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KURO NO KISEKI mod


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Posted
3 hours ago, untestedpower said:

Well, uh, it looks like Kuro 2 is coming to PC in less than a month. Sadly no word on an English patch as of yet.

 

https://store.steampowered.com/app/2113920/The_Legend_of_Heroes_Kuro_no_Kiseki__CRIMSON_SiN

 

Wow already? I thought Kuro 1 took at least 6-8 months to come to PC after release? Well, hopefully the spreadsheet guys and patch makers teamed up in secret or something. Even without a patch people can work on mods for later.

Posted
On 12/25/2022 at 6:35 PM, amorrow28 said:

 

Hmm, interesting.  First, I want to make sure you're using the latest version?  This game engine throws in a bunch of garbage that really screws with python, and I've had to code in a lot of workarounds.

 

Assuming you're using the latest version, post the frame dump that doesn't work, I'll take a look.  Just post the mesh that fails, don't post an entire dump please.

 

Sure, let me do it in a bit. 

 

Though before that I'm going to try the latest version of 3dmigoto. I simply used whatever was in lakovic's mod and that might or might not be the latest.

 

Thanks, amorrow28.

Posted (edited)

@amorrow28

I got transparency codes from other 3dmigoto modders. Here it is.

 

; Custom Shaders ----------------------------

[CustomShaderTransparency]
blend = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
handling = skip
drawindexed = auto

 

It works well in KURO mods,but I want to know how it works and  What is the significance of these arrays:blend_factor[0] blend_factor[1] blend_factor[2] blend_factor[3]

I try to change the value of blend_factor[3],but nothing happened.

 

Another article mentions the code:

 

 

 

 

Edited by fateli
Posted
1 hour ago, fateli said:

@amorrow28

I got transparency codes from other 3dmigoto modders. Here it is.

 

; Custom Shaders ----------------------------

[CustomShaderTransparency]
blend = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
handling = skip
drawindexed = auto

 

It works well in KURO mods,but I want to know how it works and  What is the significance of these arrays:blend_factor[0] blend_factor[1] blend_factor[2] blend_factor[3]

I try to change the value of blend_factor[3],but nothing happened.

 

Another article mentions the code:

 

 

 

 


I am not an expert. I read this article, which helped me understand a little.

 

What you are playing with is color blending, an added step after the pixel shader is done drawing the scene. The four component value is red, green, blue, alpha. The first line defines the source and destination (which is basically the object behind the target, and the target itself, respectively). So to my understanding your code makes the mesh 50% transparent. If you want it more transparent, you can try 0.25,0.25,0.25,1. If you want it less transparent, try 0.75,0.75,0.75,1.

I am probably not fully correct, and I have not tested this code.

 

I do not know why nothing changed when you changed the 4th value. Did you make sure to change it to another number between 0 and 1?

Posted
46 minutes ago, amorrow28 said:


I am not an expert. I read this article, which helped me understand a little.

 

What you are playing with is color blending, an added step after the pixel shader is done drawing the scene. The four component value is red, green, blue, alpha. The first line defines the source and destination (which is basically the object behind the target, and the target itself, respectively). So to my understanding your code makes the mesh 50% transparent. If you want it more transparent, you can try 0.25,0.25,0.25,1. If you want it less transparent, try 0.75,0.75,0.75,1.

I am probably not fully correct, and I have not tested this code.

 

I do not know why nothing changed when you changed the 4th value. Did you make sure to change it to another number between 0 and 1?

Thanks for your answer. I try to change value of blend_factor[3] with 0.1 0.2and 0.8,it seems that nothing change.(with condition blend_factor[0] = 0.5
blend_factor[1] = 0.5 blend_factor[2] = 0.5)

  • 3 weeks later...
Posted (edited)

Kuro no Kiseki 2 is going to release on PC in the next few days.I plan to make underwear mod for Kuro 2 as well so I come back to try the mdl tool create by @amorrow28,and it is amazing!Back in 3DMigoto time it took me about 3-5 hours to create one underwear mod and with the mdl tool I can do it in 1-2 hours!It's definitely save a lot of time!

 

Agnes underwear mod mdl version:

dsadasdas.thumb.png.bb30cbab6731525e6c5eba908c51c9c3.png

Download:

Agnes underwear.rar

 

Installation:

unzip and put the "c" folder to your Kuro install location.

 

-----------------------------------------------------------------------------------------------------------

Btw is that possible to make a optional version of kuro_mdl_export_meshes.py to use -c by default?I made a batch file to run -c but unlike default setting,I have to manual input the mdl file name everytime.Since my work involve mesh merging mainly which mean I need complete maps most of the time,I have to change the mdl file name in the batch file frequently.It's not a big problem but it would help if I can double click the script to export mdl like default but with complete maps.

Edited by fakecheng
Posted
29 minutes ago, fakecheng said:

Kuro no Kiseki 2 is going to release on PC in the next few days.I plan to make underwear mod for Kuro 2 as well so I come back to try the mdl tool create by @amorrow28,and it is amazing!Back in 3DMigoto time it took me about 3-5 hours to create one underwear mod and with the mdl tool I can do it in 1-2 hours!It's definitely save a lot of time!

 

Agnes underwear mod mdl version:

/cdn-cgi/mirage/3aaef5e69f3daf88bb93e8484e6d2081ecc68263c84d56671965381fee192c20/1280/https://static.loverslab.com/uploads/monthly_2023_01/dsadasdas.thumb.png.bb30cbab6731525e6c5eba908c51c9c3.png

Download:

Agnes underwear.rar 11.3 MB · 0 downloads

 

Installation:

unzip and put the "c" folder to your Kuro install location.

 

-----------------------------------------------------------------------------------------------------------

Btw is that possible to make an optional version of kuro_mdl_export_meshes.py to use -c by default?I made a batch file to run -c but unlike default setting,I have to manual input the mdl file name everytime.Since my work involve mesh merging mainly which mean I need complete maps most of the time,I have to change the mdl file name in the batch file frequently.It's not a big problem but it would help if I can double click the script to export mdl like default but with complete maps.


Looks great, I can’t wait to download! To answer your question, yes, if you do not want to use the command line, you can change the default behavior on line 310, just change the False to True.

 

Also, you do not need to remake mods, the importer will take the 3DMigoto mods directly. The meshes will be smaller since they will be missing semantics, but Kuro loads the partial meshes without complaint. For unskirt mod, I just copied the files and imported. If I had to remake 94 separate mesh edits, I would’ve given up! 

Posted

I'm looking forward to Kuro 2 mods and not having to use 3DM much if at all once the model tool is working with it. Hopefully it leads to spicier costumes.

 

The hard part will be the wait for a decent TL

Posted
5 minutes ago, SonicMan1234 said:

I'm looking forward to Kuro 2 mods and not having to use 3DM much if at all once the model tool is working with it. Hopefully it leads to spicier costumes.

 

The hard part will be the wait for a decent TL


Let’s temper expectations. CLE will change the encryption code, so my tool will probably be useless until the Discord folks crack the new code.

Posted
4 minutes ago, amorrow28 said:


Looks great, I can’t wait to download! To answer your question, yes, if you do not want to use the command line, you can change the default behavior on line 310, just change the False to True.

 

Great!I hope Falcom didn't change anything in Kuro 2 mdl format so I can use the tool to start modding on Kuro 2 release day.?

 

4 minutes ago, amorrow28 said:


Also, you do not need to remake mods, the importer will take the 3DMigoto mods directly. The meshes will be smaller since they will be missing semantics, but Kuro loads the partial meshes without complaint. For unskirt mod, I just copied the files and imported. If I had to remake 94 separate mesh edits, I would’ve given up! 

I don't plan to convert my Kuro 1 underwear mod to mdl version since my textures edit is kind of a mess back in that time,it will need much time to refine them so I will just leave it with 3DMigoto?.I remake Agnes underwear mod just for figure out how the tool work so when Kuro 2 release and if the tool work on Kuro 2 as well I can start modding the game immediately?.

Posted (edited)

 

For those who want to model swap in Kuro no Kiseki but having character face deform in cutscene problem like me, I seem to found a way to kind of fix it(see #1).

I only test it on Kilika replace Van so I don't know will this work for other character or not. All you need to do is replace every data that related to face in mesh_info.json.

 

Step1:
Download KuroMDLTools here, place both mdl files you want to replace to and replace with into KuroMDLTools folder and double click kuro_mdl_export_meshes.py to extract them(click install_blowfish_and_zstandard.bat if you didn't install it already). I will use Kilika(chr5322) and Van(chr0000) as example.

 

Step2:
After you extract both mdl files, go into both chrxxxx folders, find mesh_info.json and open them with any text editor.

Go to https://jsoneditoronline.org/. Copy the content in chr0000 mesh_info.json and paste it the left side, then copy the content in chr5422 mesh_info.json and paste it to right side. After that, set both side to 'tree' mode. Expand them and look for the 'primitives : [x items]', The large one are the one you need. In this example, they are 'body15' and 'body18.:

Spoiler

Screenshot2025-01-24191021.png.9e7992321aeae29e7ecdd453fe577a64.png

 

Step3:
In this example, I want to swap Van(chr0000) with Kilika(chr5322), what I need to do is copy all the coordinate data that related to face in chr0000 mesh_info.json and replace the same data in chr5322 mesh_info.json under 'bodyxx' section. Here are all the data I found that related to face:

 

Spoiler

ago
down_kuchi
ha_down
ha_up
Head
kuchi_up
L_highlight
Left_down_kuchi
Left_down_mabu01
Left_down_mabu02
Left_down_mabu03
Left_eye
Left_hoho
Left_mayu
Left_mayu01
Left_mayu02
Left_mayu03
Left_side_kuchi
Left_up_kuchi
Left_up_mabu01
Left_up_mabu02
Left_up_mabu03
R_highlight
Right_down_kuchi
Right_down_mabu01
Right_down_mabu02
Right_down_mabu03
Right_eye
Right_hoho
Right_mayu
Right_mayu01
Right_mayu02
Right_mayu03
Right_side_kuchi
Right_up_kuchi
Right_up_mabu01
Right_up_mabu02
Right_up_mabu03
tongue01
tongue_root
******Left_up_matuge******(see #3)
******Right_up_matuge******(see #3)

 

Let's use 'ago' data as example. you will find multiple 'ago' but you only need to replace the one under the 'bodyxx' section.

Spoiler

Screenshot2025-01-24191301.png.7cdad2283fb445b6794a34fc56e1b5fa.png

 

Press Ctrl+F on both side and search 'ago', you should see four group of number in 'matrix'.

The last group is the coordinate data you need. Click the '3' on left side, press Ctrl+C, then click the '3' on right side, press Ctrl+V:

Spoiler

Screenshot2025-01-24191439.png.d2993ae3e7ef57e8867c76c7b16105be.png

 

(Skip this step first, only doing this if the face is in wrong position) After that, expand '3' on right side, and subtract the second number by 0.1. The number you need to subtract might be different base on the model you want to swap.

Spoiler

Screenshot2025-01-24192223.png.35b8fc166bec18bd80ad454ac38d04c8.png

 

Step4:
After you finish replace data, swap right side to 'text' mode and copy the content back to chr5322 mesh_info.json. Open mdl_version.json and change the number to 1. Double click kuro_mdl_import_meshes.py to repack chr5322, a new chr5322.mdl file should generate in few second. Rename the new chr5322.mdl file to chr0000.mdl and place it to Kuro no Kiseki install loacation/c/asset/common/model (Backup your original chr0000.mdl incase something go wrong). You should have a cutscenes compatible Kilika replace Van mod now.

 

Other:
#1:You should notice the word "kind of" at tutorial start. The reason I said that because I don't have much time to test it, I only test it in few cutscenes at the start of the game. It might or might not have problem in later cutscenes. Also it's not a completely fix, the face still has some little deform compared with the original Kilika model but I think that little deform is still in the acceptable range.

 

#2:These two face related data only exist in chr5322 mesh_info.json, you can't replace it from chr0000 mesh_info.json.
There are two way to fix it:
1.Subtract the coordinate Z in these data by very few amount, you need to test how many amount you need to subtract as I myself didn't use this way to fix it.
2.If you know how to transfer weight in Blender, you can simple transfer both matuge weight to their closer vertex group, this is how I do. You can find some Kiseki blender tutorial here.

 

Edited by fakecheng
Posted (edited)

-----Underwear Kilika over Van mod-----

3333333333.thumb.png.39fe6089a486a97646b0d33d5f880fc2.png

sleep.thumb.png.ae9a79151f9c3697f993f0001f795ea6.png

 

Mod come with three version.Mesh_info fix version is the result of my tutorial above.

 

All version compare:

Spoiler

pic2.thumb.png.cc7654d17f0413863c8ae080293fafb8.png

 

-----Download-----

Outdated!!!!Please download updated version here:

https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=4015561

 

 

Old version:

 

 

Simple rename version:

dude....serious...?you're joking right?....no?...ok....:

Kilika2VanNightmareEdition.rar

 

Height adjust version:

Kilika2VanHeightAdjustVersion.rar

 

Mesh_info fix version:

Kilika2VanMeshInfoFixVersion.rar

 

Installation:

Place the "c" folder to your game install location.Backup your chr0000.mdl before replace it.

 

Kilika hair physics doesn't work on Van so her long hair will cut through her body in some scenes.All version provide a short hair version to avoid that.

Mesh_info fix version and Nightma--- simple rename version come with no skirt and with skirt version.

 

With skirt preview:

Spoiler

444444444.thumb.png.4d77956f9f89f79af3d4e6dfb9012d62.png

 

Short hair preview:

Spoiler

r1rqsaffsa.thumb.png.a2b9aad1604b225a9bf46cf9941943eb.png

 

if you just want Kilika underwear mod,you can find it here.

Edited by fakecheng
Posted

Hi, sorry.

Can anyone please explain to me how I can get the nude mods working on Steam Deck?The no skirt mod works flawlessly but how can I install the nude mods?

Thanks in advance for your help!

Posted (edited)

Just bought Kuro 2.Unfortunately mdl tool doesn't work just like @amorrow28 expected.The game can't read Kuro 1 moded mdl either.I try to put my Kuro 1 Kilika over Van mdl to Kuro 2 to see what will happen and the game give me error.It doesn't crash the game but Van just become invisible?.The original Kuro 1 mdl seem work though.

Edited by fakecheng
Posted (edited)

well the 3dmigoto tools still work for kuro 2. I think the ini might need to be adjusted, idk.

 

image.thumb.jpeg.127be5219b1b54bd5f9a2e976f01571d.jpeg---->20230125152507_1.thumb.jpg.24e98b0519a4b5ef21a495e2322bafd8.jpgimage.thumb.jpeg.7b5fd9fd3fad4d083ad85b8d7dda90eb.jpeg

Edited by jmedia7
Posted (edited)
39 minutes ago, jmedia7 said:

well the 3dmigoto tools still work for kuro 2. I think the ini might need to be adjusted, idk.

 

image.thumb.jpeg.127be5219b1b54bd5f9a2e976f01571d.jpeg---->20230125152507_1.thumb.jpg.24e98b0519a4b5ef21a495e2322bafd8.jpgimage.thumb.jpeg.7b5fd9fd3fad4d083ad85b8d7dda90eb.jpeg

Seems work to me too.They have the same vb0 hash but since the latest 3DMigoto is mean for Kuro 1 so I don't know will it run in any issue later in Kuro 2.

And I saw some people said the encryption is kind of the same as Kuro 1 so maybe they will figure it out how to decryption soon.I think I would just wait for a few days to see anything news before trying to use 3DMigoto to create mod.

Edited by fakecheng
Posted
On 1/25/2023 at 2:46 AM, kingkabachaba said:

Hi, sorry.

Can anyone please explain to me how I can get the nude mods working on Steam Deck?The no skirt mod works flawlessly but how can I install the nude mods?

Thanks in advance for your help!


I think your inquiry got buried in the excitement for Kuro 2… are you using the MDL version of my mod or the 3DMigoto version? I thought someone here got 3DMigoto sort of working… but I imagine you’re using my MDL mod if it’s flawless. Unfortunately, no one else has had the motivation to convert their mods to the new format so far.

Posted (edited)
On 1/27/2023 at 11:03 AM, amorrow28 said:


I think your inquiry got buried in the excitement for Kuro 2… are you using the MDL version of my mod or the 3DMigoto version? I thought someone here got 3DMigoto sort of working… but I imagine you’re using my MDL mod if it’s flawless. Unfortunately, no one else has had the motivation to convert their mods to the new format so far.

Thanks for your reply!

 

Yes, I am using the MDL version. And it works fine. How can I get the 3DMigoto work on the Steamdeck? Sorry, I am a complete beginner...

Is it possible to convert one of the 3DMigoto nude mods to MDL?

 

Thanks again for your reply.

 

Edited by kingkabachaba
Posted

I thought someone on this thread said they managed to get 3DMigoto to load. I do not know how, I do not have a steam deck.

 

It is definitely possible to convert mods to MDL format but it is a bit tedious and you will need some modding knowledge. The first post of this thread links to many tutorials.

 

This is the basic process:

1. Identify the model that goes with the mod (for example Renne is chr5114.mdl). @woofhat shared a list on the first page.

2. Export all the meshes from the model with Kuro MDL tools, also linked on the first page.

3. Examine the meshes in Blender, and identify which meshes should be replaced or deleted. If it is not obvious, you will need to do frame dumps with 3DMigoto on the PC.

4. Delete all meshes that are skipped in the mod, and replace the meshes that the mod replaces.

5. Identify in the mesh metadata where in materials it gets the textures, then go to the material metadata and replace the texture names with the new ones (just change the file names).

6. Run the import script to compile your new MDL, and test. Don’t forgot to put the new textures in the texture folder as well. If you are doing this in Kuro 2, also compress the textures and make sure the file name length is the same as the original texture.

Posted
7 hours ago, noaslajuj said:

@amorrow28 Thank you for the tutorial! I tried to modify it for the first timeimage.thumb.png.563b2540da3fb92a3c71723aa44ed8bb.pngimage.thumb.png.563b2540da3fb92a3c71723aa44ed8bb.png

Looks great! Will you release it? partial slips are always fun to look at.

Posted (edited)
On 1/31/2023 at 11:47 AM, tigers said:

看起来棒极了!你会释放它吗?部分滑移看起来总是很有趣。

I changed it according to the underwear model . Switch between F2 and F6

40273170_NS0FVCTJ5FZVOB)I38O1L2.png.757534c6fc30999a7b598d2fb3c649e6.png

 

 

Q0]2~B36~[~T(3WMYP]IJ~I.png

 

 

Risette.zip

Edited by noaslajuj

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