MerlinusTent Posted April 15, 2025 Posted April 15, 2025 On 4/11/2025 at 10:59 PM, Plx2245 said: Well there's a couple of problems with that approach: The bust bones in the engage armature aren't properly positioned to move the bust, because they don't do that. If you copy their positioning your spring is perpendicular to the direction of the bust Springbones need to have an end bone, they won't function correctly without valid child bones. I suspect this is because unity only tracks transforms as coordinates, so it doesn't know where the bone terminates unless there's a child bone to reference against (the head of the child bone is the tail of the parent bone, assuming they are connected) Yes, stiffness force is at 300. Like I said above the settings won't matter much because there's an issue with your armature, but Just for reference the other settings I used for Noire are as follows: Drag - 0.2 Angular stiffness - 300 angle limits - negative 10 to positive 10 on both z and y Sorry, I may have oversimplified things a bit because I was focusing on the bone weighting, not its positions. Extraneous details: Spoiler From my experimentation, I found that Unity doesn't use "bones" in the same way as Blender. In Blender, a "bone" has position, rotation, and a length. In Unity (at least for FE Engage), they are using "joints", which only have a position and rotation, but no length. Instead, as you have said, it takes the head of the child bone as the tail of the parent bone, and that is what simulates a "length". (And that is why all spring bones need an end bone, because otherwise in Unity the "last" joint/bone won't have any length). Anyways, I think my bone positions still match the points you have made: The real bone that Unity cares about is the head of the x_bust_jig bone to the head of x_bust_jig_end bone, which is pointing forward from the model's perspective. Extraneous details about bone direction in Blender: Spoiler The reason the bones in Blender are facing upwards is because of a stupid issue where bone axis in Blender vs Unity are different. This really confused me for a long time. To show what I mean, here is how the bones look in Blender for Zephia's model One consequence of this was that I could not just extrude a new bone to create my "end" bones. I actually had to manually move them to the tips of the breasts (around where the nipples would be). This was quite annoying. Did you have to do something similar to create your end bones? The spring bones (and their manager) get put into the hierarchy underneath c_spine2_jnt, so the manager shares the same parent as the original x_bust_jnt bones. Anyways, this IS working, though I wonder if it is working differently than your setup. I'm curious about your setup though. Can you share some screenshots about how your spring bones are positioned? Also, very curious. Do you use Gravity (on the manager) or Spring Force (on the spring bones)?
Plx2245 Posted April 15, 2025 Posted April 15, 2025 For the setup on my Noire mod, it's the same idea as what you did on the FEE body, but there are 2 bones in the chain (exlcuding the end bone). This was one of the earlier custom bundles I did where I was mostly learning through trial and error, so there are some errors. You can see that the bones aren't actually positioned correctly which does cause some issues in Unity (see below). One important thing to note that comes from this incorrect setup is that the first and second bone in the chain are very close together, but have different alignment Bone 1 has very little weight (around 10%) where bone 2 is around 40%). Since the bones aren't normalized in Blender I'm not 100% sure what the normalized weights calculate out to in Unity. It's also worth noting that the inherent bust size difference on the model affects the length of the springbone, and thereby the behavior in Unity. It might help if you add another bone at the start of the chain and move your end bones further out, even if the new bone doesn't have any weights. You can Z and Y pivot are mixed up due to issues with the bones, but in this cause it's not a big problem since the angle limits are all uniform anyways. Interestingly, bone 1 and 2 have the same pivot angles despite being oriented differently in Blender, so I suspect the pivot angle is calculated by comparing the positions of the child relative to the parent rather than the individual orientation of each bone. For the spring manager the only noteworthy thing is that bounce is set to 1, though I'm honestly not sure that setting does *anything* I rebuilt the bundle with bounce at 0 and noticed not difference The first bone in the joint is set with slightly lower angle limits. The combination of low drag force, high stiffness, and limited angles helps prevent the bust bones from getting dragged back like a cape during movement The angle limits on the second bone are slightly higher, but other setting are the same. 10 hours ago, MerlinusTent said: Hide contents One consequence of this was that I could not just extrude a new bone to create my "end" bones. I actually had to manually move them to the tips of the breasts (around where the nipples would be). This was quite annoying. Did you have to do something similar to create your end bones? In most cases for end bones I duplicated the bones then moved the duplicates into position, reassigned parents, etc. rather than extruding them. For Noire in specific I just extruded them because I wasn't aware to be mindful of the axis alignment yet. 11 hours ago, MerlinusTent said: Also, very curious. Do you use Gravity (on the manager) or Spring Force (on the spring bones)? I use gravity most of the time, but most of the outfits I set up breast physics on were ports where the breasts are a lot larger than FEE's body model (like Noire). Gravity is more appropriate in these cases, but it might look bad on the comparatively modest chest size of the FEE model that relies on bone scaling. Sprig force I usually leave at default values, but it can be useful to put a positive Z force on the spring either through gravity or the spring force so that the breasts don't sink into the torso. Collisions aren't working yet, so it's a decent way to compensate. 1
トトロ Posted April 19, 2025 Posted April 19, 2025 Sorry for interrupting. I was searching for mods and I found one that caught my eye. Does anyone know where I can find this mod that changes Yunaka's hairstyle? Or does anyone own this mod? If you know, I'd appreciate your help!
D02836115 Posted April 19, 2025 Posted April 19, 2025 39 minutes ago, トトロ said: Sorry for interrupting. I was searching for mods and I found one that caught my eye. Does anyone know where I can find this mod that changes Yunaka's hairstyle? Or does anyone own this mod? If you know, I'd appreciate your help! It appears to be part of this mod from GameBanana. https://gamebanana.com/mods/502519
MerlinusTent Posted April 26, 2025 Posted April 26, 2025 On 4/15/2025 at 2:15 PM, Plx2245 said: For the setup on my Noire mod, it's the same idea as what you did on the FEE body, but there are 2 bones in the chain (exlcuding the end bone). This was one of the earlier custom bundles I did where I was mostly learning through trial and error, so there are some errors. You can see that the bones aren't actually positioned correctly which does cause some issues in Unity (see below). One important thing to note that comes from this incorrect setup is that the first and second bone in the chain are very close together, but have different alignment Bone 1 has very little weight (around 10%) where bone 2 is around 40%). Since the bones aren't normalized in Blender I'm not 100% sure what the normalized weights calculate out to in Unity. It's also worth noting that the inherent bust size difference on the model affects the length of the springbone, and thereby the behavior in Unity. It might help if you add another bone at the start of the chain and move your end bones further out, even if the new bone doesn't have any weights. You can Z and Y pivot are mixed up due to issues with the bones, but in this cause it's not a big problem since the angle limits are all uniform anyways. Interestingly, bone 1 and 2 have the same pivot angles despite being oriented differently in Blender, so I suspect the pivot angle is calculated by comparing the positions of the child relative to the parent rather than the individual orientation of each bone. For the spring manager the only noteworthy thing is that bounce is set to 1, though I'm honestly not sure that setting does *anything* I rebuilt the bundle with bounce at 0 and noticed not difference The first bone in the joint is set with slightly lower angle limits. The combination of low drag force, high stiffness, and limited angles helps prevent the bust bones from getting dragged back like a cape during movement The angle limits on the second bone are slightly higher, but other setting are the same. In most cases for end bones I duplicated the bones then moved the duplicates into position, reassigned parents, etc. rather than extruding them. For Noire in specific I just extruded them because I wasn't aware to be mindful of the axis alignment yet. I use gravity most of the time, but most of the outfits I set up breast physics on were ports where the breasts are a lot larger than FEE's body model (like Noire). Gravity is more appropriate in these cases, but it might look bad on the comparatively modest chest size of the FEE model that relies on bone scaling. Sprig force I usually leave at default values, but it can be useful to put a positive Z force on the spring either through gravity or the spring force so that the breasts don't sink into the torso. Collisions aren't working yet, so it's a decent way to compensate. Thanks for sharing your setup! Maybe at some point in the future I'll revisit this and try out a higher stiffness force like 300
MerlinusTent Posted May 2, 2025 Posted May 2, 2025 It's been a while since I've posted any updates on skimpy classes. Here is Griffin Knight! Spoiler I finally learned about the "mask colors", where the MultiMap's alpha channel can be used to designate parts that change color based on the character. 3
centurionzo Posted May 5, 2025 Posted May 5, 2025 On 2/22/2025 at 8:46 PM, Scarecrow03 said: I provided all the mods i installed from this site and also a readme inside with the instructions for anyone else. I don't understand how the mods work i just know where to place them. For short it goes on C > users > user > AppData > Roaming > yuzu > sdmc > engage > mods Fire Emblem Engage Multiple Packs Combined.7z 423.92 MB · 483 downloads Hey, sorry to bother, is there a way to install in a modded switch ?
Scarecrow03 Posted May 5, 2025 Posted May 5, 2025 (edited) 35 minutes ago, centurionzo said: Hey, sorry to bother, is there a way to install in a modded switch ? I never tried it since i dont have a modded switch but i remember writing something about it in a readme file inside thst zip. You would have to download the file and read it because i forgot what i typed. But i honestly dont remember so i might have only talked about ryujinx. If there is no info in jy read me then you would have to research the mod folder on switch or read the 50+ pages here which might be a waste of time Edited May 5, 2025 by Scarecrow03
MisterDangerous Posted May 7, 2025 Posted May 7, 2025 I have a modded switch with most of the mods from this thread installed. The mods work fine but some of the nude models load much slower than the lewd models. If I run a large map with all nude characters and nude emblems I can even crash the game. Will the new skimpy armor models include the jiggle physics or is that completely separate?
MerlinusTent Posted May 11, 2025 Posted May 11, 2025 (edited) Yes, a modded switch is expected to be able to run these mods (and Cobalt does support a modded switch), but I also have not tried it. On 5/6/2025 at 10:09 PM, MisterDangerous said: I have a modded switch with most of the mods from this thread installed. The mods work fine but some of the nude models load much slower than the lewd models. If I run a large map with all nude characters and nude emblems I can even crash the game. Will the new skimpy armor models include the jiggle physics or is that completely separate? Yes, the new skimpy armor models will include jiggle physics for the ones where I added it. You will not need to do anything separate for that. For example, I added jiggle physics for General and Great Knight, but I did not add it to the unpromoted Armor Knight class. (in general, I'm spending a bit less effort on unpromoted classes because you'll probably spend most of the game with promoted classes) Oh, I guess I forgot to update this thread with showing Wyvern Knight Spoiler And here is Mage as well Spoiler I also really liked how mask colors looked, so I went back and added mask colors to most of my previous models Spoiler Pegasus Knight Armor Knight General Great Knight As a general update on progress and the roadmap, I currently have models for the following classes: - Thief - (unpromoted) Armor - General - Great Knight - (unpromoted) Flier - Griffin Knight - Wyvern Knight - Mage My current plan is to add the following: - Sage - Mage Knight - Sword Fighter - Swordmaster - Hero - Axe Fighter - Warrior - Berserker? After those classes, I plan to release the initial version of this "Skimpy Class Outfits T1" mod, and then consider a few more classes as part of later updates: - Monk - Martial Master - High Priest - Cavalier - Paladin I hope my motivation lasts. (And I hope there are people here who are looking forward to it!) By the way, as a random note, I only have special ideas for a select few of the upcoming classes -- Sage, Swordmaster, Hero, and Warrior. For all the others, they will be (mostly uninspired) trims of the default outfit. If anyone here has interesting ideas, please let me know and I might use them for inspiration. (though please be aware that my skill at creating new stuff is still pretty low, so I'll be limited in what I can actually do) Edited May 11, 2025 by MerlinusTent 7
Obligitury Posted May 11, 2025 Posted May 11, 2025 Im absolutely looking forward to it, its beautiful. Thank you for your amazing hard work. 1
bronzetriceratops Posted May 16, 2025 Posted May 16, 2025 On 2/22/2025 at 6:46 PM, Scarecrow03 said: I provided all the mods i installed from this site and also a readme inside with the instructions for anyone else. I don't understand how the mods work i just know where to place them. For short it goes on C > users > user > AppData > Roaming > yuzu > sdmc > engage > mods Fire Emblem Engage Multiple Packs Combined.7z 423.92 MB · 529 downloads I followed the instructions for this but it's not working entirely. The base classes show up normally rather than semi-nude and the engaged characters show up fully nude rather than semi-nude. Enemy pegasus knights and monks appear semi-nude so that part is working correctly. The two altered casual outfits are also working although I do not know how to disable the mod that replaces the semi-nude casual outfit with the altered sunlight apron.
Scarecrow03 Posted May 16, 2025 Posted May 16, 2025 30 minutes ago, bronzetriceratops said: I followed the instructions for this but it's not working entirely. The base classes show up normally rather than semi-nude and the engaged characters show up fully nude rather than semi-nude. Enemy pegasus knights and monks appear semi-nude so that part is working correctly. The two altered casual outfits are also working although I do not know how to disable the mod that replaces the semi-nude casual outfit with the altered sunlight apron. Ill try to check it today. I do remember leaving everything working. Are you using emulator or modded switch?
Scarecrow03 Posted May 17, 2025 Posted May 17, 2025 4 hours ago, bronzetriceratops said: I followed the instructions for this but it's not working entirely. The base classes show up normally rather than semi-nude and the engaged characters show up fully nude rather than semi-nude. Enemy pegasus knights and monks appear semi-nude so that part is working correctly. The two altered casual outfits are also working although I do not know how to disable the mod that replaces the semi-nude casual outfit with the altered sunlight apron. What i do to check them is go to the store and go to buy and some characters should appear semi nude normally the first outfit or last ones, go back and go to change instead of buy and check outfits again, first ones and last ones on the list. After that i go to inventory amd change class which also display semi nude. I haven't played the game yet so i don't understand much of it. I only downloaded an almost complete save file to have everything so i can check everything, after that i plan to delete and start my own file in the future. Your game version needs to be updated, mine is 2.0.0. I attached the save data i use. Backup yours and use mine to check everything is working and then go back to yours save data.zip
JessePinkeye Posted May 17, 2025 Posted May 17, 2025 On 5/23/2023 at 3:36 AM, D02836115 said: A bit early for Independence Day, but... Hide contents AmeriLueur-chan... @D02836115 Sorry for bothering you my good man, but I was wondering if you could please post the download link for this mod? I think It looks amazing!
bronzetriceratops Posted May 18, 2025 Posted May 18, 2025 23 hours ago, Scarecrow03 said: What i do to check them is go to the store and go to buy and some characters should appear semi nude normally the first outfit or last ones, go back and go to change instead of buy and check outfits again, first ones and last ones on the list. After that i go to inventory amd change class which also display semi nude. I haven't played the game yet so i don't understand much of it. I only downloaded an almost complete save file to have everything so i can check everything, after that i plan to delete and start my own file in the future. Your game version needs to be updated, mine is 2.0.0. I attached the save data i use. Backup yours and use mine to check everything is working and then go back to yours save data.zip 386.34 kB · 5 downloads Alright, after checking out your complete save file i have found out a few things. While most of the characters and classes are semi-nude as they should be a few of them such as framme and the black-and-white-haired girl have their base outfits unaltered. For unknown reasons Celine's base outfit is unaltered until class changes are unlocked. The casual semi nude outfit is pasted over an outfit you unlock later in the story than i was which is why i did not see it, however it did not appear in my inventory when i purchased it on the save file you uploaded. In general, i am wondering where you got these mods from as there are several things in this modpack that i do not recognize from this topic thread.
Scarecrow03 Posted May 18, 2025 Posted May 18, 2025 1 hour ago, bronzetriceratops said: Alright, after checking out your complete save file i have found out a few things. While most of the characters and classes are semi-nude as they should be a few of them such as framme and the black-and-white-haired girl have their base outfits unaltered. For unknown reasons Celine's base outfit is unaltered until class changes are unlocked. The casual semi nude outfit is pasted over an outfit you unlock later in the story than i was which is why i did not see it, however it did not appear in my inventory when i purchased it on the save file you uploaded. In general, i am wondering where you got these mods from as there are several things in this modpack that i do not recognize from this topic thread. I got everything from this site, i did scroll through all the pages, it took a long time but i dont remember what i installed, i just added every mod i liked and saved it, zipped and forget about it. I dont remember using a different website for mods, i only use nexus and gamebanana and i think they dont have stuff for this game.
bronzetriceratops Posted May 19, 2025 Posted May 19, 2025 Could someone explain to be how non cobalt mods are supposed to be applied? I dumped the folders in the romps file of member no_fucks_given 's mod into the romps file in yuzu but alear is not naked when i engage her so i assume I'm doing something wrong.
Scarecrow03 Posted May 19, 2025 Posted May 19, 2025 41 minutes ago, bronzetriceratops said: Could someone explain to be how non cobalt mods are supposed to be applied? I dumped the folders in the romps file of member no_fucks_given 's mod into the romps file in yuzu but alear is not naked when i engage her so i assume I'm doing something wrong. If it was that easy then cobalt wouldn't be needed. I believe mods are created to be compatible with cobalt only. You probably need specific mods created without cobalt which is harder probably, so thats why all mods need cobalt. I may be wrong but i think i read something like that in this thread
bronzetriceratops Posted May 19, 2025 Posted May 19, 2025 1 hour ago, Scarecrow03 said: If it was that easy then cobalt wouldn't be needed. I believe mods are created to be compatible with cobalt only. You probably need specific mods created without cobalt which is harder probably, so thats why all mods need cobalt. I may be wrong but i think i read something like that in this thread from what i understand cobalt only became the standard for engage modding relatively recently so a lot of mods do not require cobalt to work but need to be installed through different means than cobalt mods
Scarecrow03 Posted May 19, 2025 Posted May 19, 2025 14 hours ago, bronzetriceratops said: from what i understand cobalt only became the standard for engage modding relatively recently so a lot of mods do not require cobalt to work but need to be installed through different means than cobalt mods Then i have no idea, but everyone here followed cobalt, lets hope for a miracle and someone appears to help you
bronzetriceratops Posted May 20, 2025 Posted May 20, 2025 It's okay, I figured it out. Emulators have a dedicated mod folder that can be accessed through the open mods folder button on the emulator and that's where non cobalt mods go.
Raytwo Posted May 20, 2025 Posted May 20, 2025 (edited) On 5/19/2025 at 8:54 AM, bronzetriceratops said: from what i understand cobalt only became the standard for engage modding relatively recently so a lot of mods do not require cobalt to work but need to be installed through different means than cobalt mods If you've been in a coma for the last year and a half I could see why you'd be confused but actually that's completely incorrect. Cobalt has been the standard since it released around June 2023 and nobody in their right mind is still making traditional mods that need manual merging and bundling. All the old RomFS bundled mods on Gamebanana prior to 2.0.0 have also been mass flagged as deprecated. If you think Cobalt is pretty recent then you should check for yourself how many mods still work the old way: https://gamebanana.com/mods/games/17832 Here's a Wiki if you wish to get started: https://github.com/Raytwo/Cobalt/wiki And a second Wiki to teach you how to make model mods with material previewing and everything: https://github.com/DivineDragonFanClub/Lythos/wiki An invite to the modding Discord server with a NSFW channel for your needs, where you can talk with Levn/MerlinusTent and other cultured individuals: https://discord.gg/BH6XhKsKdS Some of you really need to look outside of this forum a bit, I'm pretty sure I already made a similar post to invite people from this place in the server too lmao Edited May 20, 2025 by Raytwo 1
MerlinusTent Posted May 21, 2025 Posted May 21, 2025 Wow, lots of activity recently! I think it already has been answered already, but yes, Non-Cobalt mods go into the mods folder that your emulator decides. For example, with Ryujinx, on my computer this would be: C:\Users\<UserName>\AppData\Roaming\Ryujinx\sdcard\atmosphere\contents\0100a6301214e000 Cobalt mods go into a different folder. Example with Ryujinx on my computer: C:\Users\<UserName>\AppData\Roaming\Ryujinx\sdcard\engage\mods The general Engage modding community moved on to Cobalt quite a long time ago (probably around June 2023 as Raytwo says), but over here on this thread I think we've been a lot slower to move. In particular, No_Fucks_Given's modpack was (maybe is still?) the most popular, and that one was made before Cobalt got popular. I think there were a number of other talented modders here too who released their mods before Cobalt got popular. So I'm guessing that probably over half of the collection that Scarecrow03 gathered from this site is non-Cobalt. By the way, curious, are there still people here interested in learning how to mod (though maybe are a bit intimidated on how to start)? I think learning how to mod Fire Emblem Engage is not a bad first modding project. We have tools. We have the discord with experts. We do have a wiki, though in my opinion we are still quite lacking in good beginner tutorials. (Beginner tutorials is something I was thinking about addressing eventually if there's enough interest in it...) Anyways, I guess I should post a progress update for my skimpy classes mod! I think my last update was for Mage, so I have two to share this time. Sage. This class I wanted to play around with transparency, cause, well... "magic" Spoiler Mage Knight. Since it's another promoted magic class, I also wanted to include some transparency here. Another source of inspiration that I wanted to include was to try for something that looked like these "square bikinis" that I saw somewhere. The result is... well... kind of weird... I'm not sure if I even like it or not. But oh well.. moving on... Spoiler Next up is the sword infantry classes: Sword Fighter, Swordmaster, and Hero! I'm excited for these because I have an idea for Swordmaster and Hero! Let's just hope it comes out all right... 2
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