トトロ Posted March 28, 2025 Posted March 28, 2025 Also, if possible, it would be great if there were pants under the skirt. Or if anyone has a skin mod that meets my requirements, I'd appreciate it if you could introduce it.
MerlinusTent Posted March 30, 2025 Posted March 30, 2025 On 3/27/2025 at 11:26 PM, トトロ said: It's been a while. Thanks to the volunteers, people are always enjoying the mods here. I prefer clothed semi-nude skins, and I particularly love skins that let you see what's under a skirt. So I have one request, or should I say advice: is it possible to create a skin with these skins that covers the chest (with a jacket on) and wears a miniskirt or something similar? Also, if possible, it would be great if there were pants under the skirt. Or if anyone has a skin mod that meets my requirements, I'd appreciate it if you could introduce it. 初めまして! Hmm, I think I could be interested in trying to make a miniskirt for one of my upcoming classes. Just to let you know, I'm currently working on slightly skimpier versions of the default class outfits. I'm working on the armor classes (Armor knight, General, and Great Knight) right now, but after that, I don't really have anything planned and would be open for suggestions. Maybe a miniskirt could be appropriate for one of the mage classes? Or maybe a flier class? Or if you want to suggest another class, feel free to and I'll at least consider it! I saw your next message had a lot of pictures of cool mods, but I didn't quite understand if you had a question about it or something. Are those mods from earlier in this thread and you were wondering where to get them? (If so, maybe you can try Scarecrow's link from the previous page. I haven't checked it myself, but it sounds like he collected a bunch of mods from this thread and put them together in one download) On 3/27/2025 at 11:28 PM, トトロ said: Also, if possible, it would be great if there were pants under the skirt. Or if anyone has a skin mod that meets my requirements, I'd appreciate it if you could introduce it. By the way, it's good that you showed your original Japanese text before translation. I was confused at first why you wanted to see "pants" (ズボン) underneath a skirt, but it makes a lot more sense that you want to see "パンツ" underneath!
MerlinusTent Posted March 30, 2025 Posted March 30, 2025 Oh yeah, I meant to post another update for today. Here is my attempt at a skimpier General: Spoiler (I'm not sure if I actually delivered on the promise of promotion ==> less armor, but at least it's a bit more form fitting than the previous knight class?) 2
MerlinusTent Posted March 31, 2025 Posted March 31, 2025 Another update today. Here's Great Knight! Now the three armor classes are done Spoiler 2
Guest Posted March 31, 2025 Posted March 31, 2025 (edited) 4 hours ago, MerlinusTent said: Another update today. Here's Great Knight! Now the three armor classes are done Reveal hidden contents The real fire emblem were the sexy outfits we reclassed into along the way. Anyways fantastic work as always. Edited March 31, 2025 by Hugh Neutron
MerlinusTent Posted April 10, 2025 Posted April 10, 2025 (edited) Next is Pegasus Knight Spoiler I also went back and added map models to the classes I had done previously Spoiler Edited April 10, 2025 by MerlinusTent
Obligitury Posted April 10, 2025 Posted April 10, 2025 always feels like a shame the riders dont have skirts short enough for easy butt shots. regardless the outfit is still very nice~
MerlinusTent Posted April 11, 2025 Posted April 11, 2025 Thanks! And hmm... short skirts, eh? Maybe that can be remedied. I'm going to work on Griffin Knight next. I might try it on that.
hellooqaqq Posted April 11, 2025 Posted April 11, 2025 On 2025. 3. 28. at 오후 12시 27분, トトロ said: I love the character skin modes in this picture. I want to know the source
Plx2245 Posted April 11, 2025 Posted April 11, 2025 On 3/16/2025 at 11:13 AM, MerlinusTent said: Thanks! After a long week of trying, I think I finally got it! Here's a preview: https://jumpshare.com/s/SQzcUAw0M7qabx7szXXK Unfortunately, I found out that it's actually a lot harder to see in battle because animations are fast and the camera is zoomed out. I had to turn the jiggle up to pretty much max settings to notice it. Here's a preview of a battle where it is at least noticeable: https://jumpshare.com/s/he1DYCYrqCdTp4rwAB0N Well... I guess it is *something*, at least. Though my previous idea of having various jiggle level presets might not be so viable anymore if the lower jiggle level settings will be too subtle to notice... Anyways, I still plan to figure out a way to make this ("add bust jiggle" feature) easily usable by anyone that wants it. I'll experiment with it on a few new models first. So now I'll finally start again on making some more mods! Plx here, I made an account just to reply to this and clear the air a bit about spring bones The spring bones in Engage are a very basic implementation, they move like crazy unless you set the stiffness very high and that's the reason that most of the bones use angle limits to keep them in check. So if your bust physics are barely noticeable then your issue is most likely the weights assigned to the spring bone, your angle limits are too strict, or bone is pivoting at a bad angle. As an aside, If you're normalizing the weights you should make sure that you lock the l_bust and r_bust vertex groups. If those weights get reduced then the bust scaling from the asset table will not be consistent when characters wear the modded outfit. As far as I'm aware the weights don't need to be normalized in Unity. For bust physics It might work fine to just duplicate the l_bust and r_bust vertex groups then just rename the vertex group to match your new springbone. You can also try adjusting the bones so that they match the position of the bust correctly. For reference on spring bone settings the stiffness on the bust joints for my Noire mod is set at 300 and they still jiggle from slight movements It wouldn't be too difficult to put together a set of bust bones to join onto existing FEE armatures to quickly add manager/spring bones Lastly, I'd highly recommend reaching out in the Fire Emblem Divorce discord for technical details. If it's NSFW then the Fire Emblem Hacks & Mods discord has an NSFW channel. 1
MerlinusTent Posted April 12, 2025 Posted April 12, 2025 18 hours ago, hellooqaqq said: I love the character skin modes in this picture. I want to know the source Err... Unfortunately I'm not sure where those came from... They kind of look like they could've been mods from the early days of this thread (maybe first 20 or so pages?) but I really don't know. A few pages back, there was a user that claimed they gathered the old mods from this thread together into a single download. Maybe you can try seeing if that has it? 7 hours ago, Plx2245 said: Plx here, I made an account just to reply to this and clear the air a bit about spring bones The spring bones in Engage are a very basic implementation, they move like crazy unless you set the stiffness very high and that's the reason that most of the bones use angle limits to keep them in check. So if your bust physics are barely noticeable then your issue is most likely the weights assigned to the spring bone, your angle limits are too strict, or bone is pivoting at a bad angle. As an aside, If you're normalizing the weights you should make sure that you lock the l_bust and r_bust vertex groups. If those weights get reduced then the bust scaling from the asset table will not be consistent when characters wear the modded outfit. As far as I'm aware the weights don't need to be normalized in Unity. For bust physics It might work fine to just duplicate the l_bust and r_bust vertex groups then just rename the vertex group to match your new springbone. You can also try adjusting the bones so that they match the position of the bust correctly. For reference on spring bone settings the stiffness on the bust joints for my Noire mod is set at 300 and they still jiggle from slight movements It wouldn't be too difficult to put together a set of bust bones to join onto existing FEE armatures to quickly add manager/spring bones Lastly, I'd highly recommend reaching out in the Fire Emblem Divorce discord for technical details. If it's NSFW then the Fire Emblem Hacks & Mods discord has an NSFW channel. Thanks @Plx2245! And welcome! So I did end up getting this working by setting stiffness values very low, but can I compare Spring Bone values with you? To preface though, I have one springbone in each of the busts. They are pretty much a direct duplicate of the l_bust_jnt and r_but_jnt bones. For weighting, I made them have the exact same weight as their corresponding bust bone, and then I normalized. Huh... I guess that means normalizing like that could decrease the weight of the original l_bust_jnt/r_bust_jnt bone if the original bust bone had more than 0.5 weight... Anyways, I'm curious about the spring bone value you used to get the effect you're showing in your gif. Spring Bone default settings look like the following, right? The normal settings I'm trying only change the defaults in this way: Angular Stiffness: 100 -> 1 Drag Force: 0.4 -> 0.15 Personally, I felt that the default settings were too stiff (couldn't really see anything moving), so I needed to turn stuff down. I don't think changing Angular Stiffness had any noticeable difference for me, but changing Drag Force was definitely noticeable. So I ended up reducing Drag Force until I could get some bouncy movement. When you say that the stiffness on your Noire mod is set to 300, are you referring to "Stiffness Force" on the spring bone?? What are your other settings at? Also, do you use Gravity (from Spring Job Manager) for your bust physics? I tried out the default Y=-10 gravity, and sometimes I think I see the boobs SAG when loading in! "It wouldn't be too difficult to put together a set of bust bones to join onto existing FEE armatures to quickly add manager/spring bones" I forget if I mentioned it yet on this thread, but I'm doing bust physics like this: https://github.com/LevnLime/EngageTools/tree/master/JigglePhysics (Thanks for advertising the Fire Emblem Divorce discord! I hope more people from here join. There's a NSFW channel in there as well)
D02836115 Posted April 12, 2025 Posted April 12, 2025 59 minutes ago, MerlinusTent said: Err... Unfortunately I'm not sure where those came from... They kind of look like they could've been mods from the early days of this thread (maybe first 20 or so pages?) but I really don't know. A few pages back, there was a user that claimed they gathered the old mods from this thread together into a single download. Maybe you can try seeing if that has it? Thanks @Plx2245! And welcome! So I did end up getting this working by setting stiffness values very low, but can I compare Spring Bone values with you? To preface though, I have one springbone in each of the busts. They are pretty much a direct duplicate of the l_bust_jnt and r_but_jnt bones. For weighting, I made them have the exact same weight as their corresponding bust bone, and then I normalized. Huh... I guess that means normalizing like that could decrease the weight of the original l_bust_jnt/r_bust_jnt bone if the original bust bone had more than 0.5 weight... Anyways, I'm curious about the spring bone value you used to get the effect you're showing in your gif. Spring Bone default settings look like the following, right? The normal settings I'm trying only change the defaults in this way: Angular Stiffness: 100 -> 1 Drag Force: 0.4 -> 0.15 Personally, I felt that the default settings were too stiff (couldn't really see anything moving), so I needed to turn stuff down. I don't think changing Angular Stiffness had any noticeable difference for me, but changing Drag Force was definitely noticeable. So I ended up reducing Drag Force until I could get some bouncy movement. When you say that the stiffness on your Noire mod is set to 300, are you referring to "Stiffness Force" on the spring bone?? What are your other settings at? Also, do you use Gravity (from Spring Job Manager) for your bust physics? I tried out the default Y=-10 gravity, and sometimes I think I see the boobs SAG when loading in! "It wouldn't be too difficult to put together a set of bust bones to join onto existing FEE armatures to quickly add manager/spring bones" I forget if I mentioned it yet on this thread, but I'm doing bust physics like this: https://github.com/LevnLime/EngageTools/tree/master/JigglePhysics (Thanks for advertising the Fire Emblem Divorce discord! I hope more people from here join. There's a NSFW channel in there as well) Spring Bones correlate with the weights of the model. If you reduce the weight of the bust, it will require Spring Bone values (stiffness, drag force, spring force, etc.) of a higher caliber to compensate for the weaker weights, and vice versa. You will have to determine how much "jiggle" you prefer, and then set that as a baseline, which will help normalize the values you use for the Spring Bone in Unity. Setting this foundation will definitely make whatever script you plan to implement much more universal. Another thing to consider is that most models (if not all) will not have the same Spring Manager/Bones in the same position, scale, rotation. As long as you can ensure with certainty that your script can add the same Spring Bones to the model every time, I believe you have a good script at hand. Gravity-wise...should really only be used on Saphir...I kid.
Plx2245 Posted April 12, 2025 Posted April 12, 2025 1 hour ago, MerlinusTent said: To preface though, I have one springbone in each of the busts. They are pretty much a direct duplicate of the l_bust_jnt and r_but_jnt bones. For weighting, I made them have the exact same weight as their corresponding bust bone, and then I normalized. Huh... I guess that means normalizing like that could decrease the weight of the original l_bust_jnt/r_bust_jnt bone if the original bust bone had more than 0.5 weight... 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) 1 hour ago, MerlinusTent said: When you say that the stiffness on your Noire mod is set to 300, are you referring to "Stiffness Force" on the spring bone?? What are your other settings at? 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
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
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