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Trails into Reverie (NIS America, English Language release)


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Posted
2 hours ago, coomi said:

 

The Juna model was created by another user who likely had a very different workflow to mine. I do not remember the exact version of Blender I used, but I would try 2.8.

 

Oh, hey @coomi thanks for the reply too. That may explain why Juna is the only one that imports directly. I can import the other models if I include the vb/ibs from the original model, so I think that works.

 

Stupid question...I would just need to replace the towel (or other costume) with the mod version? Just not 100% sure because the mod version is often more than just the towel/torso area and overlaps with other meshes.

 

Also wondering if I will need to create a new uvmap for the replacement mesh if it's a different size.

Posted

I'm sure I have had better attempts than this...but this looks so wrong it made me laugh....

 

 

Spoiler

image.thumb.png.ed088cabceb0cae8cac92f17e8e93638.png

 

All I did was replace the towel mesh with the mod mesh. Apply weights to the imported meshes from the gltf model. Then export the new mesh to replace the original model's mesh.

 

Maybe better just to create a whole set of new meshes from the gltf/gib model...or I am overcomplicating it...

 

Time to read the tutorials again...

Posted
5 hours ago, o0DVS0o said:

I'm sure I have had better attempts than this...but this looks so wrong it made me laugh....

 

 

  Reveal hidden contents

image.thumb.png.ed088cabceb0cae8cac92f17e8e93638.png

 

All I did was replace the towel mesh with the mod mesh. Apply weights to the imported meshes from the gltf model. Then export the new mesh to replace the original model's mesh.

 

Maybe better just to create a whole set of new meshes from the gltf/gib model...or I am overcomplicating it...

 

Time to read the tutorials again...

 

Ok I can't watch this anymore...  I removed these games from my computer a long time ago for space, but I dug Reverie back out.

 

Here, I turned @coomi's Alfin mod into .pkg format.  Blender is used to look at the original assets but is not needed for any actual 3D model work.


Instructions:

Quote

 

Grab the latest version of the modding tools here.

 

Edit ed8pkg2gltf.py and make sure partial_vgmaps_default is set to True

 

Spoiler

2026-01-3120_50_49-_D__CS-Reverie-TXeStuff_Newfolder(2)_ed8pkg2gltf.py-Notepad.png.9bdcf15d8e8ecd8f7e583df2e19dc28a.png

 

Run ed8pkg2gltf.py on the original package, C_CHR041_C02.pkg.  This is important - you MUST use the original .pkg that the mod was designed for, and you MUST use partial_vgmaps_default!

 

Spoiler

2026-01-3120_51_09-Newfolder(2)and2moretabs-FileExplorer.png.ad0e3990ca987b8e99e4dac1ddfd98a3.png

 

At this point, import all the meshes from the decompiler into Blender (not the mod, the originals).

 

Spoiler

2026-01-3120_51_51-BlenderFileView.png.cb5458ba321da10f8797d27e5ad7818a.png

 

Hide the shadow, and figure out which one is the body.  Here you can see it is polySurface6130_05.vb.  We will replace this one with the mod.

 

Spoiler

2026-01-3120_52_08-Blender.png.1949472123ae082020aa2c41e184a3a1.png

 

Figure out which one is the towel.  Here you can see it is polySurface6130_06.vb.  We will delete this one.

 

Spoiler

2026-01-3120_53_37-Blender.png.cf474e595d46efd9518168e9482d7502.png

 

From coomi's mod, we will use only the .fmt/.ib/.vb files (and the textures).  Rename ALL THREE to polySurface6130_05.fmt, polySurface6130_05.ib and polySurface6130_05.vb.

 

Spoiler

2026-01-3120_54_42-Alfinand2moretabs-FileExplorer.png.35970a8ea9057e195e6a4895f5cdb08b.png

 

Replace the originals with the mod files.  3 files should be overwritten.

 

Spoiler

2026-01-3120_55_09-meshesand2moretabs-FileExplorer.png.028ac65619fab1a478e73d2a11c09645.png

 

Next, we are deleting the towel  Delete all the polySurface6130_06.* files.

 

Spoiler

2026-01-3120_55_21-meshesand2moretabs-FileExplorer.png.9b1d2d4975034f642ce1946b3c61eea4.png

 

Next, we need to replace the textures for polySurface6130_05.  Open polySurface6130_05.material in notepad, and you will see the material assigned is "chr011_hada01"

 

Spoiler

2026-01-3120_56_36-meshesand2moretabs-FileExplorer.png.f96eac142fad9b098e7002931c9a6563.png

 

Open metadata.json and find "chr011_hada01".  You can see there are 3 textures, but we are only replacing the first two.  Replace them with 00.dds and 01.dds.

 

Spoiler

2026-01-3120_57_39-_D__CS-Reverie-TXeStuff_Newfolder(2)_C_CHR063_C02_metadata.json-Notepad.png.a9569e48716e37b6e5e9bc494105c85a.png

 

Don't forget to put the actual textures in the proper folder (which is stated in metadata.json).

 

Spoiler

2026-01-3120_57_20-D3D11and2moretabs-FileExplorer.png.0b6097b375c35cab774321b598411d98.png

 

Finally, compile the model, and you should have a working model.

 

Spoiler

2026-01-3120_59_37-TheLegendofHeroes_TrailsintoReverie_SteamEnabled_GoGInited.png.f104f3b03bec0640b7279116d38e3a1d.png

 

Repeat as needed for the rest.

 

 

Enjoy.

Posted (edited)

@amorrow28 Thank you very much. If I can't follow those instructions, then I will admit defeat.

 

I'm guessing it went so wrong last time because I tried to create a new vgmap and didn't do it right, but it's better to make the replacement mesh match the existing one.

 

I see you mentioned replacing the textures as well, which I read about using the material file and metadata.json to update it, but I wasn't sure how it would map to a new mesh that wasn't the same size.

 

I am doing this for CSIV for now, but I believe the same process or models can be used for both in most cases.

 

EDIT: The final step will be combining both of Coomi's mods into the same model. Hopefully, that will be a similar process or something I can figure out without bothering anyone.

 

OPTIONAL: I wonder if the mods can be applied to the girls in the other classes, such as Leonora, Valerie and Maya....Not sure if it's as simple as just replacing their body mesh and deleting the clothing mesh. I think I read your tutorials on transferring costumes, so it might work that way...but considering how newb I am at this...one step at time eh...

Edited by o0DVS0o
Posted
11 hours ago, o0DVS0o said:

EDIT: The final step will be combining both of Coomi's mods into the same model. Hopefully, that will be a similar process or something I can figure out without bothering anyone.

 

It seems this won't be easy...I can't just swap/replace the meshes like with the body, since they won't match vertex groups, so it would need a new vgmap?

 

I can't combine it with the body mesh either, as then that will no longer match the vgmap.

 

I am wondering if it's a similar process to transferring a costume like in https://github.com/eArmada8/ed8pkg2gltf/wiki/Transferring-a-costume-from-one-character-to-another

 

Does anyone have any better ideas? Am I overcomplicating this again?

Posted
1 hour ago, o0DVS0o said:

 

It seems this won't be easy...I can't just swap/replace the meshes like with the body, since they won't match vertex groups, so it would need a new vgmap?

 

I can't combine it with the body mesh either, as then that will no longer match the vgmap.

 

I am wondering if it's a similar process to transferring a costume like in https://github.com/eArmada8/ed8pkg2gltf/wiki/Transferring-a-costume-from-one-character-to-another

 

Does anyone have any better ideas? Am I overcomplicating this again?

 

I still can't figure out what you're trying to do, but I can tell it's beyond your current knowledge.  You do need to learn a lot more...  but it's learnable.  BUT I will say yes, you are overcomplicating things.  The whole point of using more modern mods and modern tools is that you don't really need to worry so much about the vgmaps.

 

In my mind, you are trying to paint like Picasso but you are refusing to mix paint.  First follow my instructions above, and make an ordinary .pkg nude mod.  Don't try to be creative, don't try to make something new, just convert the 3dmigoto mod to a pkg mod.  Then you have a .pkg mod, and you can use the .pkg mod you made to do other things.

 

(All of the tutorials on my github wiki are written for manipulation of .pkg models, not 3dmigoto mods.)

  • 1 month later...
Posted
On 1/26/2025 at 10:45 PM, amorrow28 said:

Here is a cheat engine table to allow loading of save files even if you do not have the DLC required to load the save:

 

Reverie Disable DLC Dependency Check.zip 1003 B · 158 downloads

 

NOTE: The base game will crash if the characters are wearing costumes that do not exist in your installation.  Use SenPatcher to fix this bug.  I also submitted this DLC check removal for inclusion into SenPatcher, hopefully the author will like the patch and include it.

 

This script is used with Cheat Engine (CE).  Instructions on how to install CE and load the table here.

Hi, I can't get this to work, cheat engine won't let me enable it. Maybe because my game is from gog?

  • 4 weeks later...
Posted

So, anyway, the Le Sage folders seriously need an update.

 

Also, there's this Pixiv account that uploads a bunch of mod screenshots, many of which originate from here, but there are quite a few of them that I cannot for the life of me seem to find on here or, well, anywhere else. In particular-

 

https://www.pixiv.net/en/artworks/132984851

 

https://www.pixiv.net/en/artworks/133018258

 

https://www.pixiv.net/en/artworks/136202279

 

https://www.pixiv.net/en/artworks/138533492

 

They could also be in Le Sage files that I simply haven't installed yet, I dunno. (I did find the Google Drive with Cosplay Pack 6 by@Mr_Phelps though)

  • 1 month later...
Posted

I installed a bunch of mods and screwed up. My minimap is not showing the pointer where my current location is (and also not showing monsters, treasure chests and story pointers) and also not showing some craft visuals. does someone have the original files and the location of where to store them?

  • 3 weeks later...
Posted
On 7/14/2023 at 12:48 PM, amorrow28 said:

eliecamera.png.81f56b1c1a9f3b3877cc8158c3bbe3db.png

 

Here is an early beta preview of a free camera script.  It is going to be a long wait until there is a full-feature release, unfortunately, as the assembly code is completely different from prior Falcom games.  Still, it is working enough that I'm going to share a preview.

 

UPDATE: Upload replaced with revision of table for v1.1.5 of NISA release.

 

 

Reverie Free Camera for v115.zip 8.61 kB · 297 downloads

 

NOTE: If you are using CE 7.5 and enabling Force Pause Action results in the game immediately crashing, try CE 7.4. I have no idea why this happens.

 

 

 

Changelog:

  Reveal hidden contents

Beta 3:

  • Hide Field HUD
  • Disable Dialogue

 

Beta 2:

  • Add minimum Z to zero and zero camera collision
  • Increase tilt limit now works in battle as well as on the field
  • Hide minimap

 

Beta 1:

  • Initial release

 

How to use:

 

Enjoy!

 

Here are all my other free camera scripts:  Trails of Cold Steel (CS) 1, CS2, CS3, Hajimari no Kiseki, Kuro no Kiseki, Kuro no Kiseki 2, Tokyo Xanadu eX+, Ys VIII: Lacrimosa of Dana, Atelier Ryza, Atelier Ryza 2.  I also made a MinZ (*cough* upskirt) script for CS4.

 

...So I was wondering if you ever did manage to figure out how to hide the battle UI, because I'm fairly certain I've seen free camera screenshots from this game with the battle UI disabled...

 

(Also there's a BUNCH of mod costume screenshots I've been coming across lately that I cannot find files for, not even in all the Le Sage folders)

Posted

...Also, I know I've definitely asked this before, but are there any outfit mods for the branch campus girls in any of their games (ie, CS3/4/Rev)?

Posted
4 hours ago, Jarkes said:

 

...So I was wondering if you ever did manage to figure out how to hide the battle UI, because I'm fairly certain I've seen free camera screenshots from this game with the battle UI disabled...

 

(Also there's a BUNCH of mod costume screenshots I've been coming across lately that I cannot find files for, not even in all the Le Sage folders)


I have no intention of trying to solve that further… I probably spent 20 hours trying to find that.

Posted (edited)

Understandable. Though I've also noticed there seems to not be any hotkeys for the Field UI disable function or Disable Dialogue function.

Edited by Jarkes
Posted (edited)

...Hmm. that's odd. Enabling the free camera on the field disables WASD as the movement keys (as it should)... except when you're climbing ladders. This makes it much harder to get those kinds of angles.

 

Also, sometimes after deactivating free camera mid-battle the animations suddenly slow down a lot for a bit? Was kind of wondering about that.

Edited by Jarkes
Additional information
Posted
On 4/25/2026 at 9:04 PM, Jarkes said:

So, anyway, the Le Sage folders seriously need an update.

 

Also, there's this Pixiv account that uploads a bunch of mod screenshots, many of which originate from here, but there are quite a few of them that I cannot for the life of me seem to find on here or, well, anywhere else. In particular-

 

https://www.pixiv.net/en/artworks/132984851

 

https://www.pixiv.net/en/artworks/133018258

 

https://www.pixiv.net/en/artworks/136202279

 

https://www.pixiv.net/en/artworks/138533492

 

They could also be in Le Sage files that I simply haven't installed yet, I dunno. (I did find the Google Drive with Cosplay Pack 6 by@Mr_Phelps though)

 

...Seriously, could someone please tell me where I can find these other mods?

Posted

@amorrow28 Sorry I keep bothering you about this, but it seems that if I have the free camera active, even if it's disabled, when an enemy gets broken in battle the animations suddenly slow down immensely for the next several actions, which can sometimes include "formidable foe explosion" or "victory animation".

Posted
3 hours ago, Jarkes said:

@amorrow28 Sorry I keep bothering you about this, but it seems that if I have the free camera active, even if it's disabled, when an enemy gets broken in battle the animations suddenly slow down immensely for the next several actions, which can sometimes include "formidable foe explosion" or "victory animation".


If I remember correctly, it is the force pause check. Uncheck that box and you shouldn’t see the slowdown.

Posted
On 7/3/2026 at 12:55 PM, Jarkes said:

 

...Seriously, could someone please tell me where I can find these other mods?

You probably didn’t notice because you are signed in, but viewing those pictures requires creating a Pixiv account. I won’t do that, and others probably won’t, either.

 

If one is Tita in an engineer costume (with no undershirt), that is probably one of my mods. I don’t see it in this collection, so here is just the one pkg file for Tita:

C_CHR027.7z

 

Screenshot from Blender because I don’t have Reverie installed:

Spoiler

Tita_Engineer_Blender.png.ae39eab44d64982ab628dc12b1aa7e3a.png

 

Posted (edited)
10 hours ago, NotAZebra said:

You probably didn’t notice because you are signed in, but viewing those pictures requires creating a Pixiv account. I won’t do that, and others probably won’t, either.

 

If one is Tita in an engineer costume (with no undershirt), that is probably one of my mods. I don’t see it in this collection, so here is just the one pkg file for Tita:

C_CHR027.7z 5.59 MB · 1 download

 

Screenshot from Blender because I don’t have Reverie installed:

  Hide contents

Tita_Engineer_Blender.png.ae39eab44d64982ab628dc12b1aa7e3a.png

 

 

Yeah, one of them is the Tita engineer one (one of which has an undershirt and one that doesn't, as well as variants of both that have the short shorts from her "cute outfit" mod and a pink color variant for all of these - could you link me those as well?). There's also one that has Renne in a mint-colored bikini.

Edited by Jarkes
Posted
15 hours ago, amorrow28 said:


If I remember correctly, it is the force pause check. Uncheck that box and you shouldn’t see the slowdown.

 

That makes sense. Kind of annoying 'cause there are some attack animations I want to get paused angles of, but I guess it'll have to do.

  • 2 weeks later...

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