Viewier Posted July 18, 2025 Posted July 18, 2025 On 7/15/2025 at 5:49 AM, haugniuru said: Can some make this but with a large ass and breast please it would be fabulous Are you not satisfied with XL? That's pretty massive. Also, the creator of this mod left the modding scene, so there aren't going to be any more edits in the future, sadly.
haugniuru Posted July 18, 2025 Posted July 18, 2025 4 hours ago, Viewier said: Are you not satisfied with XL? That's pretty massive. Also, the creator of this mod left the modding scene, so there aren't going to be any more edits in the future, sadly. No im satisfied with the breast it’s the ass that not big enough for me you able to make me one with both or know someone
KILIRASAZU Posted July 19, 2025 Posted July 19, 2025 (edited) MOD製作者がいなくなってしまっていたのか……とても残念だった Edited July 20, 2025 by KILIRASAZU
J lewd 7u7 Posted July 23, 2025 Posted July 23, 2025 On 7/18/2025 at 12:18 PM, Boborialus said: Goodbye @chamromppopo you will be missed o.O
brianaki Posted August 3, 2025 Posted August 3, 2025 On 7/18/2025 at 10:18 AM, Boborialus said: Goodbye @chamromppopo you will be missed Did he die..?
Zuff Posted August 11, 2025 Posted August 11, 2025 Could someone post the NPC senpai nude mod? Thanks
Catnatic Posted August 11, 2025 Posted August 11, 2025 (edited) 2 hours ago, Zuff said: Could someone post the NPC senpai nude mod? Thanks It's included in the Rei Release modpack on page 16. Make sure to stay signed in if you want to download anything on this site. Edited August 11, 2025 by Catnatic 1
Zuff Posted August 11, 2025 Posted August 11, 2025 7 hours ago, Catnatic said: It's included in the Rei Release modpack on page 16. Make sure to stay signed in if you want to download anything on this site. How do I install it on a modded Switch and can it be done on a physical cartridge? I'm new to modding. Thanks. 1
Catnatic Posted August 12, 2025 Posted August 12, 2025 14 hours ago, Zuff said: How do I install it on a modded Switch and can it be done on a physical cartridge? I'm new to modding. Thanks. The instructions are literally included on the same post where you could download the nude NPC Senpai mod from.
Catnatic Posted August 16, 2025 Posted August 16, 2025 On 4/23/2025 at 8:58 PM, Catnatic said: On 4/22/2025 at 3:33 PM, chamromppopo said: I've been working on Scarlet and Violet but I'm fucking up the model exporter part. So, I've decided to take a break and see if I can finish my mod for this game instead. The way I'm doing it is using @Saltlapsemod flattening the chest and switching an organ to the male counterpart. It sounds pretty simple and it really was, but this game also uses the same file types as scarlet and violet and the exports are fucking up here too. I think it has to do with the trskl file (the skeleton) changing vertex groups and bone weight information. I've tried with the original trskl and with edited ones and I end up with the model not showing at all or with a deformed model. Anyways I've decided to share the files here in case anyone can try to export them on your end and let me know if your exporter script works. Because I've been asking around and it seems that I'm the only one that has this problem when exporting mesh files and mesh buffers. In this zip, there's a .blend file with the model (ready to export) along with the trmtr (materials file) and textures. This is for the intro outfit when you first start the game "p1_drs0008_00_casual". I won't be sharing the trskl and the other tr*** files just as a control, to prevent anyone from using my bad files and end up having the same issue as me, so you're going to have to use your own tr*** files except for the trmtr. If anyone has any questions feel free to reach out or reply to me. Also let me know if you're able to export this as a trmbf and trmsh and you don't know how to repack it to test it in game. You can send it back to me and I can test the files for you or I can help you out and show you how to do it in case you want to test them yourselves. The model is done in blender it's just a matter of exporting it correctly. Rei model.zip Not even a deformed dick :( Well, if we can't even export and reimport the original model with a working skeleton, there's not much luck in importing the nude model properly. It's hard to tell if we did something wrong that caused the model to not be exported correctly or the latest version of the exporter script is simply broken and we have to use an older version. It seems the exporter script has finally been fixed in the latest version of the Blender plugin! With the folder structure set up by CanonInterpretator, I can just go right ahead and modify chamromppopo's edit of Saltlapse's model to my heart's desires, import it to the game, and everything in regards to the model and animation just works as intended. Ever wanted Rei to bare his fun-sized peepee everywhere? Or have it hanging well-endowed? Perhaps have it erected for all in Jubilife Village to see? Well now you could. When exporting, using the (p0_base) .trskl file from "p2_base0001_00_default.gfpak" should now work properly. No releases, sorry, they're all rough edits that I just want to demonstrate. 6
Galc Posted August 16, 2025 Posted August 16, 2025 1 hour ago, Catnatic said: It seems the exporter script has finally been fixed in the latest version of the Blender plugin! With the folder structure set up by CanonInterpretator, I can just go right ahead and modify chamromppopo's edit of Saltlapse's model to my heart's desires, import it to the game, and everything in regards to the model and animation just works as intended. Ever wanted Rei to bare his fun-sized peepee everywhere? Or have it hanging well-endowed? Perhaps have it erected for all in Jubilife Village to see? Well now you could. When exporting, using the (p0_base) .trskl file from "p2_base0001_00_default.gfpak" should now work properly. No releases, sorry, they're all rough edits that I just want to demonstrate. Really hoping this also leads to larger dick sizes for both playable characters...
sophsto Posted August 17, 2025 Posted August 17, 2025 11 hours ago, Catnatic said: It seems the exporter script has finally been fixed in the latest version of the Blender plugin! With the folder structure set up by CanonInterpretator, I can just go right ahead and modify chamromppopo's edit of Saltlapse's model to my heart's desires, import it to the game, and everything in regards to the model and animation just works as intended. Ever wanted Rei to bare his fun-sized peepee everywhere? Or have it hanging well-endowed? Perhaps have it erected for all in Jubilife Village to see? Well now you could. When exporting, using the (p0_base) .trskl file from "p2_base0001_00_default.gfpak" should now work properly. No releases, sorry, they're all rough edits that I just want to demonstrate. please dont give up on this 😫
Catnatic Posted August 17, 2025 Posted August 17, 2025 (edited) 11 hours ago, Galc said: Really hoping this also leads to larger dick sizes for both playable characters... That's exactly what I'm saying. Anyone who knows how to use Blender could just modify the penis mesh to exactly how they want it to look like and then just export it, replace the files in the ".gfpak" with the newly exported ones and it should appear in the game with no problems. Heck, it should be possible to make lewd outfits with ease now. If it helps, I might make an easy-to-read guide on how to import model edits for this game step-by-step to save future modders the trouble of going through 18 pages of this thread soon. Edited August 17, 2025 by Catnatic 2
brianaki Posted August 19, 2025 Posted August 19, 2025 On 8/16/2025 at 8:36 AM, Catnatic said: It seems the exporter script has finally been fixed in the latest version of the Blender plugin! With the folder structure set up by CanonInterpretator, I can just go right ahead and modify chamromppopo's edit of Saltlapse's model to my heart's desires, import it to the game, and everything in regards to the model and animation just works as intended. Ever wanted Rei to bare his fun-sized peepee everywhere? Or have it hanging well-endowed? Perhaps have it erected for all in Jubilife Village to see? Well now you could. When exporting, using the (p0_base) .trskl file from "p2_base0001_00_default.gfpak" should now work properly. No releases, sorry, they're all rough edits that I just want to demonstrate. So, no releases yet but it's still being worked on?
Catnatic Posted August 19, 2025 Posted August 19, 2025 21 minutes ago, brianaki said: So, no releases yet but it's still being worked on? It was just a rough mesh edit where I crudely grab and resize a bunch of tris that anyone could do. I don't want to release anything if I know something is off with my mesh edits. If I'm going to release my own edits, I'm redoing the process but with proper care. 1
Catnatic Posted August 21, 2025 Posted August 21, 2025 (edited) On 8/17/2025 at 1:36 AM, Catnatic said: It seems the exporter script has finally been fixed in the latest version of the Blender plugin! Never mind, it's a false alarm. I don't know why I'm able to reimport the naked Rei model properly but I can't do it with the original models for some reason. I was just about to release a bottomless mod for Akari but I guess that's not happening apparently. I just can't catch a break with model imports lately, huh... It happened while I was writing my guide too. Although it's been fully written, I don't think I'd consider it finished when there's still issues in importing the model. But good luck anyway. How To Import Edited Models What you'll need: Ryujinx/Yuzu or anything that extracts the game's RomFS files Switch-Toolbox - https://github.com/KillzXGaming/Switch-Toolbox gfpak_hashes_all_but_four - See page 12, important for viewing/extracting files with Switch-Toolbox Blender 4.X - https://www.blender.org/ Pokemon-Switch-Model-Importer-Blender - https://github.com/ChicoEevee/Pokemon-Switch-Model-Importer-Blender Step 1. Extract the game's RomFS Before we get started on importing models, you need to have the game's assets to work with. Ryujinx and Yuzu, or their respective forks, should have an option to dump a game's RomFS files by right clicking on the game available in your game list of your emulator of choice. Beware that extracting the game's RomFS will take up roughly 6 GB. For Yuzu, you should see an option to "Dump RomFS > Dump RomFS" on the right click menu. Once you select it, make sure you're dumping the "Program" in "Full". The dumped RomFS's location by default should be: "C:\Users\<yourname>\AppData\Roaming\yuzu\dump\01001F5010DFA000\romfs". For Ryujinx, you should see an option to "Extract Data > RomFS" on the right click menu. Once you select it, you can choose where you want to save your RomFS files. I suggest you make a new folder dedicated to storing your game's RomFS. Once you have finished extracting the game's RomFS and knowing where you store it, you're ready for the next step. Step 2. Extracting the models and textures with Switch-Toolbox Make sure you download Switch-Toolbox and extract its zipped contents to somewhere you can easily find. It's also important that you download the file "gfpak_hashes_all_but_four" as this helps you recognise the game's files with readable names and formats. You rename that file to "GFPAK.txt" and place it inside the "Hashes" folder of the Toolbox. Once you have that all set up, it's time to find and extract the game's models. For this guide, we'll focus on editing the player model. Specifically, the female character's default clothing she wears for the main game. We can find this model in the game's RomFS that we extracted: "RomFS\bin\archive\chara\data\pc\p2\model\dress" The model we're after should be called "p2_drs0001_00_default.gfpak". (If you also want to modify the character's initial clothing from the start of the game, it's "p2_drs0008_00_casual.gfpak", or "casualpouch" with the added pouch mesh) Open the ".gfpak" with Switch-Toolbox and you should see its contents like this: I suggest you extract everything by right-clicking "p2_drs0001_00_default.gfpak" folder on the Toolbox and select "Extract All". I also suggest you extract the textures in a common image format by right-clicking on "Textures" under "Quick access" and select "Export All". Save the textures in the same folder where the extracted "p2_drs0001_00_default" files are. I suggest saving the textures as PNG. Speaking of those files, you should also rename them to remove the "[FullHash=]" part as well as "gfbanmcfg" and ".gfbanm". Don't worry about the ".bntx" textures. The folder should now look this: Now before we could get to work on editing the model, we also need its skeleton and have it placed in a certain location or you'll get an error when importing it to Blender: Step 3. Getting the model's skeleton and setting up the folder structure To find the player model's skeleton, it should be located in: "RomFS\bin\archive\chara\data\pc\p2\model\base" (The male player also shares this skeleton which is why you won't see a "base" folder in "pc\p1\model".) You need to extract its ".trskl" file from "p2_base0001_00_default.gfpak" with Switch-Toolbox. From there, right-click on "p2_base_0001_00_default.trskl" and select "Export Raw Data" As you export it, rename it to "p0_base.trskl". This is important. Once you did that, we need to arrange ourselves a folder structure so the model can be successfully imported to Blender. The folder structure needs to look like this: The "Akari" folder can be named to anything, perhaps the name of your mod you're planning to make. Inside it, it must contain two folders "model_pc_base" and "p2". The "model_pc_base" folder must have a folder called "model" and this is where you should put the "p0_base.trskl" in. The "p2" folder should contain a folder where you store your extracted files of the female player model. This would be "8532F9FD76E11926" but you could also rename it to something readable like "p1_drs0001_00_default". Once you have the folder structure properly set up, you should be able to import the model to Blender now. If you're still confused by this, you could download a zipped file that contains the folder structure already set up for you from this post at page 12. Step 4. Importing the model to Blender After setting up your folder structure in the previous step, you should be ready to import a model. In order to do this, we'll need to install a plugin for Blender that can load in ".trmdl" files. It should be called "Pokemon-Switch-Model-Importer-Blender" which you can find on GitHub. Link can be found at the top of this post. Download that, install the plugin on Blender and you should be ready to go when you're able to import "Pokemon Trinity Model" as an option. Select that and load "p2_drs0001_00_default.trmdl" from your folder structure. If you have everything set up correctly, Blender should load the model where you could see Akari's entire body except for her head (which is a separate model). From this point on, do whatever you want with it because this is where you can do your usual 3D modelling including UV editing, weight painting, etc. As a demonstration for this guide, I'll be pulling down Akari's pants. So I'll use Saltlapse's nude Akari model and have its bare legs replace the original model's pants. Step 5. Exporting the model from Blender Once you've finished editing the model, have everything selected by pressing "A" and then export the model as a "Pokemon Trinity Mesh". When you export it, it'll ask for a skeleton to base on. This would be the "p0_base.trskl" file. To ensure that the game doesn't crash, you must copy that file and paste it in a folder where you plan to export your model to and rename that "p0_base.trskl" file to "p2_drs0001_00_default.trskl". After selecting your correctly-named skeleton file, there should be two files (.trmbf and .trmsh) created wherever the skeleton file is stored. The two new files will have the same name as the skeleton file. If you exported your model with the .trskl file still named "p0_base", the game will crash. If your files are like this, they're worthless. The naming of the ".trskl" file has an effect on the exported ".trmsh" that causes crashing. Once you have your models exported (along with your custom textures ready), you should be able to import them into the game now. Step 6. Modding the game with the edited model To make a new mod for the game, you simply need to create a folder structure that replicates how the game structured its files. Because we found our model from "RomFS\bin\archive\chara\data\pc\p2\model\dress", we'll just create new folders and mimic that. It's done this way so the emulator (or a modded Switch) know which files to override with the modded version. Enter the game's mod folder by opening up your emulator, right-click on the game, and select "Open Mod Data Location" or "Open Mods Directory". Create a folder there, give it a title that describes your mod (e.g. "Bottomless Uniform"), and create a bunch of folders inside it to match the aforementioned structure. Start from making a "RomFS" folder and work your way until you make the "dress" folder, this is where you place the modded file in. Copy "p2_drs0001_00_default.gfpak" from the game's RomFS and paste it in the "dress" folder of your mod. Open the ".gfpak" file with Switch-Toolbox and proceed to replace the "trmbf", "trmsh", "trskl" with your own by right-clicking them and select "Replace Raw Data". If you have custom textures to replace, open the "Textures" folder in "Quick access" and right click on the texture map you want to replace. I suggest you keep the settings by default, although you might want to change the Compression Mode to "Normal" to retain the quality of your texture but it'll take a while. Once you replaced every file that needed replacing, save the .gfpak and then it's time to test out your mod. Make sure you enable it before you launch the game, and then hope for the best and prepare for disappointment. Edited August 21, 2025 by Catnatic Guide has been updated, rename your duplicated "p0_base.trskl" file to match the model's name or the game will crash! 2
etangent Posted August 21, 2025 Posted August 21, 2025 32 minutes ago, Catnatic said: Never mind, it's a false alarm. I don't know why I'm able to reimport the naked Rei model properly but I can't do it with the original models for some reason. I was just about to release a bottomless mod for Akari but I guess that's not happening apparently. I just can't catch a break with model imports lately, huh... It happened while I was writing my guide too. Although it's been fully written, I don't think I'd consider it finished when there's still issues in importing the model. But good luck anyway. How To Import Edited Models What you'll need: Ryujinx/Yuzu or anything that extracts the game's RomFS files Switch-Toolbox - https://github.com/KillzXGaming/Switch-Toolbox gfpak_hashes_all_but_four - See page 12, important for viewing/extracting files with Switch-Toolbox Blender 4.X - https://www.blender.org/ Pokemon-Switch-Model-Importer-Blender - https://github.com/ChicoEevee/Pokemon-Switch-Model-Importer-Blender Step 1. Extract the game's RomFS Before we get started on importing models, you need to have the game's assets to work with. Ryujinx and Yuzu, or their respective forks, should have an option to dump a game's RomFS files by right clicking on the game available in your game list of your emulator of choice. Beware that extracting the game's RomFS will take up roughly 6 GB. For Yuzu, you should see an option to "Dump RomFS > Dump RomFS" on the right click menu. Once you select it, make sure you're dumping the "Program" in "Full". The dumped RomFS's location by default should be: "C:\Users\<yourname>\AppData\Roaming\yuzu\dump\01001F5010DFA000\romfs". For Ryujinx, you should see an option to "Extract Data > RomFS" on the right click menu. Once you select it, you can choose where you want to save your RomFS files. I suggest you make a new folder dedicated to storing your game's RomFS. Once you have finished extracting the game's RomFS and knowing where you store it, you're ready for the next step. Step 2. Extracting the models and textures with Switch-Toolbox Make sure you download Switch-Toolbox and extract its zipped contents to somewhere you can easily find. It's also important that you download the file "gfpak_hashes_all_but_four" as this helps you recognise the game's files with readable names and formats. You rename that file to "GFPAK.txt" and place it inside the "Hashes" folder of the Toolbox. Once you have that all set up, it's time to find and extract the game's models. For this guide, we'll focus on editing the player model. Specifically, the female character's default clothing she wears for the main game. We can find this model in the game's RomFS that we extracted: "RomFS\bin\archive\chara\data\pc\p2\model\dress" The model we're after should be called "p2_drs0001_00_default.gfpak". (If you also want to modify the character's initial clothing from the start of the game, it's "p2_drs0008_00_casual.gfpak", or "casualpouch" with the added pouch mesh) Open the ".gfpak" with Switch-Toolbox and you should see its contents like this: I suggest you extract everything by right-clicking "p2_drs0001_00_default.gfpak" folder on the Toolbox and select "Extract All". I also suggest you extract the textures in a common image format by right-clicking on "Textures" under "Quick access" and select "Export All". Save the textures in the same folder where the extracted "p2_drs0001_00_default" files are. I suggest saving the textures as PNG. Speaking of those files, you should also rename them to remove the "[FullHash=]" part as well as "gfbanmcfg" and ".gfbanm". Don't worry about the ".bntx" textures. The folder should now look this: Now before we could get to work on editing the model, we also need its skeleton and have it placed in a certain location or you'll get an error when importing it to Blender: Step 3. Getting the model's skeleton and setting up the folder structure To find the player model's skeleton, it should be located in: "RomFS\bin\archive\chara\data\pc\p2\model\base" (The male player also shares this skeleton which is why you won't see a "base" folder in "pc\p1\model".) You need to extract its ".trskl" file from "p2_base0001_00_default.gfpak" with Switch-Toolbox. From there, right-click on "p2_base_0001_00_default.trskl" and select "Export Raw Data" As you export it, rename it to "p0_base.trskl". This is important. Once you did that, we need to arrange ourselves a folder structure so the model can be successfully imported to Blender. The folder structure needs to look like this: The "Akari" folder can be named to anything, perhaps the name of your mod you're planning to make. Inside it, it must contain two folders "model_pc_base" and "p2". The "model_pc_base" folder must have a folder called "model" and this is where you should put the "p0_base.trskl" in. The "p2" folder should contain a folder where you store your extracted files of the female player model. This would be "8532F9FD76E11926" but you could also rename it to something readable like "p1_drs0001_00_default". Once you have the folder structure properly set up, you should be able to import the model to Blender now. If you're still confused by this, you could download a zipped file that contains the folder structure already set up for you from this post at page 12. Step 4. Importing the model to Blender After setting up your folder structure in the previous step, you should be ready to import a model. In order to do this, we'll need to install a plugin for Blender that can load in ".trmdl" files. It should be called "Pokemon-Switch-Model-Importer-Blender" which you can find on GitHub. Link can be found at the top of this post. Download that, install the plugin on Blender and you should be ready to go when you're able to import "Pokemon Trinity Model" as an option. Select that and load "p2_drs0001_00_default.trmdl" from your folder structure. If you have everything set up correctly, Blender should load the model where you could see Akari's entire body except for her head (which is a separate model). From this point on, do whatever you want with it because this is where you can do your usual 3D modelling including UV editing, weight painting, etc. As a demonstration for this guide, I'll be pulling down Akari's pants. So I'll use Saltlapse's nude Akari model and have its bare legs replace the original model's pants. Step 5. Exporting the model from Blender Once you've finished editing the model, have everything selected by pressing "A" and then export the model as a "Pokemon Trinity Mesh". When you export it, it'll ask for a skeleton to base on. This would be the "p0_base.trskl" file. I suggest you copy that file and paste it in a folder where you plan to export your model. After selecting your skeleton file, there should be two files (.trmbf and .trmsh) created wherever the skeleton file is stored. The two new files will have the same name as the skeleton file. I suggest you rename these to match the original model's filenames, or anything related to your mod. Alternatively, you could rename the duplicated skeleton file before you export the model so you don't have to rename those two other files. Once you have your models exported (along with your custom textures ready), you should be able to import them into the game now. Step 6. Modding the game with the edited model To make a new mod for the game, you simply need to create a folder structure that replicates how the game structured its files. Because we found our model from "RomFS\bin\archive\chara\data\pc\p2\model\dress", we'll just create new folders and mimic that. It's done this way so the emulator (or a modded Switch) know which files to override with the modded version. Enter the game's mod folder by opening up your emulator, right-click on the game, and select "Open Mod Data Location" or "Open Mods Directory". Create a folder there, give it a title that describes your mod (e.g. "Bottomless Uniform"), and create a bunch of folders inside it to match the aforementioned structure. Start from making a "RomFS" folder and work your way until you make the "dress" folder, this is where you place the modded file in. Copy "p2_drs0001_00_default.gfpak" from the game's RomFS and paste it in the "dress" folder of your mod. Open the ".gfpak" file with Switch-Toolbox and proceed to replace the "trmbf", "trmsh", "trskl" with your own by right-clicking them and select "Replace Raw Data". If you have custom textures to replace, open the "Textures" folder in "Quick access" and right click on the texture map you want to replace. I suggest you keep the settings by default, although you might want to change the Compression Mode to "Normal" to retain the quality of your texture but it'll take a while. Once you replaced every file that needed replacing, save the .gfpak and then it's time to test out your mod. Make sure you enable it before you launch the game, and then hope for the best and prepare for disappointment. I wonder if this can be applied to Scarlet and Violet.
Catnatic Posted August 21, 2025 Posted August 21, 2025 (edited) 1 hour ago, etangent said: I wonder if this can be applied to Scarlet and Violet. I can't say for sure but it's likely that the importing process can be applied for Scarlet/Violet since the Blender plugin is meant for S/V. But the method for extracting the game's assets and making a mod out of a custom model are different in S/V. You need the Trinity Loader for that. Anyway, it turns out that I can reimport the casual models just fine. It's just the Survey Corps Uniform that's fucky which I don't know how to fix. I even went ahead and manually replace the model with the nude model which appears to be looking alright. I didn't bother fixing the textures, I just wanted to make sure that I can properly import the model with working animations without crashing. Although this could make for a fun idea of having bodypaint for 'clothing', just need to make the clothing texture have a faded brush look to it. Edited August 21, 2025 by Catnatic
AuronKaname Posted August 21, 2025 Posted August 21, 2025 (edited) How goes the progress on the Nude Reactions mod? Also since we have Nude Mods for this one is there any chance we could get some Swimsuit & underwear Mods made? Edited August 21, 2025 by AuronKaname
Catnatic Posted August 22, 2025 Posted August 22, 2025 8 hours ago, AuronKaname said: How goes the progress on the Nude Reactions mod? Also since we have Nude Mods for this one is there any chance we could get some Swimsuit & underwear Mods made? I'm sorry to disappoint but I haven't worked on the Nudity Reactions mod since I released the last update because I wanted to work on my other mods first which took up more time than expected and there have been times where I simply don't feel like working on those mods. Right now, my plan is to update my mods for Sword & Shield before I continue work on Legends: Arceus. There is a chance that we could have skimpy swimsuit or underwear mods for the game, especially since I just posted a guide on how to import edited models, it just requires someone passionate enough to make the meshes. However, not all models can be easily replaced such as the Survey Corps Uniform model having broken animations. I think I have the same problem that @chamromppopo had, it's just too bad they're no longer active to explain how exactly to fix this. I believe it's something about appending the modded TRMBF and TRMSH with the original files but I don't know how. 1
sophsto Posted August 23, 2025 Posted August 23, 2025 On 8/21/2025 at 8:48 PM, Catnatic said: I'm sorry to disappoint but I haven't worked on the Nudity Reactions mod since I released the last update because I wanted to work on my other mods first which took up more time than expected and there have been times where I simply don't feel like working on those mods. Right now, my plan is to update my mods for Sword & Shield before I continue work on Legends: Arceus. There is a chance that we could have skimpy swimsuit or underwear mods for the game, especially since I just posted a guide on how to import edited models, it just requires someone passionate enough to make the meshes. However, not all models can be easily replaced such as the Survey Corps Uniform model having broken animations. I think I have the same problem that @chamromppopo had, it's just too bad they're no longer active to explain how exactly to fix this. I believe it's something about appending the modded TRMBF and TRMSH with the original files but I don't know how. Happy to hear you are working on the Sword & Shield mod again!! And the tutorial is much appreciated.
Satoshiku Posted August 24, 2025 Posted August 24, 2025 On 8/22/2025 at 2:48 AM, Catnatic said: I haven't worked on the Nudity Reactions mod since I released the last update Just know that there are people out there that are looking forward to any updates you make regarding this. Your time is precious, but when you do release it, be sure that your effort isn't in vain! 2
sophsto Posted August 26, 2025 Posted August 26, 2025 On 8/21/2025 at 9:09 AM, Catnatic said: Never mind, it's a false alarm. I don't know why I'm able to reimport the naked Rei model properly but I can't do it with the original models for some reason. I was just about to release a bottomless mod for Akari but I guess that's not happening apparently. I just can't catch a break with model imports lately, huh... It happened while I was writing my guide too. Although it's been fully written, I don't think I'd consider it finished when there's still issues in importing the model. But good luck anyway. How To Import Edited Models What you'll need: Ryujinx/Yuzu or anything that extracts the game's RomFS files Switch-Toolbox - https://github.com/KillzXGaming/Switch-Toolbox gfpak_hashes_all_but_four - See page 12, important for viewing/extracting files with Switch-Toolbox Blender 4.X - https://www.blender.org/ Pokemon-Switch-Model-Importer-Blender - https://github.com/ChicoEevee/Pokemon-Switch-Model-Importer-Blender Step 1. Extract the game's RomFS Before we get started on importing models, you need to have the game's assets to work with. Ryujinx and Yuzu, or their respective forks, should have an option to dump a game's RomFS files by right clicking on the game available in your game list of your emulator of choice. Beware that extracting the game's RomFS will take up roughly 6 GB. For Yuzu, you should see an option to "Dump RomFS > Dump RomFS" on the right click menu. Once you select it, make sure you're dumping the "Program" in "Full". The dumped RomFS's location by default should be: "C:\Users\<yourname>\AppData\Roaming\yuzu\dump\01001F5010DFA000\romfs". For Ryujinx, you should see an option to "Extract Data > RomFS" on the right click menu. Once you select it, you can choose where you want to save your RomFS files. I suggest you make a new folder dedicated to storing your game's RomFS. Once you have finished extracting the game's RomFS and knowing where you store it, you're ready for the next step. Step 2. Extracting the models and textures with Switch-Toolbox Make sure you download Switch-Toolbox and extract its zipped contents to somewhere you can easily find. It's also important that you download the file "gfpak_hashes_all_but_four" as this helps you recognise the game's files with readable names and formats. You rename that file to "GFPAK.txt" and place it inside the "Hashes" folder of the Toolbox. Once you have that all set up, it's time to find and extract the game's models. For this guide, we'll focus on editing the player model. Specifically, the female character's default clothing she wears for the main game. We can find this model in the game's RomFS that we extracted: "RomFS\bin\archive\chara\data\pc\p2\model\dress" The model we're after should be called "p2_drs0001_00_default.gfpak". (If you also want to modify the character's initial clothing from the start of the game, it's "p2_drs0008_00_casual.gfpak", or "casualpouch" with the added pouch mesh) Open the ".gfpak" with Switch-Toolbox and you should see its contents like this: I suggest you extract everything by right-clicking "p2_drs0001_00_default.gfpak" folder on the Toolbox and select "Extract All". I also suggest you extract the textures in a common image format by right-clicking on "Textures" under "Quick access" and select "Export All". Save the textures in the same folder where the extracted "p2_drs0001_00_default" files are. I suggest saving the textures as PNG. Speaking of those files, you should also rename them to remove the "[FullHash=]" part as well as "gfbanmcfg" and ".gfbanm". Don't worry about the ".bntx" textures. The folder should now look this: Now before we could get to work on editing the model, we also need its skeleton and have it placed in a certain location or you'll get an error when importing it to Blender: Step 3. Getting the model's skeleton and setting up the folder structure To find the player model's skeleton, it should be located in: "RomFS\bin\archive\chara\data\pc\p2\model\base" (The male player also shares this skeleton which is why you won't see a "base" folder in "pc\p1\model".) You need to extract its ".trskl" file from "p2_base0001_00_default.gfpak" with Switch-Toolbox. From there, right-click on "p2_base_0001_00_default.trskl" and select "Export Raw Data" As you export it, rename it to "p0_base.trskl". This is important. Once you did that, we need to arrange ourselves a folder structure so the model can be successfully imported to Blender. The folder structure needs to look like this: The "Akari" folder can be named to anything, perhaps the name of your mod you're planning to make. Inside it, it must contain two folders "model_pc_base" and "p2". The "model_pc_base" folder must have a folder called "model" and this is where you should put the "p0_base.trskl" in. The "p2" folder should contain a folder where you store your extracted files of the female player model. This would be "8532F9FD76E11926" but you could also rename it to something readable like "p1_drs0001_00_default". Once you have the folder structure properly set up, you should be able to import the model to Blender now. If you're still confused by this, you could download a zipped file that contains the folder structure already set up for you from this post at page 12. Step 4. Importing the model to Blender After setting up your folder structure in the previous step, you should be ready to import a model. In order to do this, we'll need to install a plugin for Blender that can load in ".trmdl" files. It should be called "Pokemon-Switch-Model-Importer-Blender" which you can find on GitHub. Link can be found at the top of this post. Download that, install the plugin on Blender and you should be ready to go when you're able to import "Pokemon Trinity Model" as an option. Select that and load "p2_drs0001_00_default.trmdl" from your folder structure. If you have everything set up correctly, Blender should load the model where you could see Akari's entire body except for her head (which is a separate model). From this point on, do whatever you want with it because this is where you can do your usual 3D modelling including UV editing, weight painting, etc. As a demonstration for this guide, I'll be pulling down Akari's pants. So I'll use Saltlapse's nude Akari model and have its bare legs replace the original model's pants. Step 5. Exporting the model from Blender Once you've finished editing the model, have everything selected by pressing "A" and then export the model as a "Pokemon Trinity Mesh". When you export it, it'll ask for a skeleton to base on. This would be the "p0_base.trskl" file. To ensure that the game doesn't crash, you must copy that file and paste it in a folder where you plan to export your model to and rename that "p0_base.trskl" file to "p2_drs0001_00_default.trskl". After selecting your correctly-named skeleton file, there should be two files (.trmbf and .trmsh) created wherever the skeleton file is stored. The two new files will have the same name as the skeleton file. If you exported your model with the .trskl file still named "p0_base", the game will crash. If your files are like this, they're worthless. The naming of the ".trskl" file has an effect on the exported ".trmsh" that causes crashing. Once you have your models exported (along with your custom textures ready), you should be able to import them into the game now. Step 6. Modding the game with the edited model To make a new mod for the game, you simply need to create a folder structure that replicates how the game structured its files. Because we found our model from "RomFS\bin\archive\chara\data\pc\p2\model\dress", we'll just create new folders and mimic that. It's done this way so the emulator (or a modded Switch) know which files to override with the modded version. Enter the game's mod folder by opening up your emulator, right-click on the game, and select "Open Mod Data Location" or "Open Mods Directory". Create a folder there, give it a title that describes your mod (e.g. "Bottomless Uniform"), and create a bunch of folders inside it to match the aforementioned structure. Start from making a "RomFS" folder and work your way until you make the "dress" folder, this is where you place the modded file in. Copy "p2_drs0001_00_default.gfpak" from the game's RomFS and paste it in the "dress" folder of your mod. Open the ".gfpak" file with Switch-Toolbox and proceed to replace the "trmbf", "trmsh", "trskl" with your own by right-clicking them and select "Replace Raw Data". If you have custom textures to replace, open the "Textures" folder in "Quick access" and right click on the texture map you want to replace. I suggest you keep the settings by default, although you might want to change the Compression Mode to "Normal" to retain the quality of your texture but it'll take a while. Once you replaced every file that needed replacing, save the .gfpak and then it's time to test out your mod. Make sure you enable it before you launch the game, and then hope for the best and prepare for disappointment. I was following this tutorial, and once I got to the section on importing the model my brain kind of broke. I was troubleshooting for over 3 hours, trying to understand the addon's python script and why it was not working right. I tried with Rei, then I tried with Akari, then I tried various methods of exporting the models through toolbox. It took me SO LONG to notice this: So it turns out that the roundabout way you have had to structure these folders was addressed through the github project. The only problem is, I don't have a clue what the "proper" structure is 😅 I went to their previous commit and downloaded that version of the addon. Literally took two seconds and the model loaded perfectly like you said it would. So mad I wasted all that time going insane trying to troubleshoot. Honestly wore me out haha. Anyway thank you so much for posting this, I would have been lost if I tried looking through the files myself. And I've spent many many hours using Switch Toolbox in the past. Each game is so wildly different though. For anybody who wants to follow this tutorial: use this link for the August 1st commit of the Pokemon-Switch-Model-Importer-Blender addon.
Catnatic Posted August 26, 2025 Posted August 26, 2025 (edited) 40 minutes ago, sophsto said: I was following this tutorial, and once I got to the section on importing the model my brain kind of broke. I was troubleshooting for over 3 hours, trying to understand the addon's python script and why it was not working right. I tried with Rei, then I tried with Akari, then I tried various methods of exporting the models through toolbox. It took me SO LONG to notice this: So it turns out that the roundabout way you have had to structure these folders was addressed through the github project. The only problem is, I don't have a clue what the "proper" structure is 😅 I went to their previous commit and downloaded that version of the addon. Literally took two seconds and the model loaded perfectly like you said it would. So mad I wasted all that time going insane trying to troubleshoot. Honestly wore me out haha. Anyway thank you so much for posting this, I would have been lost if I tried looking through the files myself. And I've spent many many hours using Switch Toolbox in the past. Each game is so wildly different though. For anybody who wants to follow this tutorial: use this link for the August 1st commit of the Pokemon-Switch-Model-Importer-Blender addon. The folder structure is still the same, it's just that the newer version of the plugin will show an error about a bone array list index being out of range if you attempt to import a Survey Corps Uniform model. Those models have extra bones (from its own .trskl file) that are separate from the base player skeleton (p0_base.trskl) which mucks things up. If you import a model that doesn't have the extra bones such as the Casual outfit model, it should still be loaded fine with the latest version of the plugin. Edited August 26, 2025 by Catnatic
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