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Pokemon Scarlet and Violet mods


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Posted
4 hours ago, chamromppopo said:

Holy shit, cause these tutorials aren't really well written and assume that you're already knowledgeable about scene files, and also they're scattered all over the place. Also there's no documentation about what each file type does, I've been having to tinker around through trial and error to figure out each of their functions.

Once again, having to do some digging in Discord servers by searching up words and hoping for the best, I found some documentation for file types.

 

For 3D models:

TRMDL = Model
TRMSH = Mesh
TRMTR = Material
TRMMT = Material Table

TRMBF = MeshBuffer
TRSKL = Skeleton
TRPOKECFG = Pokemon Config (Inframe related)
TRLOC = Defines Locators for spawning attacks

Source: https://github.com/rh-hideout/rhh-docs/tree/main/NX/flatbuffers/LA

 

For the texture maps:

Alb = BaseColorMap 

Emv = EmissionColorMap 

Wlm = WeatherLayerMaskMap 

Nrm = NormalMap 

Rgn = RoughnessMap 

Ao = AmbientOcclusionMap 

Lym = LayerMaskMap 

Msk = DisplacementMap 

Mtl = MetallicMap

Source: a pinned message on Discord lol

 

8 hours ago, Viewier said:

If I had to guess why @ScoutTheSaneless's comment was deleted, it's probably because they used the word "F U T A". Stick to using the word intersex instead, so the mods don't delete your comments. That term can be offensive to some. (Even though sodacan's girlfriend is fine with it being used to describe her)

Could you be confusing this post from the PLA thread that you thought was removed here?

 

Speaking of which, yes please for penis variations. I want Florian to show his cute-sized circumcised cock :3

Posted
19 hours ago, Catnatic said:

Could you be confusing this post from the PLA thread that you thought was removed here?

 

Speaking of which, yes please for penis variations. I want Florian to show his cute-sized circumcised cock :3

annoying how some threads are pickily moderated....bah, not much to be done there, ig

Posted
20 hours ago, Catnatic said:

Could you be confusing this post from the PLA thread that you thought was removed here?

 

Speaking of which, yes please for penis variations. I want Florian to show his cute-sized circumcised cock :3

ohhhh. Yeah that's the one. Thanks for pointing that out.

Posted (edited)
2 hours ago, b0ss302yt said:

Does anyone have the files for the arceus mod? i cant download it for some reason

You should probably look around the PLA thread and ask there. This is the thread for Scarlet and Violet.

The PLA thread is linked in the three comments right above yours.

Also, since this is your first comment, I will assume you are new, so I'll give you a piece of advice.

You need to be logged into your account if you want to download files from Loverslab. Otherwise downloading won't work.

Edited by Viewier
Posted (edited)
On 4/7/2025 at 9:35 PM, Catnatic said:

Once again, having to do some digging in Discord servers by searching up words and hoping for the best, I found some documentation for file types.

Thank you so much! I'm pretty sure my problem lies in understanding the trmtr. I've gotten some of the models to show up in game, but I also found a glitch with the model exporter which messes up the bone placement of vertex groups. As soon as I'm able to fix the materials and I'm able to see what's wrong with the model I can possible get I done by next week or earlier(I'm being optimistic here lol). I've tried using the .py script to add my own materials into the trmtr and to modify existing ones, along with replacing textures with switch toolbox, but I'm still running into problems lol.

The way I think it works is that a mesh has material information when it's exported from blender to in it's trmsh, I've confirmed this by using the binary exporter and also the .json exporter.  The trmtr needs to have that material information referenced in the trmsh to be able to render the mesh with its appropriate texture. That was part of the reason that when you tested it @Catnatic, the model was invisible, the other part was a distorted skeleton due to vertex groups messing up when exporting, so if it would've rendered the body you would have likely seen a distorted body like the hat.

Now I'm going to try to take a different approach by using the basebody assets mod that's in gamebanana. I plan to reverse engineer their trmtr file to fit my custom textures into them. I saw that @Jackson98was able to render my female model using assests of the basebody mod. I'm still trying to understand how the basebody assest mod works, but if I would take a guess it's that their custom trmtr points into their own "skin_00". For example look at this code block assign in their trmt for the following material name: "tops00_skin"
 

"texture_name": "BaseColorMap",
          "texture_file": "../../share/cm_drs0000_00_skin00_01_alb/cm_drs0000_00_skin00_01_alb.bntx",
          "texture_slot": 0


I've tried replacing the textures of the basebody mod with the ones I'm using because it has better erogenous zones, but so far  I'm not have any luck. Now @Jackson98can you please tell me in detail how the base body mod from gamebanana works and how you were able to render my female body mod using its assets. I believe that once I understand how everything works and If everything goes well and I'm able to make this work then I could probably release the first versions by the end of this weekend

Edited by chamromppopo
Posted
3 hours ago, chamromppopo said:

Thank you so much! I'm pretty sure my problem lies in understanding the trmtr. I've gotten some of the models to show up in game, but I also found a glitch with the model exporter which messes up the bone placement of vertex groups. As soon as I'm able to fix the materials and I'm able to see what's wrong with the model I can possible get I done by next week or earlier(I'm being optimistic here lol). I've tried using the .py script to add my own materials into the trmtr and to modify existing ones, along with replacing textures with switch toolbox, but I'm still running into problems lol.

The way I think it works is that a mesh has material information when it's exported from blender to in it's trmsh, I've confirmed this by using the binary exporter and also the .json exporter.  The trmtr needs to have that material information referenced in the trmsh to be able to render the mesh with its appropriate texture. That was part of the reason that when you tested it @Catnatic, the model was invisible, the other part was a distorted skeleton due to vertex groups messing up when exporting, so if it would've rendered the body you would have likely seen a distorted body like the hat.

Now I'm going to try to take a different approach by using the basebody assets mod that's in gamebanana. I plan to reverse engineer their trmtr file to fit my custom textures into them. I saw that @Jackson98was able to render my female model using assests of the basebody mod. I'm still trying to understand how the basebody assest mod works, but if I would take a guess it's that their custom trmtr points into their own "skin_00". For example look at this code block assign in their trmt for the following material name: "tops00_skin"
 

"texture_name": "BaseColorMap",
          "texture_file": "../../share/cm_drs0000_00_skin00_01_alb/cm_drs0000_00_skin00_01_alb.bntx",
          "texture_slot": 0


I've tried replacing the textures of the basebody mod with the ones I'm using because it has better erogenous zones, but so far  I'm not have any luck. Now @Jackson98can you please tell me in detail how the base body mod from gamebanana works and how you were able to render my female body mod using its assets. I believe that once I understand how everything works and If everything goes well and I'm able to make this work then I could probably release the first versions by the end of this weekend

I am also curious how that basebody asset works. I actually tried to import it to Blender but with no success.

 

Anyway, here's the last piece of resources that might be helpful. 

Even if you have seen it already, I'm sure others here would appreciate not having to dig through the Discord server:

Quote

TRMTR Adder

First we will convert the original trmtr to json with FlatC.

Usage: flatcconvertor.py materialfile.trmtr trmtr

 

Once you get the JSON you will use append_trmtr.py

Usage: append_trmtr.py materialfile.json

 

And you will have to input material name and texture names then the script will add the material to the JSON and you use flatcconvertor.py to convert it back to trmtr.

Usage: flatcconvertor.py materialfile.json trmtr

 

. . . . . .

 

I've made a mat file with multiple mats to use, included are my own bat files to speed up the conversion process, more info in notes.txt

SV Materials.zip

That's all I can do to help. I don't have proper experience in exporting models for ScVi so you're on your own from here on. Good luck!

I might even finish up my draft for the Nudity Reactions mod for this game and publish it by the time you or Jackson are able to release a working nude mod.

Posted (edited)
1 hour ago, Catnatic said:

Even if you have seen it already, I'm sure others here would appreciate not having to dig through the Discord server:

Thanks, I think I got the trmtr figured out already, I've been using that script the past few days but it only adds alb, ao, nrm and rgn maps. I'm testing on how to properly render the skin colors using the lym textures and incorporating it to the trmtr. I think I kind of figured it out, so I'm going to start testing the skin colors tonight.
 

1 hour ago, Catnatic said:

I am also curious how that basebody asset works. I actually tried to import it to Blender but with no success.

As of the basebody mod, you have to place the trmbf and trmsh into a folder containing the rest of the tr** files. So when you import it to blender it will take the information from all of those TR*** files and import it. You can try it with both my male and my female mode that I've submitted here before. You put the trmsh and trmbf into the vanilla folder and import the trmdl in blender.

Also @Catnatic let me know if you want me to share my nude male or nude female mod as a folder that you can easily import to blender, in case you want to take a look or try the export on your end, if you want to, that is.

The thing that I want to ask @Jackson98 is what did they do my female mod using the basebody mod. Because when I try to export the model from blender the vertex groups glitch out and swap vertices, For example: the vertex group "neck", is correctly assigned to the body in my .blend file but when I export it to trmsh and trmbf and re-import them with trmdl, the vertex groups glitch out. When selecting the neck vertex groups it highlights the entire torso or one of the arms. So I'm wondering if something in the basebody assets mod is preventing this glitch.

Anyways I have time this weekend so I'll see if I can get a lot of work done

 

Edited by chamromppopo
Posted

Another update, I'm going to do this write up for documentation purposes in case someone tries to do another mod and they can use this info. If you're not into modding you can disregard this message.

So I did some digging and experimenting, and also some file editing to have textures respond to skin colors, here are my findings:
 

Spoiler

First the lym map does determine skin color, this is similar to the mask texture for swsh where the red area indicates skin color. I tried editing the custom nude texture to match a more natural skin tone hue compared to the vanilla light skin tone. So The average skin tone from various pixels in the original alb maps is approximately #fce4d1 (RGB: 252, 228, 209). This was used by calculating the random rgb hex codes of various pixels of the characters skin. These are the hex codes for references (#FBE4D2, #FBE5D3, #FAE7D5, #FFE4CF, #FFDFC8, #FAE7D5.)

From there I began blending in the average color to the light gray pixels in the alb map., these gray pixes are ussually (#B8B9B8 and #B8B9B9). as of now I found that 80% of the original gray blended with 20% of my color makes a good balance while leaving the darker and shadowed regions untouched to preserve their shading and skin details.

I've tested this in game and the skin looks pretty close to the original, but there's still room for improvement. I'll try adjusting the colors more with image screen shots as color references. 



Now for what causing the glitch with my mesh, I think I found what might be causing it:

 

Spoiler

So I've been looking into the trmbf trmsh exporter script and I think the likely cause is that the script is converting the vertex groups to bone IDs, instead of their names and when importing them back these IDs don't match.
 

for gp in vert.groups:
    group_name = obj.vertex_groups[gp.group].name
    if group_name in bone_dict:
        bone_id = bone_dict[group_name]
        grp.append((bone_id, gp.weight))




I then took a look into the trmdl importing script and I didn't see any reference where vertex group orders could remain consistent with exports.
 

trskl = TRSKL.GetRootAsTRSKL(buf, 0)
...
for i in range(trskl.TransformNodesLength()):
    node = trskl.TransformNodes(i)
    ...
    "name": node.Name().decode('utf-8'),
    "rig_idx": node.RigIdx(),

 

if entry["transform_node"]["rig_idx"] >= 0:
    bone_id_map[entry["transform_node"]["rig_idx"]] = entry["transform_node"]["name"]

I think that each bone is matched to a rig_idx. So if my hypothesis is right, that means that if on export, the rig_idx to bone name mapping differs from the import version, my vertex groups might get mixed up. Because the rig_idx is a number and the order is set by the TRSKL.

In other words the order of vertex groups from the trskl don't match the ones from my models. That's why I believe it's throwing it off.  But I still have some doubts because when importing my mesh back into blender some new groups are getting assigned to my mesh like for example a vertex group called "look" that's assigned to the entire torso:confounded:

 

Posted
On 4/12/2025 at 12:09 AM, chamromppopo said:

Another update, I'm going to do this write up for documentation purposes in case someone tries to do another mod and they can use this info. If you're not into modding you can disregard this message.

So I did some digging and experimenting, and also some file editing to have textures respond to skin colors, here are my findings:
 

  Reveal hidden contents

First the lym map does determine skin color, this is similar to the mask texture for swsh where the red area indicates skin color. I tried editing the custom nude texture to match a more natural skin tone hue compared to the vanilla light skin tone. So The average skin tone from various pixels in the original alb maps is approximately #fce4d1 (RGB: 252, 228, 209). This was used by calculating the random rgb hex codes of various pixels of the characters skin. These are the hex codes for references (#FBE4D2, #FBE5D3, #FAE7D5, #FFE4CF, #FFDFC8, #FAE7D5.)

From there I began blending in the average color to the light gray pixels in the alb map., these gray pixes are ussually (#B8B9B8 and #B8B9B9). as of now I found that 80% of the original gray blended with 20% of my color makes a good balance while leaving the darker and shadowed regions untouched to preserve their shading and skin details.

I've tested this in game and the skin looks pretty close to the original, but there's still room for improvement. I'll try adjusting the colors more with image screen shots as color references. 



Now for what causing the glitch with my mesh, I think I found what might be causing it:

 

  Reveal hidden contents

So I've been looking into the trmbf trmsh exporter script and I think the likely cause is that the script is converting the vertex groups to bone IDs, instead of their names and when importing them back these IDs don't match.
 

for gp in vert.groups:
    group_name = obj.vertex_groups[gp.group].name
    if group_name in bone_dict:
        bone_id = bone_dict[group_name]
        grp.append((bone_id, gp.weight))




I then took a look into the trmdl importing script and I didn't see any reference where vertex group orders could remain consistent with exports.
 

trskl = TRSKL.GetRootAsTRSKL(buf, 0)
...
for i in range(trskl.TransformNodesLength()):
    node = trskl.TransformNodes(i)
    ...
    "name": node.Name().decode('utf-8'),
    "rig_idx": node.RigIdx(),

 

if entry["transform_node"]["rig_idx"] >= 0:
    bone_id_map[entry["transform_node"]["rig_idx"]] = entry["transform_node"]["name"]

I think that each bone is matched to a rig_idx. So if my hypothesis is right, that means that if on export, the rig_idx to bone name mapping differs from the import version, my vertex groups might get mixed up. Because the rig_idx is a number and the order is set by the TRSKL.

In other words the order of vertex groups from the trskl don't match the ones from my models. That's why I believe it's throwing it off.  But I still have some doubts because when importing my mesh back into blender some new groups are getting assigned to my mesh like for example a vertex group called "look" that's assigned to the entire torso:confounded:

 

 

The trmtr uses relative paths, so just put the textures wherever it is defined. Usually chara -> share -> X

 

Not sure about the error you're having, maybe the updated script still a WIP, you should check with the author. I got the one from a couple months ago before it converted it for you.

 

You could always use the old one too from PLA, works with SV too. You'd just have to list out all vertex groups and order by bone hierarchy since it doesn't read trskl like the new ones do.

 

image.png.6d06eafc6b3555ab1858eaf57d7c161e.png 

 

You might need to change the typing, here's an example trmsh from that mesh, make sure the trmbfr is defined too.

 

{
  "unk0": 0,
  "meshes": [
    {
      "mesh_shape_name": "drs02_tops_mesh_shape",
      "bounds": {
        "min": {
          "x": -0.50708,
          "y": 0.637426,
          "z": -0.087802
        },
        "max": {
          "x": 0.507081,
          "y": 1.260788,
          "z": 0.093784
        }
      },
      "polygon_type": "UINT16",
      "attributes": [
        {
          "attrs": [
            {
              "attr_0": 0,
              "attribute": "POSITION",
              "attribute_layer": 0,
              "type": "RGB_32_FLOAT",
              "position": 0
            },
            {
              "attr_0": 0,
              "attribute": "NORMAL",
              "attribute_layer": 0,
              "type": "RGBA_16_FLOAT",
              "position": 12
            },
            {
              "attr_0": 0,
              "attribute": "TANGENT",
              "attribute_layer": 0,
              "type": "RGBA_16_FLOAT",
              "position": 20
            },
            {
              "attr_0": 0,
              "attribute": "TEXCOORD",
              "attribute_layer": 0,
              "type": "RG_32_FLOAT",
              "position": 28
            },
            {
              "attr_0": 0,
              "attribute": "BLEND_INDICES",
              "attribute_layer": 0,
              "type": "RGBA_8_UNSIGNED",
              "position": 36
            },
            {
              "attr_0": 0,
              "attribute": "BLEND_WEIGHTS",
              "attribute_layer": 0,
              "type": "RGBA_16_UNORM",
              "position": 40
            }
          ],
          "size": [
            {
              "size": 48
            }
          ]
        }
      ],
      "materials": [
        {
          "poly_count": 14721,
          "poly_offset": 0,
          "sh_unk3": 0,
          "material_name": "tops01_skin",
          "sh_unk4": 0
        }
      ],
      "res0": 0,
      "res1": 0,
      "res2": 0,
      "res3": 0,
      "clip_sphere": {
        "x": 0.0,
        "y": 0.949107,
        "z": 0.002991,
        "radius": 0.602096
      },
      "influence": [
        {
          "index": 1,
          "scale": 36.0
        }
      ],
      "vis_shapes": [

      ],
      "mesh_name": "drs02_tops_mesh",
      "unk13": 0
    }
  ],
  "buffer_name": "p2_drs0000_00_drs01.trmbf"
}

 

meshtool.zip

Posted

can someone please show me a way to play barefeet in this game, until this beautiful nude mod comes out ? but not that mod from gamesbanana thats not working

Posted (edited)

"gamesbanana"

I didn't know there was a barefoot mod on gamebanana. Why is it not working?

Edited by Viewier
Posted
31 minutes ago, Viewier said:

"gamesbanana"

I didn't know there was a barefoot mod on gamebanana. Why is it not working?

I think it's because it's not updated for the latest version of the game and it also requires equipping a specific footwear (flip-flops) rather than the default shoes.

Posted (edited)

 

On 4/19/2025 at 4:55 PM, modloving said:

can someone please show me a way to play barefeet in this game, until this beautiful nude mod comes out ? but not that mod from gamesbanana thats not working

The barefoot mod should be working as long as you use trinity mod loader to repack it. I've attached both the fixed barefoot mod without the weird transparent outline and a standalone fixed barefoot mod. The standalone  is already repacked in trinity and it's ready to use as long as you have game ver 3.00. But if you use the standalone version you can't combine the mod with other mods.
barefootmod_Pre-packed.zip.

this mod changes the flip flops "p0_ftw0006_beachsandal" so you need to make your way to Cascarrafa and buy them.

Trinitybarefootmod.zip

 

 

On 4/19/2025 at 8:42 PM, Catnatic said:

I think it's because it's not updated for the latest version of the game and it also requires equipping a specific footwear (flip-flops) rather than the default shoes.

I think it could be possible to change the default shoes to barefoot just by changing the trmtr, and making it invisible this is assuming that the barefoot model loads underneath the shoes.

Edited by chamromppopo
Posted (edited)

It worked lol!!!   Here's the barefoot mod but using the school shoes. This should work right from the start of the game, instead of having to go to cascarrafa and purchasing the flipflops. To make it work you have to repack the mod using trinity mod loader.

Barefootmod_shoes.zip

Edited by chamromppopo
Posted
2 hours ago, chamromppopo said:

 

The barefoot mod should be working as long as you use trinity mod loader to repack it. I've attached both the fixed barefoot mod without the weird transparent outline and a standalone fixed barefoot mod. The standalone  is already repacked in trinity and it's ready to use as long as you have game ver 3.00. But if you use the standalone version you can't combine the mod with other mods.
barefootmod_Pre-packed.zip.

this mod changes the flip flops "p0_ftw0006_beachsandal" so you need to make your way to Cascarrafa and buy them.

Trinitybarefootmod.zip 5.54 MB · 1 download

 

 

I think it could be possible to change the default shoes to barefoot just by changing the trmtr, and making it invisible this is assuming that the barefoot model loads underneath the shoes.

3.0.0. and 3.0.1 are compatible tho 
the mod is working on v. 3.0.1
image.png.79f52e7d7bcfd62523835337bed5e532.png 

Posted
2 hours ago, J lewd 7u7 said:

3.0.0. and 3.0.1 are compatible tho 
the mod is working on v. 3.0.1
 

That's great!!! I know the unpacked version works with every version but did the standalone from trinity also worked with 3.0.1? Or are you talking about the school shoe replacement.

Anyways I hope you have fun with the mod

Posted
On 4/22/2025 at 10:44 PM, chamromppopo said:

 

The barefoot mod should be working as long as you use trinity mod loader to repack it. I've attached both the fixed barefoot mod without the weird transparent outline and a standalone fixed barefoot mod. The standalone  is already repacked in trinity and it's ready to use as long as you have game ver 3.00. But if you use the standalone version you can't combine the mod with other mods.
barefootmod_Pre-packed.zip.

this mod changes the flip flops "p0_ftw0006_beachsandal" so you need to make your way to Cascarrafa and buy them.

Trinitybarefootmod.zip 5.54 MB · 12 downloads

 

 

I think it could be possible to change the default shoes to barefoot just by changing the trmtr, and making it invisible this is assuming that the barefoot model loads underneath the shoes.

thank you my man it worked !

Posted

Has anyone figured out how to port that Nemona nude model into the game? There's a mod on gamesbanana that has changed the colors of her clothes.... I'm clueless beyond installing a mod with trinity, so any progress on that would be lovely.

Thanks for all your hard work here everyone.

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