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Fire Emblem Engage (Switch)


DORODERE

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Posted
On 12/31/2024 at 9:49 AM, D02836115 said:

Hello トトロ, that is a very old mod of mine.  I have included it in this post.  It replaces Hortensia's outfit upon joining, and promoting her will change her outfit (unless you are using BOAMO).

 

You can use it for either ROMFS or Cobalt, but the attached is configured specifically for Cobalt and is meant to be ZIPPED into the mods folder of sdcard/engage.

Onion Maid.zip 15.41 MB · 11 downloads

Thanks for the offer.

I prefer clothed skins to naked ones, so I'm grateful for these skins.

I especially like skirt skins, so if you have or create such skins, it would be helpful.

Posted
On 12/24/2024 at 9:04 PM, Obligitury said:

since its a bikini from various sources of media, why not call it the bikinis of culture?

I guess a simple name like "Bikini Pack" would work until i figure out what to name it once i start adding skins that aren't necessarily bikinis. Also apologies for announcing the pack a while ago but not releasing it yet. Haven't had too much time to test the skins with the holidays and some stuff that's been kicking my ass irl. I'll try and do the tests ASAP so it can be posted soon

  • 2 weeks later...
Posted (edited)
On 11/24/2024 at 5:59 AM, D02836115 said:

Unless there's a conflict between the mods you're using, it should show up the moment the Boutique becomes available.

 

Worse case, ensure you're using the latest version of Engage (v2.0.0) and the latest release of Cobalt (v1.16.0) as well as BOAMO.

Hello, I have tried using the patches file and overwritten the files in BOAMA. But it seems it is not working for me. The item in the shop gives me this instead??

 

I've got the files in the correct folder and my cobalt is working fine because another mod "seaside dragon" works just fine.

 

Here is what I am getting after copying the patches folder to the BOAMO.

notworking.jpg

notworking2.png

Edited by xxxholicxxxx
Posted
On 1/15/2025 at 11:36 PM, xxxholicxxxx said:

Hello, I have tried using the patches file and overwritten the files in BOAMA. But it seems it is not working for me. The item in the shop gives me this instead??

 

I've got the files in the correct folder and my cobalt is working fine because another mod "seaside dragon" works just fine.

 

Here is what I am getting after copying the patches folder to the BOAMO.

notworking.jpg

notworking2.png

It is working as intended.  You were supposed to download the nude model in the forum here and place it in the appropriate directory.  Since the nude model replaces Zephia's default outfit, that is exactly why you are seeing that outfit there.

Posted
On 1/17/2025 at 1:26 PM, D02836115 said:

It is working as intended.  You were supposed to download the nude model in the forum here and place it in the appropriate directory.  Since the nude model replaces Zephia's default outfit, that is exactly why you are seeing that outfit there.

 

Thanks! It is now working. :D

Posted
On 12/17/2024 at 12:06 AM, D02836115 said:

1.  Spring bones typically will have their own bones on the armature, which I'm certain that you're aware of those already.  What the chain of spring bones should also have (at least for Engage) is another bone higher up the chain called a Manager.  This Manager bone is what the Spring Job Manager should be on.  Placing the Spring Job Manager on the main bones of the armature (c_hip_jnt, c_spine1_jnt, c_spine1vol_jnt, c_spine2_jnt, etc.) will not work as they are referenced for scale and/or rotation mostly (not for spring bones).  In order to give physics to the breasts, you will have to create new spring bones for them, add them to the vertex groups, and give them some weight.

 

2.  The direction (Y-axis) and scale of the bones shouldn't matter too much.  It's more so the bone roll that you need to pay more attention to.  Additionally, the bust bones (l_bust_jnt and r_bust_jnt) are used to scale the bust for various units, which can be changed via the AssetTable.xml.  Due to the fact that they are used in the AssetTable, they cannot be used for spring bones but rather for scale.

 

If you need more real-time assistance, please reach out to me via the Discord.  I hope you still remember me in the Discord.

 

Thank you for the tips! To make sure I understood right, is this accurate?

  • I should NOT be trying to put Spring Job Manager on an existing bone that the game uses (c_hip_jnt, c_spine1_jnt, c_spine1vol_jnt, c_spine2_jnt, etc.), but instead, I should create a brand new bone to put Spring Job Manager on.
  • Similarly, I should NOT be trying to put the Spring Bone component on l_bust_jnt and r_bust_jnt. I should be creating new bones for these as well. 

A few questions about this:

  1. For the new spring bones that I will be creating, you suggested that I need to give them some weight. Does giving the new spring bones some weight also mean taking away weight from the existing l_bust_jnt/r_bust_jnt bones? (normalization means all weights on a vertex should add up to 1, so that means adding weight to something new should take away weight from existing sources, right?)
  2. Should the new bone that I put Spring Job Manager on have any weight?
  3. The new Spring Job Manager bone should still be parented to one of the existing main bones, right? Should it be parented to the upper spine or something?

Thanks for your help (and offer for more help)!! I really appreciate it! :)

If I still can't get this to work after trying a bit more (and trying your suggestions), I might take you up on that offer.

 

Though, as a general note, I've been busy with real life stuff for a while (big move), so I don't know if I'll have much time for modding in the near future. Once I get all re-settled though, I'll definitely be excited to try to get this figured out and then start working on some skimpy outfits!

 

 

 

On 12/24/2024 at 2:22 PM, Edurdong said:

I have received some extra money recently and i managed to get 2 more comms. Took some inspiration from the Lapis mod Merlinus made and decided to make them bikini armors. One is the Battle Panties from Persona 3 and the other is the Venus Valkirye outfit from DOA Xtreme Venus Vacation (originally intended this one to be the Female Warrior outfit from DQ3 but there's only like 2 models of her and they look very rough lmao). I decided to also include a commision made months ago which was Scathach's swimsuit from Fate Grand Order.

 

These commisions will make up a new pack, which will include skins in the skimpier side, but that aren't fighting game related. The fighting game skins pack will still be the one that gets priority, but this one will also get updates here and there. It will hopefully be released this week. Gonna need some time to test the skins first and check for potential bugs before releasing it, so stay tuned for the eventual upload

 

Edit: Oh yeah btw any name ideas for this pack? The other one was pretty straight forward because well it's a fighting game based pack. This one won't have a set media. There's already a costume from a mobile RPG, one from a console RPG and another from a PC...whatever genre DOA XVV falls into. Not every skin will be a bikini armor or a swimsuit either. The only criteria to be put in this pack is:

-Does this outfit show too much skin?

Yes

-Is it fighting game related?

No

That's wonderful! I look forward to when these are released!

(haha, "bikinis of culture". I am amused)

Posted

@MerlinusTent Answers to your questions below:

  • I should NOT be trying to put Spring Job Manager on an existing bone that the game uses (c_hip_jnt, c_spine1_jnt, c_spine1vol_jnt, c_spine2_jnt, etc.), but instead, I should create a brand new bone to put Spring Job Manager on.  Yes.
  • Similarly, I should NOT be trying to put the Spring Bone component on l_bust_jnt and r_bust_jnt. I should be creating new bones for these as well.  Yes.
  1. For the new spring bones that I will be creating, you suggested that I need to give them some weight. Does giving the new spring bones some weight also mean taking away weight from the existing l_bust_jnt/r_bust_jnt bones? (normalization means all weights on a vertex should add up to 1, so that means adding weight to something new should take away weight from existing sources, right?)  Yes.
  2. Should the new bone that I put Spring Job Manager on have any weight?  No.
  3. The new Spring Job Manager bone should still be parented to one of the existing main bones, right? Should it be parented to the upper spine or something?  It will be parented to what makes the most sense in terms of influence.  For example, if you want spring bones on the breasts to function properly, you will want to parent to the bone that would influence them the most.  In this case, it would be c_spine2_jnt and/or c_spine2vol_jnt.  If you were to parent them to c_neck_jnt, they will exhibit influence whenever the neck moves, which will look very awkward.

Hope this helps.

Posted
12 minutes ago, D02836115 said:

@MerlinusTent Answers to your questions below:

  • I should NOT be trying to put Spring Job Manager on an existing bone that the game uses (c_hip_jnt, c_spine1_jnt, c_spine1vol_jnt, c_spine2_jnt, etc.), but instead, I should create a brand new bone to put Spring Job Manager on.  Yes.
  • Similarly, I should NOT be trying to put the Spring Bone component on l_bust_jnt and r_bust_jnt. I should be creating new bones for these as well.  Yes.
  1. For the new spring bones that I will be creating, you suggested that I need to give them some weight. Does giving the new spring bones some weight also mean taking away weight from the existing l_bust_jnt/r_bust_jnt bones? (normalization means all weights on a vertex should add up to 1, so that means adding weight to something new should take away weight from existing sources, right?)  Yes.
  2. Should the new bone that I put Spring Job Manager on have any weight?  No.
  3. The new Spring Job Manager bone should still be parented to one of the existing main bones, right? Should it be parented to the upper spine or something?  It will be parented to what makes the most sense in terms of influence.  For example, if you want spring bones on the breasts to function properly, you will want to parent to the bone that would influence them the most.  In this case, it would be c_spine2_jnt and/or c_spine2vol_jnt.  If you were to parent them to c_neck_jnt, they will exhibit influence whenever the neck moves, which will look very awkward.

Hope this helps.

Wow! Thanks for the quick reply! I look forward to trying this out! (eventually, when I have time to get to it)

Posted

I would like to change the main character to Celine and move her in the base. I am guessing that it is possible to do this by playing with some code in the asset table.

Also, is it possible to break the angle limit of the snap camera at the base? It would be helpful to know if there is a way to do this.

Posted

I'm trying to change the breast size of female characters in AssetTable.xml. Is this possible? If possible, which columns and what values should I change?

Posted
10 hours ago, トトロ said:

I would like to change the main character to Celine and move her in the base. I am guessing that it is possible to do this by playing with some code in the asset table.

Also, is it possible to break the angle limit of the snap camera at the base? It would be helpful to know if there is a way to do this.

Yes, it's possible.  There are some ways to do it:

 

1. Replace the main character's (MPID_Lueur) Mode="0" entry in the AssetTable.xml with Celine's.  This may require a lot more work because this doesn't account for promotions, which will override Mode="0" entries, so it will revert back to Lueur.

2. Create two new entries in the AssetTable.xml as accessories to add to the Boutique.  When adding new accessories, you will have to assign an entry in Item.xml as well to define it.

 

8 hours ago, rkadg said:

I'm trying to change the breast size of female characters in AssetTable.xml. Is this possible? If possible, which columns and what values should I change?

Refer to the respective unit's Mode="0" entry in the AssetTable.xml, scroll to the right until you find the field VolumeBust and change the value within the quotes to whatever you want.

Posted
9 minutes ago, D02836115 said:

Yes, it's possible.  There are some ways to do it:

 

1. Replace the main character's (MPID_Lueur) Mode="0" entry in the AssetTable.xml with Celine's.  This may require a lot more work because this doesn't account for promotions, which will override Mode="0" entries, so it will revert back to Lueur.

2. Create two new entries in the AssetTable.xml as accessories to add to the Boutique.  When adding new accessories, you will have to assign an entry in Item.xml as well to define it.

 

Refer to the respective unit's Mode="0" entry in the AssetTable.xml, scroll to the right until you find the field VolumeBust and change the value within the quotes to whatever you want.

 

Thank you so much 😊  🙏

Posted
4 hours ago, shikimiyoshino said:

How do you install this?

Place this BUNDLE inside:

\...\StreamingAssets\aa\Switch\fe_assets_unit\model\ubody\brod1f\c000\prefabs\

 

The path may be slightly different depending on which platform you use to load your mods.

Posted

Sorry for asking again.. As you said, I adjusted the VolumeBust in the Mode="0" line of AssetTable.xml for all characters, but nothing changed for anyone... 😞 I changed the AssetTable.xml in the patches folder in the battle outfits and more folder and the AssetTable.xml in the nude asset folder char to larger breasts, but none of it was reflected in the game. Does anyone know what the problem is? please...

Posted
13 hours ago, rkadg said:

Sorry for asking again.. As you said, I adjusted the VolumeBust in the Mode="0" line of AssetTable.xml for all characters, but nothing changed for anyone... 😞 I changed the AssetTable.xml in the patches folder in the battle outfits and more folder and the AssetTable.xml in the nude asset folder char to larger breasts, but none of it was reflected in the game. Does anyone know what the problem is? please...

I like to believe that Cobalt has a feature that looks at unique lines in multiple XML files, but I could be wrong.  I can think of a few things that may go wrong:

 

1.  To prevent mods from conflicting, I typically keep only one copy of any XML file, unless you know for certain that the duplicate XML files have unique lines of code.

 

2.  Mode="0" is the base line that defines each field.  All Mode lines that follow it (with the same name) will override the Mode="0" lines.

 

3.  The model has no weight on l_bust_jnt and/or r_bust_jnt.

 

If all else fails and you still have no idea, you can provide some of the files you're using here so that people can analyze the issues further.

Posted
1 hour ago, D02836115 said:

저는 Cobalt에 여러 XML 파일에서 고유한 줄을 보는 기능이 있다고 믿고 싶지만, 제가 틀렸을 수도 있습니다. 잘못될 수 있는 몇 가지 사항을 생각해 낼 수 있습니다.

 

1. 모드 간 충돌을 방지하기 위해 일반적으로 XML 파일을 하나만 보관합니다. 단, 중복된 XML 파일에 고유한 코드 줄이 있는지 확실히 알고 있는 경우는 예외입니다.

 

2. Mode="0"은 각 필드를 정의하는 기준선입니다. 그 뒤에 오는 모든 Mode 라인(같은 이름)은 Mode="0" 라인을 재정의합니다.

 

3. 모델은 l_bust_jnt 및/또는 r_bust_jnt에 대한 가중치가 없습니다.

 

다른 모든 방법이 실패하고 여전히 알 수 없는 경우, 여기에 사용 중인 일부 파일을 제공하면 사람들이 문제를 자세히 분석할 수 있습니다.

 

thank you🙂  I think I just lack understanding of this file. It doesn't seem like the breast size will easily change due to changes in the entered numbers. .

.  It feels like patch files or other things are related to each other. This may require adjusting the character's chest from the modeling structure

Posted
5 hours ago, rkadg said:

 

thank you🙂  I think I just lack understanding of this file. It doesn't seem like the breast size will easily change due to changes in the entered numbers. .

.  It feels like patch files or other things are related to each other. This may require adjusting the character's chest from the modeling structure

If you want me to look over your files for you, I'd be willing to lend a helping hand to make sure everything's fine.

Posted
7 hours ago, D02836115 said:

If you want me to look over your files for you, I'd be willing to lend a helping hand to make sure everything's fine.

 

succeeded it! I don't know why, but I changed 'ALL' the VolumeBust= items in all the text and it was reflected. I don't understand why it didn't work before change the values in batches, but it works. happy. Thank you for your help.☺️

Posted
On 2/2/2025 at 9:47 PM, D02836115 said:

Place this BUNDLE inside:

\...\StreamingAssets\aa\Switch\fe_assets_unit\model\ubody\brod1f\c000\prefabs\

 

The path may be slightly different depending on which platform you use to load your mods.

Thank you so much!! But after installing, I'm getting the fishnet texture on the leotard as well. What could I be doing wrong?

Posted
On 12/28/2024 at 8:06 PM, D02836115 said:

I vaguely remember this being shared somewhere....GB or here?  I dunno.  But I do have the file.  It replaces one of the Brodian outfits.

 

This is just the file, so I hope you know where to put it in your mods folder.  Can be used with ROMFS or Cobalt.

Bunny Suit.zip 2.45 MB · 56 downloads

Say, do you have any other mod that add erotic cloth that you can share or know a place where they can be found?

Posted (edited)
On 1/24/2025 at 5:29 AM, MerlinusTent said:

 

Thank you for the tips! To make sure I understood right, is this accurate?

  • I should NOT be trying to put Spring Job Manager on an existing bone that the game uses (c_hip_jnt, c_spine1_jnt, c_spine1vol_jnt, c_spine2_jnt, etc.), but instead, I should create a brand new bone to put Spring Job Manager on.
  • Similarly, I should NOT be trying to put the Spring Bone component on l_bust_jnt and r_bust_jnt. I should be creating new bones for these as well. 

A few questions about this:

  1. For the new spring bones that I will be creating, you suggested that I need to give them some weight. Does giving the new spring bones some weight also mean taking away weight from the existing l_bust_jnt/r_bust_jnt bones? (normalization means all weights on a vertex should add up to 1, so that means adding weight to something new should take away weight from existing sources, right?)
  2. Should the new bone that I put Spring Job Manager on have any weight?
  3. The new Spring Job Manager bone should still be parented to one of the existing main bones, right? Should it be parented to the upper spine or something?

Thanks for your help (and offer for more help)!! I really appreciate it! :)

If I still can't get this to work after trying a bit more (and trying your suggestions), I might take you up on that offer.

 

Though, as a general note, I've been busy with real life stuff for a while (big move), so I don't know if I'll have much time for modding in the near future. Once I get all re-settled though, I'll definitely be excited to try to get this figured out and then start working on some skimpy outfits!

 

 

 

That's wonderful! I look forward to when these are released!

(haha, "bikinis of culture". I am amused)

Finally, after a loooooong while i had the time to do some final tests, edit some text and upload the mod. It can be downloaded here: https://gamebanana.com/mods/575239 

 

I'd appreciate if anyone finds any bugs to let me know so i can inform the modder about them. Hope ya'll enjoy these skins!

Edited by Edurdong
Posted

I've been using Rosado's casual outfit on various characters, but no matter how much I play around with the bust setting etc. there seems to be nothing I can do. I assume the outfit just doesn't have anything modelled in regards to bust. Is there anything I can do to basically add a bust to the outfit? I've looked around but couldn't find any mod or anything for it so far

Posted
On 2/10/2025 at 10:57 AM, shikimiyoshino said:

Thank you so much!! But after installing, I'm getting the fishnet texture on the leotard as well. What could I be doing wrong?

Glad it worked for you.  Not exactly sure what may be wrong with the textures.  Could possibly be a UV map issue, but I highly doubt that.

 

On 2/11/2025 at 12:47 PM, potramon said:

Say, do you have any other mod that add erotic cloth that you can share or know a place where they can be found?

You can find them here.  I don't follow any other websites that produce mods for Engage.

 

13 hours ago, RinYukari said:

I've been using Rosado's casual outfit on various characters, but no matter how much I play around with the bust setting etc. there seems to be nothing I can do. I assume the outfit just doesn't have anything modelled in regards to bust. Is there anything I can do to basically add a bust to the outfit? I've looked around but couldn't find any mod or anything for it so far

You are right that Rosado's Somniel outfit does not have any bust weights, so changing the settings in the AssetTable will do nothing.  You can add the weights yourself to the bust since the bones for them do exist on the model with no vertex group.  Since Rosado's model fit almost perfectly with the female base model (aside from the chest), the weights should translate very well...for the most part.

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