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Elden ring nude


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Posted (edited)

Work's going to get busy soon, so my rate of new mods is probably going to drop a bit.

 

Here's a little video of my Rock Wizard wearing warm furs to protect her from the icy dragon breath. 


 

Edited by epar7416
Posted
7 hours ago, Seras_RP said:

Anyone know a good online resource to edit colors of textures in elden ring? Thanks!

 

I asked in a Nexus mod thread and got these responses:

 

Quote

 I used Photoshop with Nvidia Texture Tools Exporter. Get the .dds file you need by unpacking with Yabber, edit the .dds with Photoshop (in this case I simply set the saturation of the image to 0 and slightly increased lightness to make it shinier), then save. Once you save the new .dds file, you'll be greeted with the Texture Tools Exporter UI, where you'll want to save the file using the 16x4f format, tick the Generate Mipmaps checkbox, and set the compression quality to normal. Then repack the whole thing using Yabber, you can find Yabber tutorial on youtube if you need.
I don't know if this is the optimal way to do it, but I found it on the Elden Ring Modding discord server and it works perfectly fine for me compared to other methods I've seen.

 

 

Quote

This, pretty much. The only way to unpack/repack things is with Yabber, and UXM before that to even get at the dcx files. You could also get away with using Intel Texture Works to save it as a dds since it has a lot of the same compression options. You have to be careful with Photoshop, though, because you'll see it labelled as "Background" in the layers and will need to click the lock symbol on it to be able to use all editing tools on it. Have to "flatten image" when you're done (right click the layer to see that option). For the actual coloring, personally I do a Color Overlay on the layer, and then adjust the Hue/Saturation to make it darker or lighter. This way you can still see the details of the texture without just slapping a solid wall of color on it.

If you can't afford Photoshop, GIMP is an excellent free alternative. There are some aspects of GIMP that I much prefer over Photoshop. For one, it handles transparency channels better and doesn't need extra steps like Photoshop to get them to show correctly. GIMP's Colorize option is also better, in my opinion, than the method I mentioned for Photoshop. If you use GIMP, though, you'll want to make sure you export the texture as a dds instead of saving it.

Something else to note, too: if a texture has a transparent alpha channel, like the Tree Sentinel chest piece, I'd recommend editing it in GIMP. This type of texture would also need a different compression format: BC3/DXT5 and Generate Mipmaps, which are options you'll find when exporting your texture. The way I save textures in Photoshop with NVIDIA Texture Tools is BC1 RGB 4 bpp | no alpha, Color Map, tick Generate Mipmaps.

 

Posted (edited)

Maybe I missed it, but did you write the tutorial for how to change the skin colors of your armor mods in the article for the new body?

 

I've unpacked the right files, I'm just not sure how to go about matching the right skin color ingame with my image editor.

Edited by yuriminalinsky
Posted (edited)
6 hours ago, yuriminalinsky said:

Maybe I missed it, but did you write the tutorial for how to change the skin colors of your armor mods in the article for the new body?

 

I've unpacked the right files, I'm just not sure how to go about matching the right skin color ingame with my image editor.

 

If you want to change the color in an editor to match your character, that's a trial and error process. Tweak, load, reload, tweak, etc. 

 

If you want to change your in game skin color to match the ABNB bodies, use the values given in the description in the in game customizer (at the mirror in Fia's room in the Roundtable hold).

 

The mods only support one skin color because as armors are released, they'll be cross compatible with each other. If they're not the same skin color, it'll be a mess.

Edited by LovelyLad
Posted

Well I finally finished it to the best of my abilities! Thanks to Silvist I was able to fix most of the distorting. >_< I could probably smooth the body out by fixing the weighting but it took me so long to get this far I think I am gonna take a break. x.x

Screenshot 2022-05-16 030947.png

Screenshot 2022-05-16 031007.png

Screenshot 2022-05-16 031018.png

Screenshot 2022-05-16 031214.png

Posted (edited)

Hi, so I'm not too sure what I'm doing wrong or I missed a step but I can't seem to import anything into blender. I used yabber to unpack the dcx and then unpacked the flver file with Bloodborne_model_v3, but I sometimes end up getting 0kb .smd files. Both the non 0kb smd and 0kb smd all do not show up at all when imported to blender 2.92. Any way to fix this? This is the Stella Miyazaki's Wardrobe Reborn mod by the way, I tried importing the EBB nude body too, still nothing shows up at all. If I don't import the ER Base Body, it shows nothing, and even if I do import the base body, it also shows nothing.

 

Edit: So I just figured out other flver meshes works with bbtools and this seems to only apply to the Stella Reborn mod, anyone know why?

 

The console gives me this error

 

I get a 0kb smd file with Stella Reborn

 

 

How do we fix this?

 

Edit 2: I have figured this out, it looks like to extract any mesh that have bone names which are written with Asian characters(Chinese, Japanese, Korean etc.) to .smd format requires you to first extract the bone list to a .json file, then find all the bone names with Asian characters and rewrite them in English. Re-import the modified bone json into the FLVER mesh, now you can extract the FLVER with BBtools to .smd format. When you finish changing the mesh in blender, 3dsmax or whatever, re-import the original bones json with the Asian characters back into the FLVER, make sure to transfer bone weights, and you're done.

image.png

Edited by CybersHoK
Posted

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