's also affecting the same model/clothing. (Like using a different size variation of the same mod)  For reference; sorted by internal file name, official text, and mod name: p2_drs0001_00_default = Survey Corps Uniform = "Nude Scarf Waistband" p2_drs0008_00_casual = Casual Tee = "Intro version - Full Nude" p2_drs0009_00_casualpouch = Casual Tee (with waistband) = "Full Nude with Satchel Waistband" p2_btm0002_00_team = Modern Trousers = "Bottomless Nude" How to Make Your Own Textures Spoiler Learning this part is necessary if you want to change the colour of hair, to pick your own combination of pubes and armpit hair, or perhaps to draw your own pubes. Open "Edit_Your_Own_Texture.xcf" with GIMP or another image editor like Photoshop to get started.  Here, there are two layer groups. "Albedo Texture Maps" for the regular look of the texture. "Normal Texture Maps" for the normal mapping of the texture, for adding depth. There's also the "Hair Colour Swatches" which can be helpful for matching with your character's chosen hair colour based on the game. Here, you have a choice to select your own combination of armpit hair and pubic hair by toggling the visibility of the layers. The pubic hair and armpit hair are overlays for the original nude texture. Make sure you have one of its layers visible as they meant to be the base of the texture. The other two textures "p2_drs0008_00_body_alb.png" and "p2_drs0009_00_body_alb.png" are for the Casual Bottomless mod found in Pack 2. Once you've made your choice of what style of pubes (and armpit hair) you want to have and you want to change its colour, I suggest you merge those visible layers together. And then on GIMP's toolbar, click on "Colors > Map > Color Exchange" (or use Photoshop's equivalent) to bring up the window for changing colours. In the Color Exchange window, set From Color to pitch black and set To Color to any other colour you wish to use. I suggest you also bring up the Hair Colour Swatches layer, so you can eyedrop one of the colours from the game. Turn up the threshold if the preview shows no difference. Then click OK once you're done. If you happy with it, export the image as a .png file and there you have it. Your own pubic hair texture with colouring of your choice. You can name it whatever, but it might help if you name it as the same internal name of the original texture. However, don't forget about the normal texture map so you can add depth to your own combination of pubic hair and armpit hair in-game. Basically, just pick the same combination like you did with the albedo texture map and then export it as a .png file as well. Once you have both custom textures ready, follow the "How to Apply Textures" guide on importing your custom texture to the game. If you did everything right, the mod should look like this: If the colouring looks off in-game, just readjust the colouring by change its hue, brightness and contrast on GIMP/Photoshop and then reimport the textures.  My other mods you should check out: Blushing Face – a mod that shows how embarrassed (or aroused) you really are Stay Soaked – a mod that lets you stay wet and dirty longer Nudity Reactions – a mod that makes NPCs aware of your state of undress Nude Save Icons & Loading Sprites – makes your save icon and loading screen sprites match your state of undress Edited July 15 by Catnatic 6
Catnatic Posted July 18 Posted July 18 Dirty Feet Yet Another Niche Add-on for the Nude Mod And this time, it works for both genders! Your soles may have adapted to the harsh terrains of Hisui, but that won't stop your feet from becoming dirty after all that time trekking across the region barefooted. This is why you must wear shoes! So dirty in fact that dipping yourself in water won't be enough to wash it off. It needs a good scrubbing!  Download: (You'll need to sign in to download files here.) Dirty Feet Texture.zip This mod is an addon for Saltlapse's Female Nude Mod and chamromppopo's Male Nude Mod. Make sure you have either of them downloaded and installed. Contains two files: a premade nude body texture with the dirty feet, and a transparent overlay of the dirty feet texture for your own customised nude texture.  NOTE: This is not a conventional easy-to-install mod. You have to manually patch the texture of the existing nude mod(s) yourself. Please read the guide above on how to apply the dirty feet textures. Highly recommended that you're already familiar with how to mod Switch games including this game. Switch-Toolbox is required, and you may need an image editor like GIMP for further customisation of the texture.  My other mods you should check out: Blushing Face – a mod that shows how embarrassed (or aroused) you really are Stay Soaked – a mod that lets you stay wet and dirty longer Nudity Reactions – a mod that makes NPCs aware of your state of undress Nude Save Icons & Loading Sprites – makes your save icon and loading screen sprites match your state of undress 4
PetePinstrippin Posted July 19 Posted July 19 (edited) 19 hours ago, Catnatic said: Dirty Feet Yet Another Niche Add-on for the Nude Mod And this time, it works for both genders! Your soles may have adapted to the harsh terrains of Hisui, but that won't stop your feet from becoming dirty after all that time trekking across the region barefooted. This is why you must wear shoes! So dirty in fact that dipping yourself in water won't be enough to wash it off. It needs a good scrubbing!  Download: (You'll need to sign in to download files here.) Dirty Feet Texture.zip 350.48 kB · 1 download This mod is an addon for Saltlapse's Female Nude Mod and chamromppopo's Male Nude Mod. Make sure you have either of them downloaded and installed. Contains two files: a premade nude body texture with the dirty feet, and a transparent overlay of the dirty feet texture for your own customised nude texture.  NOTE: This is not a conventional easy-to-install mod. You have to manually patch the texture of the existing nude mod(s) yourself. Please read the guide above on how to apply the dirty feet textures. Highly recommended that you're already familiar with how to mod Switch games including this game. Switch-Toolbox is required, and you may need an image editor like GIMP for further customisation of the texture.  My other mods you should check out: Blushing Face – a mod that shows how embarrassed (or aroused) you really are Stay Soaked – a mod that lets you stay wet and dirty longer Nudity Reactions – a mod that makes NPCs aware of your state of undress Nude Save Icons & Loading Sprites – makes your save icon and loading screen sprites match your state of undress hell yeah, big fan of this one. do you think you'll ever return to your nudity reactions mod, that one really helped with the immersion lol 😆  nvm just saw the later posts, very excited! Edited July 19 by PetePinstrippin 1
chamromppopo Posted Wednesday at 05:53 PM Posted Wednesday at 05:53 PM On 7/9/2026 at 11:07 AM, Catnatic said: Lately though, with one of the latest versions of the plugin, I was able to successfully import my edit of the nude male model for the scarf uniform to the game with no errors nor visual glitches. This means I can finally go ahead and edit chamromppopo's nude male mod to have different penis sizes as an available mod soon! Good thing you found a way to deal with the scarf. In case you were wondering, the scarf's physics, location, weights and other data was stored in TRMBF. You would just have to identify which one of the objects was the scarf (I think it was based on the order meshes of the TRMSH) and you can copy and paste the raw data to your own TRMBF and add parts of the mesh in your own TRMSH. Â
chamromppopo Posted Wednesday at 06:16 PM Posted Wednesday at 06:16 PM (edited) On 7/3/2026 at 5:53 PM, KasumaSat said: Sabes si es posible jugar el juego con el mod en android? El nude mods y las reacciones de los npc, Es que me da ilucion xd Si, no veo porque no funcionaria, siempre y cuando el emulador que uses tenga la funcionalidad de usar mods. Â Â On 7/6/2026 at 8:44 PM, Jamesflaaa111 said: i wish soooooo badly for nude npcs in this outside of just the main characters. one would think those would be easier for the static ones, no? In a way, they might be easier because you're only editing one model for each character instead of multiples for a single playable character. Also I think I remember that they all use the same skeleton, but I might be remembering things wrong. But it would probably be a little harder to test some of their animations because not every NPC is available during certain points in the game. It just takes someone to do it, whether it's replacing the default models with nude ones or sculpting and modeling them to be nude. At least all the generic NPC seems to share the same model. Unique NPCs don't. Popular NPCs like Arezu, Iridia, Adaman, etc might already have nude models out there that someone made to use for "rule 34" purposes, usually in mmd formats. But these have to be converted to match, skeleton, scale, poly count, UV, weights, into something that the game can use. And depending on how much you have to adjust it can be relatively quickly (usually these models are already well rigged, you just need to adjust scale and "simplify" the vertex groups and bones) or it might take a lot of time due trying to adjust animations. Edited Wednesday at 06:18 PM by chamromppopo
etangent Posted Wednesday at 08:00 PM Posted Wednesday at 08:00 PM 1 hour ago, chamromppopo said: Si, no veo porque no funcionaria, siempre y cuando el emulador que uses tenga la funcionalidad de usar mods. Â Â In a way, they might be easier because you're only editing one model for each character instead of multiples for a single playable character. Also I think I remember that they all use the same skeleton, but I might be remembering things wrong. But it would probably be a little harder to test some of their animations because not every NPC is available during certain points in the game. It just takes someone to do it, whether it's replacing the default models with nude ones or sculpting and modeling them to be nude. At least all the generic NPC seems to share the same model. Unique NPCs don't. Popular NPCs like Arezu, Iridia, Adaman, etc might already have nude models out there that someone made to use for "rule 34" purposes, usually in mmd formats. But these have to be converted to match, skeleton, scale, poly count, UV, weights, into something that the game can use. And depending on how much you have to adjust it can be relatively quickly (usually these models are already well rigged, you just need to adjust scale and "simplify" the vertex groups and bones) or it might take a lot of time due trying to adjust animations. I know there's an skimpy Irida mod. Can one go off that or is it more complicated than that?
Catnatic Posted Thursday at 11:00 AM Posted Thursday at 11:00 AM Stay Frosted An update for the Stay Soaked mod Do you ever wish you could just stay frosted after exposing yourself to the cold but Hisui's climate somehow keeps warming you up so quickly? With this update, your body can now stay covered in snow long after the weather has stopped snowing. It's hard to notice but if you look closely, their bodies have patches of snow (or ice) on them. Note: it does not cause dynamic penis and balls shrinkage.  In the vanilla game, the time it takes to become warm after being frosted is the same as becoming dry after getting wet/muddied (20 seconds). What I basically did with this mod is applying the same timescale from my Stay Soaked mod to "SnowToDry" variables, something I could've done with my Stay Soaked mod earlier but I didn't want to risk experimenting around with it when I didn't have access to snowy weather in the game back then. Better late than never, though.  This mod is more of an update to the existing "Stay Soaked" mod so downloading these files will both have the effects of Stay Soaked and Stay Frosted combined. Otherwise, the mods where you can stay soaked but you still warm up quickly can still be found on this post.  Downloads: (You'll need to sign in to download files here.) Stay Soaked & Frosted [2 Mins].zipStay Soaked & Frosted [5 Mins].zipStay Soaked & Frosted [10 Mins].zipStay Soaked & Frosted [20 Mins].zip Extract and place one of these mods in the same folder as the other mods like the Nude Mods themselves or my Nudity Reactions mod to install them.  My other mods you should check out: Blushing Face – a mod that shows how embarrassed (or aroused) you really are Stay Soaked – a mod that lets you stay wet and dirty longer Nudity Reactions – a mod that makes NPCs aware of your state of undress Nude Save Icons & Loading Sprites – makes your save icon and loading screen sprites match your state of undress 5
Catnatic Posted Thursday at 11:40 AM Posted Thursday at 11:40 AM It's kinda depressing to see that even though I'm on a roll with releasing mods for Legends: Arceus this month (with 3 or 4 more to come), there's just virtually no attention or fanfare. It's all quiet. I understand this is a 4-year-old singleplayer game and it's been two years since the female nude mod was finally released so there's no longer any hype anymore but it's still sad that 1 or 2 years passing is all it takes for people to just not care about this game anymore. I miss when this thread used to be active.  17 hours ago, chamromppopo said: Good thing you found a way to deal with the scarf. In case you were wondering, the scarf's physics, location, weights and other data was stored in TRMBF. You would just have to identify which one of the objects was the scarf (I think it was based on the order meshes of the TRMSH) and you can copy and paste the raw data to your own TRMBF and add parts of the mesh in your own TRMSH. In my experience, I only need to follow the folder structure (as pointed out by CanonInterpretator) when importing a model with the scarf to Blender. If there's no "p0_base.trskl" in the "model_pc_base\model" folder adjacent to the "p1\p1_drs0001_00_default" folders, the imported model will have a broken skeleton. But if there is, the skeleton will be correct and I'll be able to import the model with my own edits into the game with no issues (as you can see in my "Stay Frosted" preview). However, I have encountered an issue in-game where the legs cut off depending on how close the camera is. Like this. I have a feeling this has something to do with clipping spheres parameters or spherical bounds but I have absolutely no idea how to edit them. I don't know if this is something I need Blender for, or that I need to use Toolbox to fix it, or if it's a pkNX thing. That said, I don't even know what it means to properly copy and paste raw data from one TRMBF/TRMSH to another. 1
mistaroats Posted Thursday at 04:26 PM Posted Thursday at 04:26 PM 4 hours ago, Catnatic said: It's kinda depressing to see that even though I'm on a roll with releasing mods for Legends: Arceus this month (with 3 or 4 more to come), there's just virtually no attention or fanfare. It's all quiet. I understand this is a 4-year-old singleplayer game and it's been two years since the female nude mod was finally released so there's no longer any hype anymore but it's still sad that 1 or 2 years passing is all it takes for people to just not care about this game anymore. I miss when this thread used to be active. I think it's cool, even if some of the mods aren't my thing. I'm just patiently awaiting an update to the nude reactions, because that definitely is my thing. 1
Sursian144 Posted Thursday at 05:55 PM Posted Thursday at 05:55 PM I really wish I could do this on my own but I'm now stuck at using the GFPAK for renaming the files as shown on page 12.
chamromppopo Posted Friday at 03:20 AM Posted Friday at 03:20 AM (edited) 17 hours ago, Catnatic said: However, I have encountered an issue in-game where the legs cut off depending on how close the camera is. Like this. I have a feeling this has something to do with clipping spheres parameters or spherical bounds but I have absolutely no idea how to edit them. I don't know if this is something I need Blender for, or that I need to use Toolbox to fix it, or if it's a pkNX thing. That said, I don't even know what it means to properly copy and paste raw data from one TRMBF/TRMSH to another. There's no need for blender to fix this. The issue is on the TRMSH. To fix the camera clipping the legs and feet, you have to edit the spherical bounds in the TRMSH file. To edit them you have to convert the TRMSH to json and then edit the values, after that you cnvert the json back to TRMSH. I'm assuming you know hot to convert them in json. If not let me know, and I'll help you, also there's tutorials out there. What you need to change looks like this in the trmsh:  "spherical_bounds": { "center": { "x": 0.0, "y": 1.060088, "z": -0.000446 }, I think you can use these exact values or just copy and paste it from an upper body mesh or any other mesh that doesn't clip or cut off. Now for the Scarf issue, what I mean by copy and pasting data from a TRMBF to another is this. When you open a TRMSH you can see data from each mesh inside the file. For example in this item "p1_drs0001_00_default" you see that every mesh exported by blender is named after this line: "mesh_shape_name": For example the first mesh in the TRMSH is this: "mesh_shape_name": "upperbody_mesh_shape", Where "upperbody_mesh_shape" is the name of the mesh that was exported by blender. (This can have any other name depending how how you named it when exporting from blender, for my mods I mostly kept the default name or changed the upper body to Rei body). For example All the information about a mesh is contained between these lines in the trmsh. "mesh_shape_name": .... to  "mesh_unk7": "", "mesh_name": ""}, For example here is the entire data for "neck_acc-mesh-shape" in the p1-drs0001 trmsh, this mesh is the scarf. If you open the file yourself you can see that this mesh is 2nd mesh listed in there. There's also information about other meshes in the file but the important part is that it's the second one.  Spoiler { "mesh_shape_name": "neck_acc_mesh_shape", "bounds": { "min": { "x": -0.123611, "y": 0.600058, "z": -0.216479 }, "max": { "x": 0.097267, "y": 1.233773, "z": 0.096198 } }, "index_layout_format": "UINT16", "vertex_layout": [ { "elements": [ { "slot": 0, "semantic_name": "POSITION", "semantic_index": 0, "format": "RGB_32_FLOAT", "offset": 0 }, { "slot": 0, "semantic_name": "NORMAL", "semantic_index": 0, "format": "RGBA_16_FLOAT", "offset": 12 }, { "slot": 0, "semantic_name": "TANGENT", "semantic_index": 0, "format": "RGBA_16_FLOAT", "offset": 20 }, { "slot": 0, "semantic_name": "TEXCOORD", "semantic_index": 0, "format": "RG_32_FLOAT", "offset": 28 }, { "slot": 0, "semantic_name": "BLEND_INDICES", "semantic_index": 0, "format": "RGBA_8_UNSIGNED", "offset": 36 }, { "slot": 0, "semantic_name": "BLEND_WEIGHTS", "semantic_index": 0, "format": "RGBA_16_UNORM", "offset": 40 } ], "layout_size": [ { "size": 48 } ] } ], "sub_meshes": [ { "index_count": 1689, "index_offset": 0, "unk3": 0, "material": "body", "unk4": 0 } ], "res0": 0, "res1": 0, "res2": 0, "res3": 0, "spherical_bounds": { "center": { "x": -0.013172, "y": 0.916916, "z": -0.060141 }, "radius": 0.352999 }, "bone_weights": [ { "rig_index": 7, "weight": 75.690002 }, { "rig_index": 4, "weight": 57.169998 }, { "rig_index": 153, "weight": 46.220005 }, { "rig_index": 149, "weight": 35.949993 }, { "rig_index": 150, "weight": 19.59001 }, { "rig_index": 34, "weight": 14.680002 }, { "rig_index": 151, "weight": 13.889999 }, { "rig_index": 8, "weight": 13.320003 }, { "rig_index": 152, "weight": 12.369998 }, { "rig_index": 5, "weight": 0.12 } ], "mesh_unk7": "", "mesh_name": "" },  Now if you open a TRMBF you can see that each mesh has associated data with it. For the TRMBF of p1_drs0001, the data for the scarf is the second object, meaning the second ""index_buffer": [. The default model had scarf physics as well as it's position, weights, etc. All I did was copy the data from both the default TRMSH and TRMBF and place them in the modded ones making sure that they are in the same order. For example if I paste the TRMBF data as the last object of my modded TRMBF, I have to make sure to add the TRMSH data as the last object of my modded TRMSH. If I paste the data as the 3rd item in the TRMSH I have to paste the TRMBF data at the third item. While doing this be mindful of coding syntax especially with commas and brackets make sure everything is closed, continuous when needed and appropriately contained. Doing this is actually pretty cool because you can literally import, mix and match any model by just copying and pasting text in notepad, without the need of doing 3D modeling or using blender. I think I left a previous message talking about this on how I fixed the scarf model. As well as how to fake your own physics for it (although this is not simple because it requires modifying the TRMSH and its "bone_weights":). Also take notice that you can modify materials in the TRMSH and TRMTR and have the game call out to those materials. This is very useful for Scarlet and Violet because you can just add a folder path of custom textures with any name you like without having to rename the originals or replace the original textures. It's not useful for Legends Arceus due to the way it packs files into gfpack.  Edited Friday at 05:09 AM by chamromppopo Clarity for fixing the scarf and copy & paste TRMSH and TRMBF 1
chamromppopo Posted Friday at 03:37 AM Posted Friday at 03:37 AM (edited) 16 hours ago, Catnatic said: It's kinda depressing to see that even though I'm on a roll with releasing mods for Legends: Arceus this month (with 3 or 4 more to come), there's just virtually no attention or fanfare. It's all quiet. Good Job on keeping the game relevant. But yeah it sucks once the main nude mods are released the game's hype can die a bit. It also doesn't help that there might not be a huge following or community for mods of this game. Often I see people on other game forums wanting to try and create their own mods or try to customize other people's mods. But gamefreak has made modding pkmn complicated ever since sword and shield, so modding these games are not an easy task especially for a beginner or someone curious enough to give it a try. But don't get discouraged, there's still an audience here that's still downloading these mods, suggesting requests and tuning in for progress. The game is getting old but it still has the charm that Legends ZA is missing and grounded structure that Scarlet and Violet is missing. Also I forgot to say this, from the picture you shared with both models, it seems that you merged the feet and legs to the main body. Don't merge the legs and feet together with the torso. That will fix the problem of them clipping but it will create issues with how the game handles loading the feet from body as well as the feet from sandals, certain shoes and taking shoes off when indoors. You will end up with 2 pairs of feet. The game's mechanics normally clips out the feet loaded from the body and shows the feet from footwear. If they are merged with the upper body, that game won't clip them out because they're considered part of the upper body. Keep the separated mesh and just edit the clipping spherical bounds of the feet which I think are called hide_a or hide_b or something like that. It will fix the clipping when barefoot or when indoors.  16 hours ago, Catnatic said: Note: it does not cause dynamic penis and balls shrinkage. Rockstar Games probably has this mechanic patented.  Edited Friday at 03:54 AM by chamromppopo
chamromppopo Posted Friday at 05:10 AM Posted Friday at 05:10 AM 11 hours ago, Sursian144 said: I really wish I could do this on my own but I'm now stuck at using the GFPAK for renaming the files as shown on page 12. What's the problem? Â
Catnatic Posted Friday at 07:46 AM Posted Friday at 07:46 AM (edited) On 7/24/2026 at 1:20 PM, chamromppopo said: There's no need for blender to fix this. The issue is on the TRMSH. To fix the camera clipping the legs and feet, you have to edit the spherical bounds in the TRMSH file. To edit them you have to convert the TRMSH to json and then edit the values, after that you cnvert the json back to TRMSH. I'm assuming you know hot to convert them in json. If not let me know, and I'll help you, also there's tutorials out there. What you need to change looks like this in the trmsh:  "spherical_bounds": { "center": { "x": 0.0, "y": 1.060088, "z": -0.000446 }, I think you can use these exact values or just copy and paste it from an upper body mesh or any other mesh that doesn't clip or cut off. Now for the Scarf issue, what I mean by copy and pasting data from a TRMBF to another is this. When you open a TRMSH you can see data from each mesh inside the file. For example in this item "p1_drs0001_00_default" you see that every mesh exported by blender is named after this line: "mesh_shape_name": For example the first mesh in the TRMSH is this: "mesh_shape_name": "upperbody_mesh_shape", Where "upperbody_mesh_shape" is the name of the mesh that was exported by blender. (This can have any other name depending how how you named it when exporting from blender, for my mods I mostly kept the default name or changed the upper body to Rei body). For example All the information about a mesh is contained between these lines in the trmsh. "mesh_shape_name": .... to  "mesh_unk7": "", "mesh_name": ""}, For example here is the entire data for "neck_acc-mesh-shape" in the p1-drs0001 trmsh, this mesh is the scarf. If you open the file yourself you can see that this mesh is 2nd mesh listed in there. There's also information about other meshes in the file but the important part is that it's the second one.   Hide contents { "mesh_shape_name": "neck_acc_mesh_shape", "bounds": { "min": { "x": -0.123611, "y": 0.600058, "z": -0.216479 }, "max": { "x": 0.097267, "y": 1.233773, "z": 0.096198 } }, "index_layout_format": "UINT16", "vertex_layout": [ { "elements": [ { "slot": 0, "semantic_name": "POSITION", "semantic_index": 0, "format": "RGB_32_FLOAT", "offset": 0 }, { "slot": 0, "semantic_name": "NORMAL", "semantic_index": 0, "format": "RGBA_16_FLOAT", "offset": 12 }, { "slot": 0, "semantic_name": "TANGENT", "semantic_index": 0, "format": "RGBA_16_FLOAT", "offset": 20 }, { "slot": 0, "semantic_name": "TEXCOORD", "semantic_index": 0, "format": "RG_32_FLOAT", "offset": 28 }, { "slot": 0, "semantic_name": "BLEND_INDICES", "semantic_index": 0, "format": "RGBA_8_UNSIGNED", "offset": 36 }, { "slot": 0, "semantic_name": "BLEND_WEIGHTS", "semantic_index": 0, "format": "RGBA_16_UNORM", "offset": 40 } ], "layout_size": [ { "size": 48 } ] } ], "sub_meshes": [ { "index_count": 1689, "index_offset": 0, "unk3": 0, "material": "body", "unk4": 0 } ], "res0": 0, "res1": 0, "res2": 0, "res3": 0, "spherical_bounds": { "center": { "x": -0.013172, "y": 0.916916, "z": -0.060141 }, "radius": 0.352999 }, "bone_weights": [ { "rig_index": 7, "weight": 75.690002 }, { "rig_index": 4, "weight": 57.169998 }, { "rig_index": 153, "weight": 46.220005 }, { "rig_index": 149, "weight": 35.949993 }, { "rig_index": 150, "weight": 19.59001 }, { "rig_index": 34, "weight": 14.680002 }, { "rig_index": 151, "weight": 13.889999 }, { "rig_index": 8, "weight": 13.320003 }, { "rig_index": 152, "weight": 12.369998 }, { "rig_index": 5, "weight": 0.12 } ], "mesh_unk7": "", "mesh_name": "" },  Now if you open a TRMBF you can see that each mesh has associated data with it. For the TRMBF of p1_drs0001, the data for the scarf is the second object, meaning the second ""index_buffer": [. The default model had scarf physics as well as it's position, weights, etc. All I did was copy the data from both the default TRMSH and TRMBF and place them in the modded ones making sure that they are in the same order. For example if I paste the TRMBF data as the last object of my modded TRMBF, I have to make sure to add the TRMSH data as the last object of my modded TRMSH. If I paste the data as the 3rd item in the TRMSH I have to paste the TRMBF data at the third item. While doing this be mindful of coding syntax especially with commas and brackets make sure everything is closed, continuous when needed and appropriately contained. Doing this is actually pretty cool because you can literally import, mix and match any model by just copying and pasting text in notepad, without the need of doing 3D modeling or using blender. I think I left a previous message talking about this on how I fixed the scarf model. As well as how to fake your own physics for it (although this is not simple because it requires modifying the TRMSH and its "bone_weights":). Also take notice that you can modify materials in the TRMSH and TRMTR and have the game call out to those materials. This is very useful for Scarlet and Violet because you can just add a folder path of custom textures with any name you like without having to rename the originals or replace the original textures. It's not useful for Legends Arceus due to the way it packs files into gfpack.  Thank you so much for the guide, this would come in very handy one day. Just one more thing, I don't really know how to convert a TRMBF/TRMSH to JSON. Is that like a Python script I need to use? I don't really know which tool/script to use, and I struggle to find any tutorials and documentation on modding this game.  I should also mention that I haven't noticed any difference in regards to scarf physics between my edit and your mod / vanilla model. I think the latest version of the exporter might have something to do with that, being able to retain physics parameters now or something like that.  On 7/24/2026 at 1:37 PM, chamromppopo said: Also I forgot to say this, from the picture you shared with both models, it seems that you merged the feet and legs to the main body. Don't merge the legs and feet together with the torso. That will fix the problem of them clipping but it will create issues with how the game handles loading the feet from body as well as the feet from sandals, certain shoes and taking shoes off when indoors. You will end up with 2 pairs of feet. The game's mechanics normally clips out the feet loaded from the body and shows the feet from footwear. If they are merged with the upper body, that game won't clip them out because they're considered part of the upper body. Keep the separated mesh and just edit the clipping spherical bounds of the feet which I think are called hide_a or hide_b or something like that. It will fix the clipping when barefoot or when indoors. Thanks for the warning but I haven't actually done this, the meshes for the lower legs and feet were still their own "hide" meshes. It's only if I let the camera get very up close to the character that it would hide those meshes. Fortunately it didn't happen when I was taking those screenshots.  (Although I almost did this to fix an issue where the "hide" meshes didn't render in-game at all until I realised I forgot to highlight those meshes as well before exporting.) Edited 23 hours ago by Catnatic 1
Sursian144 Posted Friday at 08:35 PM Posted Friday at 08:35 PM I wish someone could just make a simple nudity mod for Pokemon games and add them to DEG MODS since DEG MODS has a simple nudity one for Hogwarts Legacy.
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