KILIRASAZU Posted December 25, 2025 Posted December 25, 2025 On 2025/12/23 at 午後9時57分, Catnatic said: なるほど。私はバイオレットバージョンをプレイしていたのですが、スカーレットバージョンでは開始時のバッグのモデルが違うとは知りませんでした。 ただし、HpMpAp が言ったように、動作を確実にするには、Trinity Loaderを使用して mod をインストールする必要があります。 このゲームの改造は他の Switch ゲームとは異なります。Trinity Loader を使用して mod がすでにインストールされていない限り、ファイルを mod フォルダーにドラッグ アンド ドロップするだけでは不十分です。 In multiplayer, only Scarlett was naked and without a bag, and even when communicating with Violet she was also without a bag, so I think this can be addressed by implementing the Trinity Loader.
HpMpAp Posted December 26, 2025 Posted December 26, 2025 On 12/23/2025 at 2:25 PM, Catnatic said: Finally figured out how to import mesh edits into the game, but not after struggling for an hour in getting the plugin to work again because either it doesn't work on Blender 4.5 or the plugin itself got broken in the latest version (9bd185a) whenever I try to import or export something. Had to downgrade back to Blender 4.3 and an earlier version of the plugin (0379495) to get things working. Even installing an earlier version of the plugin on Blender is annoying; I had to extract, rename the folder, and re-zip it before I can properly install it. Anyway, I stretched parts of the backpack as a test and I was able to export it and load it into the game. I noticed that if I don't triangulate the mesh, quads will appear invisible or only had one tri visible in-game. Better be mindful of that! I mentioned before that I really want to mod this game because I love public nudity in a school setting. Well, I want to do that as a boy but there's no such mod. So if no one's going to do it, then I guess I'll try to hone my modelling skills and produce a nude male mod myself. Reveal hidden contents Due to the customisability and blank-slate nature of the player character where you could self-insert yourself in, of course I'll consider various penis sizes with and without foreskin variations. It'll be just like my nude male mod for Sword and Shield, although I'll be updating that first before I focus on anything here. Great! And yes, the exporter only works with triangles, and the mesh has to match the UV map or it breaks (that is, there needs to be cuts where the uv map is cut). In fact the exporter can't seem to handle individual models with several materials (you need to separate each part) Face animations of NPCs are not exported (unless fixed in a new version), so we sadly can't make everyone nude (the only way I could justify making my character walk around nude).
yellowtwink Posted December 27, 2025 Posted December 27, 2025 On 12/24/2025 at 8:29 PM, Galc said: While I do see you're planning on doing mods for the male character, it would be cool if we could maybe give female characters dicks via modifying one of the backpacks as one. That said, it would be the type of mod where you'd have to make a few different variants for each skintone and maybe with less variants than the male characters (maybe just small and large with one type of foreskin?) With that said, it would probably be something you could tinker with after the mod for male trainers get made, but it might be a good thing to remember in the background for later. vice versa for male trainers w pussy as well 🤷♂️ we love a cuntboy
konpon568 Posted January 7 Posted January 7 Are there any good hair mods out there? I am sure there are other places than just the usual mod sites, but I am not sure where else to look for them.
Deadpyro25 Posted January 8 Posted January 8 sorry when i´m asking but is it possible make a Nemona mod. i´m looking for it but with no results
HpMpAp Posted January 8 Posted January 8 1 hour ago, Deadpyro25 said: sorry when i´m asking but is it possible make a Nemona mod. i´m looking for it but with no results No, if you look some posts earlier I tried. It's completely impossible to edit the NPCs of this game with the free tools that are avaiable right now (blender with chicoeevee's pokemon switch model importer), as the facial expressions can't be exported. With 3DStudio it must be possible as there is a mod that changes her outfit into the one from pokemon masters. 1
konpon568 Posted January 8 Posted January 8 4 hours ago, HpMpAp said: No, if you look some posts earlier I tried. It's completely impossible to edit the NPCs of this game with the free tools that are avaiable right now (blender with chicoeevee's pokemon switch model importer), as the facial expressions can't be exported. With 3DStudio it must be possible as there is a mod that changes her outfit into the one from pokemon masters. What about body swaps for the player character? Such as having an outfit act like another NPC's? You know, like cosplaying as Emma from Z-A? Or changing an eye type to look like a Ditto's?
Galc Posted January 8 Posted January 8 At this point I'd expect a mod that gives female player trainers a dong before any of the npcs get modded. I guess the closest we might get for now is just changing environment textures here and there. Granted, I'm not sure what the best way to go about that would be
HpMpAp Posted January 9 Posted January 9 9 hours ago, konpon568 said: What about body swaps for the player character? Such as having an outfit act like another NPC's? You know, like cosplaying as Emma from Z-A? Or changing an eye type to look like a Ditto's? The outfit swap is definitely possible, it just takes someone that is willing to do it. The ditto eyes would have the same problems as editing NPCs, in that you lose the facial animations. The thing is, you can't edit faces, and while for the main character the outfits and the face are different models, the NPCs have only one model, that includes the face. 9 hours ago, Galc said: At this point I'd expect a mod that gives female player trainers a dong before any of the npcs get modded. I guess the closest we might get for now is just changing environment textures here and there. Granted, I'm not sure what the best way to go about that would be Once catnatic finishes the male nude mod, that would take just a moment and anyone could do it. Instead of asking for mods, why don't you all try to make them? You can get here all the help and explanations that you need. NPC modding is stuck until ChicoEevee adds a shapekey exporter to the script. Almost anything else can be done, with more or less problems. I'm with other projects right now, so I,'ve left the modding of this game at the side. I really should finish the skirt mod as is almost complete.
Catnatic Posted January 15 Posted January 15 (edited) On 12/24/2025 at 12:25 AM, Catnatic said: I mentioned before that I really want to mod this game because I love public nudity in a school setting. Well, I want to do that as a boy but there's no such mod. So if no one's going to do it, then I guess I'll try to hone my modelling skills and produce a nude male mod myself. Decided to do an export test today by replacing the male character's initial/default school uniform (p1_drs0000_00_drs01). I used the League Club Uniform (p1_drs1025_00_drs00) as a base because I find it to be the most revealing of the character's body. I haven't quite finished editing the model yet but I wanted to practise getting the game to load my model. I find that if I don't rename the names of the armature, meshes, materials, etc., to match the original names of the original model that I'm replacing, the game won't render my custom model. After sorting that out, I was able to make my model appear: While the game is rendering my custom meshes for the upper and lower body, I don't quite understand what went wrong with the textures. I have replaced all of "cm_drs0000_00_tops01" and "cm_drs0000_00_bottoms01" textures with the "cm_drs1025_00_" textures so the model's UV map would match the textures but it just appears grey with no shading from the ambient occlusion texture map or depth from the normal texture map. Although I am suppose to use the skin material for the entire body, this is concerning that the clothed texture and material are like that. Meanwhile, the arms which does use the skin material isn't following the skin tone correctly but I suspect that other texture maps might be affecting that. I have updated the Pokemon Switch Model Importer plugin for Blender after I imported the original model and did work on it so it's possible that things weren't carried over properly from the old imported model when using the latest version of the exporter. I'm not sure if I should start over. Edited January 15 by Catnatic
HpMpAp Posted January 15 Posted January 15 (edited) 2 hours ago, Catnatic said: I have updated the Pokemon Switch Model Importer plugin for Blender after I imported the original model and did work on it so it's possible that things weren't carried over properly from the old imported model when using the latest version of the exporter. I'm not sure if I should start over. No, I used an older version that you and everything worked after a lot of trial and error, you don't need to start over, but if you want to do it, just export it as a .fbx and then reimport it in a new project. DO NOT reimport your modified exported tr...etc files, as the exporter breaks several things, and they are very easy to fix from the original modified model, but if you export and reimport, is a complete mess (remember my UV map). I already see that the exporter broke the UV map, so if you have your original model (that is, the one you imported and edited), it will be fixed by just making a cut in the mesh (every UV map island MUST have the same cuts in the model, as the exporter can't handle any other thing when exporting). If you already exported and reimported, you'll hae to edit the UV map too. 2 hours ago, Catnatic said: While the game is rendering my custom meshes for the upper and lower body, I don't quite understand what went wrong with the textures. I have replaced all of "cm_drs0000_00_tops01" and "cm_drs0000_00_bottoms01" textures with the "cm_drs1025_00_" textures so the model's UV map would match the textures but it just appears grey with no shading from the ambient occlusion texture map or depth from the normal texture map. The clothes from the DLC use some textures in a different way from the ones on the base game, so you need to edit the materials, or, easier, the textures themselves. AND, the exporter doesn't seem to be able to handle models with different materials (open my skirt model so you know how to fix that), I don't know if you already made all the parts of the character use the "skin" materials, if not, that could be the reason it looks like that. Another thing, remove all the textures you edited, that way it will use the ones from the game and you'll be able to see if it was a problem with the model or the textures (the uv maps of all the outfits are the same, so the arms and neck should have the correct colour. But to be honest, you shouldn't be losing time with that, use my mod as a base so you know exactly what you must do (it will be much easier for you to figure out what to do with the textures that way), and just replace my model with yours. For the textures... again, looking at my mod and the original textures you should be able to know what you must do to make it work (no need to make the double textures unless you want to add clothes though). Edit: another thing, What textures is the lower part of the body using? Did you merge it with the upper part of the socks? You can't do that. Edited January 15 by HpMpAp 1
Catnatic Posted January 16 Posted January 16 (edited) I decided to update the plugin once more and then import the original models "p1_drs0000_00_drs01" and "p1_drs1025_00_drs00" to Blender. This time I just wanted to test exporting the model and loading it in-game so I won't do any mesh edits and instead I'll just replace the default uniform with the League Club outfit. Again, as long as I have everything named correctly and highlight all the meshes before exporting, the game should be able to render the model. It works and the textures actually displayed how I expected them to be when they're unmodified. (Don't worry about the clipping with the legs, I can easily fix that.) Obviously, the difference in UV mapping will make the original textures look distorted but that's fine, I just wanted to make sure that the colours are all correct. Afterwards, I replaced the original textures with the League Club textures and it sort of worked. Not everything is quite right, I might've not replaced all the texture maps properly. For reference, this is what the textures for the League outfit are supposed to look like: But I don't think this would be too problematic for a nude mod where I'd be using the skin material with edited textures that paints over the clothing texture with flesh anyway. I mean by the looks of my test mod, the skin material and texture for the arms seem correct so I could just assign the rest of the body to the skin material and work out the texture from there. Yeah, I think I know how I could do this now. As for the nude model itself, I experimented around with merging the vertices of the tank top with the bare shoulders and I think I can make it work to look like a nude top. I'm not quite satisfied with how the lower part of the body looks though. Maybe I placed the genitalia too low which is why it looks off to me. I might redo the mesh. By the way, I am still planning on doing penis variations in regards to size and foreskin inclusion. Perhaps an erection variation as well if the weight painting won't be giving me a hard time, no pun intended. Also, update on the Nudity Reactions mod: I believe I edited every dialogue found in Area One including the story and every NPC I could find even in the night version of the academy. I still have the beginning part of The Teal Mask unfinished that I want to have completed so I'll be finishing that and then I'll be testing and polishing up my edits before finally releasing the text mod. 22 hours ago, HpMpAp said: Edit: another thing, What textures is the lower part of the body using? Did you merge it with the upper part of the socks? You can't do that. For the record, the upper legs that were clipping with the bare legs (p0_lgw0000_barefoot) is part of the League Uniform's bottom mesh. I never merged the bottom mesh with the bare legs (socks model) or vice versa. I can just remove that part of the mesh to fix the clipping. Edited January 16 by Catnatic 1
HpMpAp Posted January 16 Posted January 16 52 minutes ago, Catnatic said: For the record, the upper legs that were clipping with the bare legs (p0_lgw0000_barefoot) is part of the League Uniform's bottom mesh. I never merged the bottom mesh with the bare legs (socks model) or vice versa. I can just remove that part of the mesh to fix the clipping. Ok ok. That has to do with the material data. Socks/legs are three models, the upper part, the medium part and the lower part. Depending on the outfit you are using, its material data hides part of the legs. For example, only the summer uniform material data allows for the complete legs, the autumn one hides the upper part, and the spring and winter hide the upper and medium parts. So, if you want to include the upper part in your model, you'll have to use the autumn uniform (or the one you used as a base) material data (just rename and place it in the summer uniform folder). That also means that your edited textures would need to go to their respective folders, not to the summer uniform folder, have that in mind. AND, doing that will make it impossible to wear tights and thigh highs (well, you can, but they'll look like tall socks, just like I can't make thighs look like thighs). 1
KibouSN Posted January 16 Posted January 16 On 11/25/2025 at 11:33 AM, HpMpAp said: I made a simple replacer for kirlia and gardevoir with boobs (both male and female, can't do anything about that). I can't test it ingame (I'm still at the start), so no idea if it even works, but there you go. Needs trinity gardevoir.zip 3.94 MB · 36 downloads I'm just tossing the idea out there, as I'm not too sure on this as I'm just a bystander and have no capability of adding onto these projects constructively, but would it be possible to use the coding for Venusaur or other Pokemon with sex-based differences to get it to be solely female, or would that break the game/project?
HpMpAp Posted January 17 Posted January 17 7 hours ago, KibouSN said: I'm just tossing the idea out there, as I'm not too sure on this as I'm just a bystander and have no capability of adding onto these projects constructively, but would it be possible to use the coding for Venusaur or other Pokemon with sex-based differences to get it to be solely female, or would that break the game/project? You definitely can, but It's done in a completely different way (as that is coding, doesn't have anything to do with model editing) and I don't even know how.
sinonwastaken Posted January 17 Posted January 17 (edited) 8 hours ago, KibouSN said: I'm just tossing the idea out there, as I'm not too sure on this as I'm just a bystander and have no capability of adding onto these projects constructively, but would it be possible to use the coding for Venusaur or other Pokemon with sex-based differences to get it to be solely female, or would that break the game/project? I cant say for certain, but this sounds like something that would be accomplished through cheat codes, not that I know how to do that Edited January 17 by sinonwastaken
Catnatic Posted January 17 Posted January 17 19 hours ago, Catnatic said: I mean by the looks of my test mod, the skin material and texture for the arms seem correct so I could just assign the rest of the body to the skin material and work out the texture from there. Yeah, I think I know how I could do this now. Yep, once I merge the nude bottom with the nude top and assign the entire body to the skin material, everything looks about right as far as using blank textures go. As this model is only a draft, there's a lot of work to be done; I need to polish up on the model's topology, produce proper texture maps, adjust the weight painting so the genitalia doesn't distort in animations, and fix up the seams with the thighs and the neck. But still, as a test mod, it still satisfies me enough on what I've been wanting to do in this game which is to finally attend the academy in the nude as a guy. Now I just need to make the model actually look good with proper texture maps and refined modelling. 2
Catnatic Posted January 17 Posted January 17 8 hours ago, KibouSN said: I'm just tossing the idea out there, as I'm not too sure on this as I'm just a bystander and have no capability of adding onto these projects constructively, but would it be possible to use the coding for Venusaur or other Pokemon with sex-based differences to get it to be solely female, or would that break the game/project? You could use a save editor like PKHeX if you want to change the gender of your Pokemon that you've caught. It should hypothetically change the models dynamically if the game determines to use the female version based on the gender data variable of the Pokemon.
AlolanGuzman Posted January 19 Posted January 19 so ive been trying to merge some mods together and ive noticed after downloading the new version of Trinity that some mods are blank and that causes them to crash the game when i tried to include them. one of the being the first nude mod and im wondering what this means and how i could possibly fix it? mostly trying to merge the nude mods together with the Lillie hairstyle on gb
HpMpAp Posted January 19 Posted January 19 (edited) 16 hours ago, AlolanGuzman said: so ive been trying to merge some mods together and ive noticed after downloading the new version of Trinity that some mods are blank and that causes them to crash the game when i tried to include them. one of the being the first nude mod and im wondering what this means and how i could possibly fix it? mostly trying to merge the nude mods together with the Lillie hairstyle on gb First, you don't have them activated, you can't do that with trinity, if a mod is not activated, remove it from the loader. Second, that load order doesn't make any sense. Third, the SVndV1 mod doesn't have the info.toml file, and latest trinity versions use the name included in that file (knowing that I need to change the name from mine), that's no reason for it crashing. Fourth, you are using old unsupported mods, and incompatible mods, as my updated mod is completely incompatible with Jmedia's SVndV1 (and that one already includes the no default backpack), you just can't have them both in the loader, even if one is deactivated. I have an optional file that adds a body somewhat simmilar to the Jmedia's mod that you can install instead of that one, or remove mine and use his, but not both (again, you can't even have them both disabled). When you have mods on trinity for some reason they are ALL loaded, and then, the files from the deactivated ones are removed, so it breaks everything. Only have activated mods in trinity, if you don't want one active, remove it from the loader. Edited January 19 by HpMpAp
AlolanGuzman Posted January 19 Posted January 19 yeah i realize that the load order is a mess i was moving a lot of stuff around and it ended up looking haphazard. but i do understand a lot of those basics i just realized that some mods appear blank and even when i applied them anyway it seemed that those were the culprits for why the game was crashing because i tried just the jmedia mod by itself but i could never get it to work. i got yours and the blush and no backpack to work great. i guess what im trying to find out is what ends up making them incompatible? because i wanted to remove all the clothing options from the Lillie mod from gb and just use the hairstyle along with the nude mod and others.
AlolanGuzman Posted January 19 Posted January 19 (edited) okay i got it to work after many trial and error. seems there was a problem with the way i dumped my romfs somehow. i initially dumped it with yuzu and i guess it did it wrong and after dumping it with ryujinx and setting up another instance of trinity i was able to merge them and get the jmedia nude mod to work too. now what im wondering is what file do you speak of yours that looks like the first nude mod? because i like the butt on the first one but your textures are much better. oh i see its the large version Edited January 19 by AlolanGuzman
HpMpAp Posted January 19 Posted January 19 (edited) 14 minutes ago, AlolanGuzman said: okay i got it to work after many trial and error. seems there was a problem with the way i dumped my romfs somehow. i initially dumped it with yuzu and i guess it did it wrong and after dumping it with ryujinx and setting up another instance of trinity i was able to merge them and get the jmedia nude mod to work too. now what im wondering is what file do you speak of yours that looks like the first nude mod? because i like the butt on the first one but your textures are much better. oh i see its the large version Yes, although I made a texture replacer for Jmedia's mod too if you prefer it, with the problem that it causes a dark line due to the broken UV map of his model: On 11/28/2025 at 5:18 PM, HpMpAp said: No, you can't, at least not directly. Even if you edit the _alb textures on photoshop/paint to remove the right part (so that only the body square remains), you'd get a dark line on the thighs as his uv map is broken due to the way the exporter works: If you don't care about that line... then yes. There you go, they are modified to work with the Jmedia's mod. I'll probably do it... eventually. Maybe in a couple weeks when I have free time again. texture replacer for Jmedia's mod (they cause a dark line on the thighs).zip 558.57 kB · 12 downloads Edited January 19 by HpMpAp
Catnatic Posted January 23 Posted January 23 On 1/17/2026 at 6:45 PM, Catnatic said: Yep, once I merge the nude bottom with the nude top and assign the entire body to the skin material, everything looks about right as far as using blank textures go. As this model is only a draft, there's a lot of work to be done; I need to polish up on the model's topology, produce proper texture maps, adjust the weight painting so the genitalia doesn't distort in animations, and fix up the seams with the thighs and the neck. But still, as a test mod, it still satisfies me enough on what I've been wanting to do in this game which is to finally attend the academy in the nude as a guy. Now I just need to make the model actually look good with proper texture maps and refined modelling. I haven't continued working on this for a while but there is something I want to mention. I need to fix the weight painting on the model because the genitalia appears stretched while idling or diagonally squished when walking. However, any part of the model that I manually adjusted its weight painting leads to that part of the mesh looking stretched or distorted upon exporting it to the game. I'm not sure if I should wait for the exporter to be updated or if there's another tool I need to fix the corrupted weight painting but until that gets sorted out, I can't really finish the mod. It's either you have a penis that distorts itself, or the mesh gets stretched above or below the groin.
HpMpAp Posted January 23 Posted January 23 (edited) 11 hours ago, Catnatic said: haven't continued working on this for a while but there is something I want to mention. I need to fix the weight painting on the model because the genitalia appears stretched while idling or diagonally squished when walking. However, any part of the model that I manually adjusted its weight painting leads to that part of the mesh looking stretched or distorted upon exporting it to the game. I think I mentioned this somewhere. It has a very easy fix, but it's the reason I can't get the skirt to move in a decent way. Remember I already did all of that, I can make you lose much less time if you just ask hahaha. The exporter (or the game) only reads 4 bones for each vertex AND the total weight can't go over (or under) 1. So, before exporting you need to, in weight paint mode: 1: Select "weights - Limit total" and make sure the window that appears in the borrom left has "all groups" and the limit is set to 4. This will erase the weights that affect each vertex the least if there are more than 4. Probably won't do anything in your case, but it's good that you remember it. 2: select "Weights - Normalize all" AND deselect from the bottom window that appears the "lock active", so that it can be smoothed and doesn't break anything. This will make the sum of the weights of each vertex 1. (my recomendation is to do this every time you use the weight painting tool, as you´ll need to try different things. You probably want for the penis 0.50-0.70 pelvis and 0.50/0.30 spine (3? whichever is the lowest part of the spine, maybe is spine 1), so that it lags a little behinfd the pelvis movement, simulating physics; and for the scrotum, 0.5-0.9 pelvis and the rest for the leg of each side? I don't know, it's a lot of trial and error if you want to make it look natural. Just remember to normalize each time, and don't add more than 4 weights (maybe don't use spine, only pelvis and the top leg bones (R/L-leg 1?) so that you don't have to keep the limit total in mind... Edited January 23 by HpMpAp 1
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