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Neptunia Sisters VS Sisters COMPLETE NSFW MODPACK + Uncensor patch ← Download available! NEW VARIANTS, MODELS, TEXTURES AND PHYSICS!


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14 hours ago, Agent58 said:

 

Sure no problems.  Also my apologies for the late response.

Don't worry, take your time and thanks for letting me add your Linux/Steam deck fix to the page.

 

  

On 9/23/2023 at 1:10 PM, Meekurukuru said:

If you play on Linux or on a Steam Deck, use this workaround provided by @Agent58 to help the LIVE2D textures load correctly

  Hide contents

  

On 11/22/2023 at 12:39 PM, Agent58 said:

To summarise:

  1. Switch to desktop mode
  2. Install protontricks via the discover store
  3. ( Only if the game is installed onto an SD card ) Install flatseal via the discover store, then use flatseal to grant protontricks permission to access the sd card.
  4. Run protontricks and select the Sisters vs Sisters Prefix ( 1932160 )
  5. Wait ( can take a minute or two to load )
  6. Select default wine prefix
  7. Select run winecfg
  8. In Wine configuration, goto libraries ->New override ( winhttp from the dropdown menu) -> add
  9. Apply/Ok
  10. Close Protontricks and restart into game mode
  11. Start the game and wait ( may take a minute or two to load )

 

 

 

On 9/23/2023 at 1:12 PM, Meekurukuru said:

Update 7: Added Linux/Steam deck workaround method to fix LIVE2D textures on those systems. Thanks to Agent58 for the fix!

Anime Yes GIF - Anime Yes Thumbs Up GIFs

Edited by Meekurukuru
edit: gif
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New mod added to the "More mods" section.

It is a "Sus-picious accessory" for sure and SFW mod for a change.

It has 5 different color variants available and it can be placed anywhere as an accessory. 

Sus-picious accessory

1702453518357.png

  

On 9/23/2023 at 1:13 PM, Meekurukuru said:

 

Screenshots:

Spoiler

Screenshots:

Back:
Back-zoom.png
Back.png


Front:
Front.png
Totally-normal-picture.png

Menu:
Sus-image-2.png
Sus-image-3.png

 

The minecraft weapons from the girls in the images are from another work-in-progress mod, so they are not included in this file, still enjoy the suspicious accessory! 

Totally-normal-picture.png

 

Edited by Meekurukuru
edit: image
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So the futa version requires the Deluxe DLC for the swimsuits?  Or can you get them without it?  I got the physical Limited edition, but it only comes with the base game and I refuse to pay $70 to rebuy a game I already own just to get some swimsuits.

 

Either way, the rest of the content looks great.  Had to be a hell of a lot of work.  Respect.

Edited by adlez47
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  • Meekurukuru changed the title to New unity modding video tutorial! > Neptunia Sisters VS Sisters COMPLETE NSFW MODPACK + Uncensor patch ← Download available! NEW VARIANTS, MODELS, TEXTURES AND PHYSICS!

  I am glad to announce that the video tutorial on how to mod ANY image or texture on ANY Unity game is here!

 

TUTORIALSBanner.thumb.png.bf9eb5ce90d281f76136aebdfee68abf.png

 

On 9/23/2023 at 1:13 PM, Meekurukuru said:

Unity Texture/Image Modding Tutorial Video 

(Works on any unity game!) (Easy 6 minute tutorial with step by step instructions) 

 

Description:

This is a really simple but useful to tutorial on how to edit ANY image or texture from ANY Unity game, with this you can change event images, menus, backgrounds, character textures and more as long as it is an image!

It is as concise and heavily edited as possible with step by step instructions with subtitles on how to do each step.

It is 6 minutes long and you can download the mod that was made from said tutorial with the video included on the "Tutorials" section of the page.

Give the post a like if you don't mind, enjoy and good luck modding!

Edited by Meekurukuru
edit: image
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@adlez47

> So the futa version requires the Deluxe DLC for the swimsuits?  Or can you get them without it? 

Indeed, the futa/preg versions of the mod require the DLC because they replace those costumes.

I added them there so people can have the option of keeping them nude with the default costume or with the variants with the DLC simply by changing the costume in-game if they so desire while having that version installed.

As a result the DLC is required for those 2 variants.

 

Still you can enjoy the complete modpack even without the DLC, so don't let that DLC deter your experience! 

I made the modpack as customizable as possible too, so if you get the DLC, you can mix and match the mods for the futa and preg versions if you want.

 

> I got the physical Limited edition, but it only comes with the base game and I refuse to pay $70 to rebuy a game I already own just to get some swimsuits.

That is truly a shame to hear, I totally understand not wanting to buy the game again just for the DLC when you already have the physical edition.

If you ever decide to buy the DLC at a later date, the mods will be there for you or anyone to try.

Luckily it goes on sale pretty often

image.png.967c99a14a267395e1a765c0e524eec7.png

 

> Either way, the rest of the content looks great.  Had to be a hell of a lot of work.  Respect.

Thank you, I worked really hard for over 2 months to get it to that state, it was a lot of work and I got a lot of help from other people but I am glad people like it.

After all, this is the most complete modpack I worked on, it changes everything from images, events cgs, menus, characters, huds, faces, enemies, etc.

 

Thanks for the message!

 

-----

 

Also, since I made the post some minutes ago, I will quote the tutorial post just in case:

 

  

On 9/23/2023 at 1:13 PM, Meekurukuru said:

[Reserved for tutorials]

TUTORIALSBanner.thumb.png.bf9eb5ce90d281f76136aebdfee68abf.pngUnity Texture/Image Modding Tutorial Video 

(Works on any unity game!) (Easy 6 minute tutorial with step by step instructions) 

 

Description:

This is a really simple but useful tutorial on how to edit ANY image or texture from ANY Unity game, with this you can change event images, menus, backgrounds, character textures and more as long as it is an image!

 

Tools used with links:

Assetstudio

Gimp (if you don't have an image editing software like Photoshop, GIMP is a great alternative and I have been using it ever since I started modding)

Paint.net

UABE

Example file of the mod from the tutorial if you want to use it, it also includes the video inside the .rar

Unity Texture and Image Modding Tutorial video with example mod.rar 79.04 MB · 0 downloads

 

 

 

Extra: How to edit models in Unity (Pretty advanced beware!) - Made by Parapara RIP 

 

 

 

Edited by Meekurukuru
edit: image
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5 hours ago, 齐天孙悟空 said:

这是什么?可以修复吗?

Image_1703083289101.jpg

That is an oversight, I edited well over 100 faces on the characters, some are bound to have some issues.

My apologies for that. I will google translate this to Chinese.

image.png.fe5c6f5a03de2dcb7eb880c132892a32.png

 

这是什么?可以修复吗?

这是一个疏忽,我编辑了超过 100 个角色的面孔,有些肯定会有问题。 我对此表示歉意。 我会用谷歌把它翻译成中文。  (Google translate) 
image.png.74d18e895dff482f0cfc95c3587712a3.png

 

I am only human, some images out of the hundreds I edited can get an error or two, but luckily the rest of the complete modpack works fine, so I hope you can enjoy it! 

 

我只是人类,我编辑的数百张图像中的一些图像可能会出现一两个错误,但幸运的是,完整模组包的其余部分工作正常,所以我希望您能喜欢它! (Google translate)

 

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6 hours ago, Meekurukuru said:

这是一个疏忽,我编辑了超过 100 个角色的面孔,有些肯定会有问题。

我对此表示歉意。我会用谷歌把它翻译成中文。

image.png.fe5c6f5a03de2dcb7eb880c132892a32.png

 

这是什么?可以修复吗?

这是一个疏忽,我编辑了超过100个角色的正面,有些肯定会有问题。我对此表示歉意。我会用谷歌把它翻译成中文。(谷歌翻译) 
image.png.74d18e895dff482f0cfc95c3587712a3.png

 

我只是人类,我编辑的数百张图像中的一些图像可能会出现一两个错误,但幸运的是,完整模组包的其余部分工作正常,所以我希望您能喜欢它! 

 

我只是人类,我编辑的数百张图片中的一些图片可能会出现两个错误,但幸运的是,完整的模组包的其余部分工作正常,所以我希望您能喜欢它!(谷歌翻译)

 

Please don't misunderstand!You almost modified the whole game, I just want to make the mod better, thank you very much!

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1 hour ago, 孫悟空 said:

Please don't misunderstand!You almost modified the whole game, I just want to make the mod better, thank you very much!

Please don't misunderstand!

I probably got it wrong since I used a translator to get the original message from Chinese to English

 

You almost modified the whole game, I just want to make the mod better

For sure, I changed everything that had a female character and that was moddable of the entire game for all the modpack versions.

I also want the modpack to get better, that is why I sometimes release fixes like the Futa fix for Nepgear.

 

If anyone wants to edit that image that look a bit off from the modpack, I can add the newly edited image back into the game as a separated fix. 

 

IMAGES:

BASE IMAGE:

Spoiler

image.png.0630cf3b257259c2410a04a2e3f1cff8.png

 

EDITED IMAGE FROM THE MODPACK: (Lowpoly count is fine since they are pretty small in-game)

Spoiler

image.png.beeaa4714d53db33bef86d5e18a42048.png

 

Thanks

Edited by Meekurukuru
edit: image
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There are some isolated cases of the uncensor patch not working on some setups, so here is a fix for it!

Neptunia Sisters vs Sisters NSFW Decensor patch fix

image.png.0e3c3472bf707a4a12042651f1178ca0.png

 

On 9/23/2023 at 1:13 PM, Meekurukuru said:

 

Screenshots

On 9/23/2023 at 1:13 PM, Meekurukuru said:

Screenshots

Chapter-04-Arfoire-Resurrected-Kick-your-ass.png
Chapter-2-Remnants-of-the-Organization-Shitty-Arfoire-scene.png
Chapter-11-screenshot-with-cirle-Bastard-sword.png
 

Image chart of what is fixed in this patch (it is included in the modpack, but this is a fix if it doesn't work on some alienated cases)
Decensor-patch-content-Dev-page.png

All the patch notes of the fix are included in the official page of the developer: 

https://store.iffyseurope.com/blogs/news/patch-1-01-neptunia-sisters-vs-sisters-update

 

This fix brings back all the censored scenes from the update, it also includes a lot of swearing from Blanc too.

(Swearing of a T rated game, don't worry)

Works on the latest GOG and Steam versions as of December 2023.

It is already included on all the modpack versions!

But just in case if it is not working on your setup, here is the standalone fix for it.

 

NSFW Version example:

image.png.a8ec12d2e4fdd17699c02b6cf138f443.png

 

Enjoy and happy holidays!

Edited by Meekurukuru
edit: image
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On 12/24/2023 at 1:08 AM, Meekurukuru said:

There are some isolated cases of the uncensor patch not working on some setups, so here is a fix for it!

Neptunia Sisters vs Sisters NSFW Decensor patch fix

image.png.0e3c3472bf707a4a12042651f1178ca0.png

 

 

Screenshots

 

This fix brings back all the censored scenes from the update, it also includes a lot of swearing from Blanc too.

(Swearing of a T rated game, don't worry)

Works on the latest GOG and Steam versions as of December 2023.

It is already included on all the modpack versions!

But just in case if it is not working on your setup, here is the standalone fix for it.

 

NSFW Version example:

image.png.a8ec12d2e4fdd17699c02b6cf138f443.png

 

Enjoy and happy holidays!

Unfortunately the decensor patch (as much as I appreciate that you made it) crashes my game (GOG version) at the end of chapter 4. It's not possible to load the save - it freezes at the loading screen. Save works fine with unpatched GOG version.
I've uploaded my save for you to test here:
https://drive.google.com/file/d/10K3QK44sjbf8dIC83rRFZ92i94qyNgqG/view?usp=drive_link
 

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On 12/27/2023 at 11:54 PM, MikeHansen said:

Unfortunately the decensor patch (as much as I appreciate that you made it) crashes my game (GOG version) at the end of chapter 4. It's not possible to load the save - it freezes at the loading screen. Save works fine with unpatched GOG version.
I've uploaded my save for you to test here:
https://drive.google.com/file/d/10K3QK44sjbf8dIC83rRFZ92i94qyNgqG/view?usp=drive_link
 

Thanks for reporting that rare crash on Chapter 4.
 
I was able to fix it in both the GOG and Steam versions with a new "addon fix" on the download "optional files" section of the modding pages or here below the main download link of the patch if you play the game with the modpack installed.
So, install the "addon fix" (just drag and drop) then after you clear the problematic scene/battle, just save your game, close it and reinstall the decensor patch once more so you can use it on your game!
 
The error was being caused due to the "catalog.json" file, so the fix temporally disables it and the patch itself, that is why, after you finish that problematic scene, save your game and just reinstall the decensor patch to re-enable it.
 
Thanks again, enjoy the patch and happy holidays!
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2023年12月21日上午11点27分,Meekurukuru 说:

请不要误会!

我可能弄错了,因为我使用翻译器将原始消息从中文翻译成英文

 

你几乎修改了整个游戏,我只是让模组组装得更好 

当然,我改变了所有具有女性角色的内容,并且对于所有 modpack 版本来说,整个游戏都是可修改的。

我还是希望 modpack 构建得更好,这就是为什么我有时会发布修复程序,例如 Nepgear 的 Futa 修复程序。

 

如果有人想要编辑看起来与模组包有点不同的图像,我可以将新编辑的图像单独的修复添加回游戏中。 

 

图片:

图像基础:

  隐藏内容

image.png.0630cf3b257259c2410a04a2e3f1cff8.png

 

模组包中的编辑图片:(低订购数量很好,因为它们在游戏中非常小)

  隐藏内容

image.png.beeaa4714d53db33bef86d5e18a42048.png

 

谢谢

When will you share the fix file

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8 hours ago, 孫悟空 said:

When will you share the fix file

Thanks for asking, the fix is ready!

 

There has been some reports about the Noire HDD skit face being misaligned during LIVE2D sections so this file fixes that skit face image.

Neptunia SvS - Noire HDD Skit face image fix  

NepSvS-NoireHDDskitfaceimage.thumb.png.f5099d1b95983e256efe860387aa4092.png

You can get the fix in the "more mods" section.

  

On 9/23/2023 at 1:13 PM, Meekurukuru said:

Neptunia SvS - Noire HDD Skit face image fix 

image.thumb.png.7ccf12ca5c34954bb036d1c31087c957.png

 

 Download:

Nep SvS - Noire HDD skit face image fix.rar 19.83 MB · 0 downloads  

 

Thanks for reporting the bug, enjoy and happy holidays/new year.

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7 hours ago, Meekurukuru said:

Thanks for asking, the fix is ready!

 

There has been some reports about the Noire HDD skit face being misaligned during LIVE2D sections so this file fixes that skit face image.

Neptunia SvS - Noire HDD Skit face image fix  

NepSvS-NoireHDDskitfaceimage.thumb.png.f5099d1b95983e256efe860387aa4092.png

You can get the fix in the "more mods" section.

  

 

Thanks for reporting the bug, enjoy and happy holidays/new year.

Thank you very much!

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Posted (edited)
3 hours ago, S52968 said:

Hi, I don't have experience with Unity or LIve2D modding. Is there a way to extract the LIve2D files and view them outside of the game?

Hi, for sure you can extract them by following these steps.

Anybody can do it and everyone has to start from somewhere.

LIVE2D Files are just images with LIVE2D motion/animation data if you are wondering.

 

Getting the images is pretty simple, I made a 6 minute short video tutorial on how to do that and instead of editing the image of the video, just extract the associated files with the LIVE2D characters

On 9/23/2023 at 1:13 PM, Meekurukuru said:

Unity Texture/Image Modding Tutorial Video 

(Works on any unity game!) (Easy 6 minute tutorial with step by step instructions) 

 

Description:

This is a really simple but useful tutorial on how to edit ANY image or texture from ANY Unity game, with this you can change event images, menus, backgrounds, character textures and more as long as it is an image!

 

 

You will need to find the ".bundle" file of the characters to see their LIVE2D images using "Assetstudio".

Luckily I already went through that process and made a list of where they are, here you can find the files with the corresponding names of the LIVE2D characters.

File location: Neptunia Sisters VS Sisters\neptunia-sisters-vs-sisters_Data\StreamingAssets\aa\StandaloneWindows64

On 9/23/2023 at 1:10 PM, Meekurukuru said:

event_chara_0101_assets_all.bundle" = Neptune LIVE2D

event_chara_0111_assets_all.bundle" = Neptune HDD LIVE2D

event_chara_0301_assets_all.bundle" = Blanc LIVE2D

event_chara_0311_assets_all.bundle" = Blanc HDD LIVE2D

event_chara_0611_assets_all.bundle" = Uni HDD LIVE2D

event_chara_0711_assets_all.bundle" = Rom HDD LIVE2D

event_chara_0811_assets_all.bundle" = Ram HDD LIVE2D

event_chara_1101_assets_all.bundle" = Maho LIVE2D

event_chara_1301_assets_all.bundle" = IF LIVE2D

event_chara_1401_assets_all.bundle" = Compa LIVE2D

event_chara_1501_assets_all.bundle" = Histoire LIVE2D

event_chara_1701_assets_all.bundle" = Arfoire LIVE2D

 

Some characters are hardcoded and can't be edited normally, so I had to use another method to get them changed, here are those ones:

You can find these images already extracted and ready to be used on the "ModImages" folder of the modpack

 Location: Neptunia Sisters VS Sisters\BepInEx\plugins\ModImages

On 9/23/2023 at 1:10 PM, Meekurukuru said:

texture_00_2d36a065dc464035db591379ca96089c.png = Texture image of LIVE2D Noire sprite

texture_00_2d36a065dc464035db591379ca96089c_.png = Texture image of LIVE2D Noire sprite

texture_00_7f070349a37e4104ca308aa1e047b28e.png = Texture image of LIVE2D Ram sprite

texture_00_7f070349a37e4104ca308aa1e047b28e_.png = Texture image of LIVE2D Ram sprite

texture_00_7fe8304b1c60d4b682f9ebf0793d8d05.png = Texture image of LIVE2D Black Heart sprite

texture_00_7fe8304b1c60d4b682f9ebf0793d8d05_.png = Texture image of LIVE2D Black Heart sprite

texture_00_50dc179543b7f92754b39bf0dd60ff88.png = Texture image of LIVE2D Unisprite

texture_00_50dc179543b7f92754b39bf0dd60ff88_.png = Texture image of LIVE2D Uni sprite

texture_00_73cb8184569b80a8bde7b2e8fd9657a1.png = Texture image of LIVE2D Higurashi sprite

texture_00_73cb8184569b80a8bde7b2e8fd9657a1_.png = Texture image of LIVE2D Higurashi sprite

texture_00_4550d55775ef28dab94e492ae577da6f.png = Texture image of LIVE2D Green Heart sprite

texture_00_4550d55775ef28dab94e492ae577da6f_.png = Texture image of LIVE2D Green Heart sprite

texture_00_72188b29a8cd61667e91300e2c0b9e13.png = Texture image of LIVE2D Ziri sprite

texture_00_72188b29a8cd61667e91300e2c0b9e13_.png = Texture image of LIVE2D Ziri sprite

texture_00_3350546176db9b3b80aaea3b9d326a16.png = Texture image of LIVE2D Vert sprite

texture_00_3350546176db9b3b80aaea3b9d326a16_.png = Texture image of LIVE2D Vert sprite

texture_00_24869169665bab1e20e800964ea72fa3.png = Texture image of LIVE2D Purple Sister sprite

texture_00_24869169665bab1e20e800964ea72fa3_.png = Texture image of LIVE2D Purple Sister sprite

texture_00_a13682994b008e32054a5340db61973e.png = Texture image of LIVE2D True Arfoire sprite

texture_00_a13682994b008e32054a5340db61973e_.png = Texture image of LIVE2D True Arfoire sprite

texture_00_c7df9d1343261defb6802ed4d784d2f8.png = Texture image of LIVE2D Rom sprite

texture_00_c7df9d1343261defb6802ed4d784d2f8_.png = Texture image of LIVE2D Rom sprite

texture_00_d944311fe7e9ea0e4286f246efadce6e.png = Texture image of LIVE2D Nepgear sprite

texture_00_d944311fe7e9ea0e4286f246efadce6e_.png = Texture image of LIVE2D Nepgear sprite

texture_00_da93b73961497aeb9bd1fa188f36bff0.png = Texture image of LIVE2D Anri sprite

texture_00_da93b73961497aeb9bd1fa188f36bff0_.png = Texture image of LIVE2D Anri sprite

texture_00_e0e3d072186e5c13c2b794bb96f01278.png = Texture image of LIVE2D Grey Sister sprite

texture_00_e0e3d072186e5c13c2b794bb96f01278_.png = Texture image of LIVE2D Grey Sister sprite

texture_00_e900b9fd9e30dd7575dbca448dc426ac.png = Texture image of LIVE2D Shangai Alice Touhou sprite

texture_00_e900b9fd9e30dd7575dbca448dc426ac_.png = Texture image of LIVE2D Shangai Alice Touhou sprite

texture_00_f77602d2a5c1f885fe9804b48f558ab9.png = Texture image of LIVE2D Arfoire sprite

texture_00_f77602d2a5c1f885fe9804b48f558ab9_.png = Texture image of LIVE2D Arfoire sprite

 

Although the actual animation data of them is really obfuscated and spread out and I couldn't find and easy way of extracting that.

 

Luckily other modders already found a way of getting them and here they are:

https://www.spriters-resource.com/pc_computer/neptuniasistersvssisters/ 

image.png.7cc09d4e07064e903c217eacbe6576a9.png

 

You can even use this program to view them without installing LIVE2D with animations and of course, my edited textures from the modpack work on them too.

image.png.2e48f3789beb466dc6bb5dfd67f03f30.png

 

To load the LIVE2D models simply open the "Cubism viewer" and "left click" onto "Load Json" and select the ".model.json" file of the character that you want to load.

image.png.75aacd9a71bed6528d3b039496e9a17f.png 

Program for viewing LIVE2D models:

CubismViewerForUnity-4-1.4.8.zip

 

TLDR: You can follow the tutorial to extract your own textures or you can use the "sprite resource" page to get the files already extracted.

Good luck and enjoy the modpack.

 

Edited by Meekurukuru
edit: image
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  • 4 weeks later...

Geez, here I see the game on steam and innocently look for a Mod, and find a friggen full Nudifier for it :O 
Amazing work you did here, thanks for the effort.


One question though:
Would it be possible to adjust the vertical position of the Nipples on some of the 3D Models? My OCD runs wild everytime I see them not being centered on the chest.
Especially on the Twins it looks like they are at the bottom of the ribcage instead of on heart-height. And a cm or 2 might work on Nepgear as well.
image.png.66e4f7365d866e8ed8568056bf3174d4.png

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11 hours ago, Muffination said:

Geez, here I see the game on steam and innocently look for a Mod, and find a friggen full Nudifier for it :O 
Amazing work you did here, thanks for the effort.


One question though:
Would it be possible to adjust the vertical position of the Nipples on some of the 3D Models? My OCD runs wild everytime I see them not being centered on the chest.
Especially on the Twins it looks like they are at the bottom of the ribcage instead of on heart-height. And a cm or 2 might work on Nepgear as well.
image.png.66e4f7365d866e8ed8568056bf3174d4.png

and find a friggen full Nudifier for it

surprise-welcome.gif 

 

>Amazing work you did here, thanks for the effort

Thanks, the complete modpack with all the variants (Futa, Preg, Lite) and the decensor patch took a lot of time to make but I am glad people liked it.

 

>My OCD runs wild everytime I see them not being centered on the chest.

Then again, remember that boobs irl are not always symmetrical

 image.png.ce94693edaccc1b80b8c6dd622a3e1dd.png

 

> ribcage instead of on heart-height

Oh, you want the nipples higher?

Sure, here are the models with the the nipples raised a bit for Nepgear and the twins.

  

On 9/23/2023 at 1:13 PM, Meekurukuru said:

 Neptunia SvS - Nepgear & Twins model fix. 

image(1).png.6dce414c968d10b6d1d79c111ba7248e.png

 

 Download:

Nep SvS - Fix for Nepgear and twins models.rar 41.44 MB · 0 downloads

 

These new models can be found on the "More mods" section of the main post and require the modpack to be installed first.

These ones are just changed to have the nipples higher compared to the ones from the modpack.

 

Enjoy the new models!

Edited by Meekurukuru
edit: image
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  • Meekurukuru changed the title to Neptunia Sisters VS Sisters COMPLETE NSFW MODPACK + Uncensor patch ← Download available! NEW VARIANTS, MODELS, TEXTURES AND PHYSICS!

我按照https://www.loverslab.com/topic/201761-samurai-maiden-potential-modding/page/10/这个流程,最后输出的模型没有顶点组权重。蒙皮流程大概

I followed the process from https://www.loverslab.com/topic/201761-samurai-maiden-potential-modding/page/10/, and the final output model has no vertex group weights. The skinning process is approximately
 

Spoiler

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Edited by lzxq9
Link to comment
5 hours ago, lzxq9 said:

我按照https://www.loverslab.com/topic/201761-samurai-maiden-potential-modding/page/10/这个流程,最后输出的模型没有顶点组权重。蒙皮流程大概

I followed the process from https://www.loverslab.com/topic/201761-samurai-maiden-potential-modding/page/10/, and the final output model has no vertex group weights. The skinning process is approximately
 

  Reveal hidden contents

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04.png.8c511d164949c131062da591fb4d1100.png05.png.f41d00ff8a04fb528db5434145fe232f.png06.png.2c2e225f1a6376fa69cad98498564acd.png

Hi, the samurai maiden's guide from Parapara is really rough around the edges and prone to errors, so I remade the guide from the scratch with images on all the steps and explained with all the cases possible! (The old guide will be kept on as an old archive to remember Parapara)

This new guide is the one that I used to make the Neptunia SvS AND Monochrome Modpack, so I can guarantee it works.

You can use it on any unity model on any unity game, just make sure to read it carefully or you will get an error by generating meshes.

I hope that helps!

 

Google translate:

你好,Parapara 的武士少女指南非常粗糙,而且容易出错,所以我从头开始重新制作了指南,在所有步骤上都添加了图像,并用所有可能的情况进行了解释! (旧指南将作为旧档案保留以纪念帕拉帕拉)

这份新指南是我用来制作 Neptunia SvS AND Monochrome Modpack 的指南,因此我可以保证它有效。

您可以在任何 Unity 游戏的任何 Unity 模型上使用它,只需确保仔细阅读它,否则您会因生成网格而出错。

我希望这有帮助!

On 9/23/2023 at 1:13 PM, Meekurukuru said:

Tutorial for editing ANY Unity model (with images)

This is an advance tutorial, on how to mod models in ANY Unity game!

Beware that the location of the files might differ from game to game, but the process is practically the same for all the Unity games, so adjust accordingly.

 

I will divide the tutorial in different sections so it is easier to follow and add screenshots so you can follow along to get your mod ready.

As always if you get stuck, read the steps carefully, they it might get a bit overwhelming, it is not an easy thing to mod but it is totally doable.

No video for this tutorial since it would be 1 hour long at the least!  Also written guides are neat

image.thumb.png.c6ba7266d825fb68e51376549c66822e.png

INDEX: REQUIRED PROGRAMS

OPEN THE SPOILER TAB TO VIEW THE STEPS!

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Lets begin with the programs used for this and in the order of when they are used too:

We will need the following programs

  1. Assetstudio https://github.com/Perfare/AssetStudio/releases 
  2. Blender https://www.blender.org/download/ 
  3. (Only if you plan to edit textures as well) Any image editing software of your choice like Photoshop or Gimp https://www.gimp.org/downloads/ 
  4. (Only if you plan to edit textures as well) Paint.net https://www.getpaint.net/download.html 
  5. Unity version of your game (It is pretty easy to find and it will be explained in the tutorial) but I will be using Unity 2020.3.36f1 (64-bit) since it is the one that is compatible with the plugins required for some meshes, use this one preferably  https://unity.com/releases/editor/whats-new/2020.3.36
  6.  UABEA https://github.com/nesrak1/UABEA/releases/tag/v6 

You will also need these 2 files for your Unity so we can generate meshes and export them mesh without having too much of a headache.

Just extract them somewhere where you can remember to use them later.

  0. Unity addons.rar 423.78 kB · 3 downloads


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INDEX: HOW TO CHECK IF YOUR GAME IS MADE IN UNITY AND WHAT VERSION IT USES

OPEN THE SPOILER TAB TO VIEW THE STEPS!

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Before we actually start with the steps, find out if your game is made in Unity, some games pay to have the watermark at the start from Unity removed, others don't so it can be a bit hard to find.

 

Easiest way to find out is to search "Name of your game engine" or "Name of your game unity", if you find results with that, we can continue this tutorial, if not, your game is made in another engine.

 

You could also check the game folder and if it has a "nameofyourgame_data" folder, it is pretty likely that it is an Unity game. Also some games have "Unity" files all over the place, so might be helpful.

Here are some examples of some unity games:

Monochrome Mobius:

image.png.10d551622ec01cff80119352f15be898.png

Persona 5 Tactica:

image.png.d756c984fbe64d5ede50d4e2c9680936.png

 

Little Witch Academia (notice how the directory doesn't have any Unity file, but it does have a "yournamegame_data" folder)

image.png.e6d26136c44be599022f139081b83dae.png 

 

Neptunia Sisters VS Sisters

image.png.7407942ceb6ada386edd14f9ec0b705d.png

Now that you found that it is made in Unity, lets check which version of Unity just in case.

First enter inside of your "data" folder of your unity game and you should find this file called "resource.assets", (don't worry all unity have this file included)

imgonline-com-ua-twotoone-TUnwqH3BBFRLd6EP.png.278c3ab73c8d9cd68f7c92f41d740b14.png

 

After you find it, simple open "Notepad" or "Notepad++" (if you are using another operating system) and drag the file into the notepad window

image.png.1da3f8248bcb4a330e66750491b4cc99.png

 

Once you do that, the file will be filled with garbage data but the Unity version of the game will be displayed!

image.png.ab1dff5a23b97b95985ff9e24926013c.png

 

This is going to be useful if you want to use the same Unity version of the game!

Although I always recommend on using Unity 2020.3.36f1 just for experience, but it wouldn't be a complete tutorial if I didn't mention how to do this.

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

Also worth noting, some Unity games are made with "Mono" and others are made with "IL2CPP".

This is going to be useful if in the future if you plan on using BepInEx to mod data or textures on Unity games but that goes beyond the scope of this tutorial, so I am just going to mention it.

Little Witch Academia uses Mono 

image.png.6044066a5a2ab96e73f7ee41663b1311.png 

 

While Persona 5 Tactica, Nep SvS and Monochrome Mobius use IL2CPP

image.png.91558682b9bbc452cfbcf6c952644f44.png

 

 

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INDEX: HOW TO FIND THE MODELS OF AN UNITY GAME

OPEN THE SPOILER TAB TO VIEW THE STEPS!

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Now that we know that the game is made in Unity, we will need to find the model that we want to edit.

 

Most of the time the models are place in the following location

"Yourgamesname > yourgamesname_data > StreamingAssets > aa >StandaloneWindows64 "

image.png.34be4c58ff9aa6de14863af320220cfb.png

 

Other Unity games might also organize them in folders too.

image.png.54e17bc4c8d24db30095036807409ccd.png

 

Notice how this game has a different file structure but it is practically the same.

"Yourgamesname > yourgamesname_data > StreamingAssets > Windows "

image.png.990d3ba2b1e15b480ce31742ba7c3a64.png

The files could be either named with a pretty self explanatory name like "Chara" or "model", with the name of the characters or in the worst case, they can just be a mess of a name.

I have a solution for those kind of cases below in the guide, don't worry it is just some extra clicks to find the models on even the worst cases

 

So models can be place in all sorts of containers for Unity games but the 3 most popular ones are:

".bundle" files 

image.png.3f4c244427c6f31628babd32e231b8b0.png

 

".manifest and/or accompaning blank file" (always open them in pairs when it comes to .manifest files, so for example, if you want to open "amanda_uniform_model" you should also open "amanda_uniform_model.manifest" with it) (if the file is by itself without a manifest file, then ignore the pairs stuff)

image.png.55a38a92fa1ba4f672a9793e44677816.png

 

"Assets" files (these are normally found all in this location "Yourgamesname > yourgamesname_data") (These is a pretty normal location for textures and images if you can't find them)

image.png.aab0318edfadb1a01940489d250c03da.png

 

I will explain how to search models on the worst case scenarios like in Persona 5 Tactica where the file names are garbage later on the extracting the models part!

image.png.4b89077af413caaf5853c842004ddba5.png 

Now that you know where the models can be located, lets move to the next step "How to view and extract the models"!

 

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INDEX: 1 - HOW TO VIEW AND EXTRACT ANY MODEL OF AN UNITY GAME

OPEN THE SPOILER TAB TO VIEW THE STEPS!

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Now that we know what kind of file an unity game uses for models and where to find it, lets view them in 3D and export them so we can edit them!

 

1. Open Assetstudio

image.png.343b40df6ac7eab38c77333da6d3b438.png

 

2. Copy these exacts settings to ensure proper size and scale of the images and models that we are going to edit, also lets open the export settings, copy them exactly as they are shown! 

image.png.c02e4e03eeda8b11d3620c625a466f2c.png

image.png.f5f81f8681825760e1a4ece61c778dbd.png

The "export settings" are a really big issue when learning how to mod so please make sure you have the same settings, even the unmarked ones, copy it exactly as shown.

image.png.e3873fb0354ab1ccad91d75cdcee772f.png

3. With the settings copied, lets open the model file (".bundle" or "blank file" or "asset", it depends on your game, in this case I will open a "blank" file without a ".manifest" file)

To open it click on "File" > "Load file"

image.png.468f4e7d62ad2993bb4a9ffbe73d90f3.png

 

4. Then select the file you want to open, remember that not all unity games use ".bundle" files, check accordingly before opening them.

image.png.81dcc578c72a1d18b88e982b310a7508.png

 

5. With the file open, wait a bit for the program to find all the assets, then when it is finished you can see the progress full progress bar in green.

image.png.a62aa16ae99dd6b8a39b0f4a75f338ba.png

 

6. Now click on "Asset List" to view the assets of that file.

You can also expand the tabs to view the names or locations if your screen has the space.

image.png.0a61ee66c7a2ea35d5ac3b1a73208e5b.png

 

7. Once inside that tab, click on "Filter Type" and only check "Mesh". (If you are finding textures, similar to the other tutorial, just click "Texture2D", but here since this is a mesh tutorial, click "Mesh")

image.png.7596bd2f11fd5eb03f21b9a4b72de3b0.png

 

8. With the file mesh filtered, you can see if the mesh is from the character or thing that you want to edit by simply clicking on it or using the arrow keys

image.png.dfda48e24af0a8371a7dfd3d168516f3.png

 

9. Since I know this is the character I want to edit (due to previous research) I will export it for further editing in Blender.

Click on the "Export" tab and then "Export all objects (split)" to make sure we get the correct files!

image.png.99f8713c80e20c353e0b7beab20e828c.png

 

10. Select where you want to export the files, try to be organized and move each mod to their own folder.

image.png.88f83a35babee0bc68d76f2b2945363a.png

 

When making a mod, use this pattern of folders, copy them exactly as they are since they will be useful in the long run an it will give you the muscle memory required to be organized!

Do this for each mod you make and modding is going to be a breeze, probably.

image.png.6e148e7b82f10e7e65f30fe60dfd3dbc.png

 

11. Wait a bit for the file to extract, it might take some time, after that, lets check the new folder. (Some models are quite heavy, for the Monochrome mod I heard some horror stories about long waits  just to get it done due to the amount of vertexes and data, but it usually takes like a minute or so)

image.png.6bea65d3bed322466f2980743dcb1f87.png

 

12. When you finish exporting the files, lets make a backup of the original file that you opened in Assetstudio (the ".bundle", asset or blank/manifest file) to the "0 Base" folder so we have a backup just in case.

 

If you don't know which file you have opened, simple click on any file inside Assetstudio in the "Asset List" tab and then "Right click" onto it and go to "Show original file"

image.png.025dee5330ca3a4692ca4a9270ba7acc.png 

13. Once that is done, you will have your folder with textures and an "fbx" file, all ready to be used in Blender!

image.png.488ebd1a7e399c1fe9efd75f20c78f88.png

 

Well done, lets move to Blender now to edit this model.

 

But if your game has a weird file structure or you can't find the models/textures, follow this extra steps:

image.png.4b89077af413caaf5853c842004ddba5.png

Beware that this could easily take 40GBs of temporal space in your main hdd.

This is due to the program extraction of ALL the game files in that location but don't worry, after you close Assetstudio all that space will be back.

So only do this method if you cannot find the models/textures or your game has a mess of garbage names.

 

Extra step 1:

Once you got "Assetstudio" ready with the correct copied settings from above, instead of opening a single file, open the entire folder of files by going to "File" and the "Load folder"

image.png.5cec3223825e8dd5d68f4868b8506a4d.png 

 

Extra step 2

Select the location of where all the files with garbage names are located, usually "Yourgamesname > yourgamesname_data > StreamingAssets > aa >StandaloneWindows64 "

image.png.789fc76b738f0db56b31cbad412eb7d5.png

 

Extra step 3

After you wait for the really long extraction of ALL the files in that folder, you can search all the models in the game.

image.png.64dffff3730c72aca923d2a90cf714d0.png

 

Now go to "Asset List" and use "Filter Type" tab and check "Mesh" (or "Texture2D" if you are searching that) to reduce the amount of files that we don't need to edit right now.

image.png.c523058ccb7c6520ac26723f86215665.png

 

Extra step 4

Use the "Name" and "Container" tabs to filter the files so you can find the thing that you want to edit, since it will be filled with lots of random meshes, use that accordingly.

 

Extra step 5

Once done you find the mesh that you want to edit, "Right click" onto it and go to "Show original file"

image.png.025dee5330ca3a4692ca4a9270ba7acc.png 

Remember that file name, because we are going to use it in "Assetstudio"  later on.

On the next step we are going to open that file that you found with the mesh that you want.

It will probably have a random name, so be sure to get the right one.

 

Extra step 6

Re-open that file that you found by "showing the original file" so we can have just that one open and then go to

"Export" tab and then "Export all objects (split)" to make sure we get the correct files!

image.png.99f8713c80e20c353e0b7beab20e828c.png

 

Select the folder where you want the exported files and that should be it, let it export and copy the base file into the "0 base" folder.

Now you just found the meshes/textures or your model from the sea of garbage names!

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

Some files might export multiple folders instead of just a single one, that is normal because the game might have multiple meshes or characters for that same file!

image.png.0767623ea40d999678bee0f057d6ae2e.png

We just need to edit it one by one, or edit the one that you like.

In this example I will only edit the main clothes of a character and not her "Default pose outfit", but you can edit as much or as little as you want, it is all up to you!

 

Normally games just have a single folder for each file like in Neptunia Sisters VS Sisters.

image.png.c9f9d1ef3e54b27068988673344630bb.png

Each game has their own quirk even if they share the same steps.

 

 

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INDEX: 2 - HOW TO EDIT ANY MODEL OF AN UNITY GAME IN BLENDER

OPEN THE SPOILER TAB TO VIEW THE STEPS!

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With the FBX file ready, it is time to open it in Blender.

This tutorial will go through the basics on how to make a basic model mod.

Importing meshes from other models requires adjusting the data and weights of it and it can cause errors while generating meshes, so this will just go over editing the models without new external meshes.

 

1. Open Blender and click on "General" so we can create a 3D Model edit.

image.png.06f69b23c88563617c507fccd73787e7.png

 

If your blender just opens by itself, click on "File" > "New" > "General"

image.png.ad702a43113f4020d8a94db3b2b9767f.png

 

2. Hold "CTRL" and "Left click" the 3 files on the right, then click "X" to delete them (if asked, click "Yes" to delete them)

image.png.a2435e80add85e1c1b6dd3d88b4a3b2c.png

 

3. Now lets open the "FBX" file that we got from "Assetstudio".

Go to File > "Import" > "FBX".

image.png.700349a3f81601069ada36546817a110.png

 

4. Check these exact settings when importing it!

It is imperative that you check them like these or it will have problems with the scaling or positions!

Don't worry, all Unity games use the same settings for their models.

image.png.eb2ac5ba3c3c3efd61d58bbb69ef20c8.png

image.png.0f569d7c7c8547462570a9b4e7f756cb.png

After you got all the same import settings, left click on "Import FBX"

 

5. Get used to the controls

Basic controls: 

  • You can rotate the 3D View by holding the "Middle mouse button" in your mouse (If you are using a touchpad, you can remap it to another button but it is really tedious to do, so use a mouse if possible, a cheap one will do too)
  • To move around hold "Shift" and hold the "Middle mouse button" to move around. 
  • You can zoom in and out of the 3D View by using the "Scroll wheel"
  • You can scale things by holding "S" to be bigger or smaller  (you can also press X, Y or Z to change the size to those axis)
  • You can move things by holding "G" (you can also press X, Y or Z to move them in those directions)

With those basic controls you should be able to move around in Blender.

Now lets give some color to the model since it might be grey when you import it and full of random bones and armature. 

Also don't worry if it is T-Posing, that is how the models are done in Blender.

 

In object mode (the thing on the left of the screen), click on the eye button (View Object Type) and hide the eyes by simply "left clicking" on the 3 eyes marked (Armature, Lattice, Empty)

image.png.1dfd07d45dc4f5240edef09ea0606002.png

 

Doing so will hide the unnecesary and advanced stuff for this tutorial.

 

To get some color, simply click on the "Viewport shading" and then click on the "Solid sphere".

After that go to the dropdown tab of "Viewport shading" and click on "Texture" as the color!

image.png.3e9e4f9651d2f4ffd58922ce4beb2fd8.png

 

Now we have the model ready, if your model still lacks color, we can still make edits without them but after you finish reading this, below there are going to be some extra steps to troubleshot the lack of color.

It is normally related to lack of textures.

 

6. Lets start editing the model, so I will do an skirtless mod.

Still in "Object mode", left click the mesh that you want to edit, it will be marked out with an outline.

After that, switch to "Edit mode" from "Object mode" in the left corner.

image.png.3412efd1a8bd45223a63894af96e163b.png

 

7. Once in "Edit mode", we are going to have to learn some new basic controls in addition to the other we just used.

Basic controls part 2: 

  • Press 1 or 3 to switch between "Vertex select" or "Mesh select", always choose "3" when doing edits.
  • Press "L" while hovering over a part of a model and it will select most of the part that joins it, for example here I just pressed L and it got the entire left sleeve instead of manually selecting it, use this to your advantage!

image.png.04289afc5f9ec0e4177106879bc03683.png

  • Press "A" to select everything.
  • Press "X" and then "F" to delete faces, this is the most usual thing when editing.
  • To de-select anything, hold "Shift" and then click on the thing that you want to de-select. It also works with "L", so you can use "Shift + L" to deselect multiple sections.

 

Now with those new basic controls, I will be deleting part of the onepiece to make it shorter.

 

Remember to use the view compass to face the model to any direction that you find useful to edit.

The marked option is called "Toggle X-Ray" so that is useful to view behind the model, this is due to the fact that when selecting stuff on edit mode, the behind and inner parts are not selected, so use that to select everything!

image.png.660cfc75d38972a88da4424696010a99.png

 

Blender has a lot of tools, but I prefer using these selections tool to get the dress shorter, this section is pretty general on the explanations, so if you are interested, do research on some Blender tutorials.

I am sure you will love it.

 

I will be using the square select box to get the dress height shorter.

image.png.6acc57c8e47fe44cc865e1782d851f2a.png

 

Once selected, press "X" and delete it with "F" (there are other options, so test them out, I use "F" because it is muscle memory)

image.png.3dab3fe3eaf400ef462077961d6aba38.png

 

Now the onepiece is shorter, but the skirt is on the way.

image.png.c976e2d00dba16c9c02abbc4c026a3fb.png

 

So we need to change from "Edit mode" to "Object mode" and "Left click" the skirt that I want to edit.

image.png.ba70d5fe72ba5c5ac3eab16da65d755d.png

 

After it is selected, "Left click" on "Edit mode" and do the same process of deleting the meshes from above!

image.png.fae21c4fd91576be5d2f5a44a770cacc.png

 

The usual stuff, delete it and the with the left behind skirt, we should make it smaller so the game doesn't crash due to deleting it.

Always leave at least a single pixel or small part of the model that you want to delete, even if it is small, the game will find it and it will avoid you a lot of headaches! 

image.png.7c7281ccb35b4181f1e6633336b6b58d.png

 

I will use the "S" key to make it really small and "G" to move it inside the model.

image.png.9356d537b489a1adf20ad65d48875d87.png

 

Once that done, you will have your model ready and skirtless or with any edit you made.

image.png.505dcf9e5f04db11def564294c352a0d.png

 

8. If you want to change the textures or colors, "Left click" onto the part you want to change in "Object mode" then go into "Edit mode" and select the area you want to change.

image.png.f906636e8f1a1d38e19856fa25fae5e0.png

 

Then click on "UV Editing" and move the selection area in the texture file.

Here is where you can use custom textures by using the other texture tutorial, you can combine the texture modding tutorial with this to get some custom textures in here.

 

Since I will be doing a simple edit, I will make her legs to a different color.

If you can't find the selection in "UV Editing", you can always press "A" to select everything.

image.png.87b8f7e996c2c32202bf5e859f745fcf.png

 

You can use the previous step to view the current changes to the texture. 

Here I move the selection to another area of the textures (by pressing "G") to make her socks longer.

image.png.8db930f5b2d2eddf1f3b1045f60ef1f3.png

 

Here is the entire selection, remember to use "L" for each zone to select it, or "Shift + L" to deselect any section.

image.png.8db930f5b2d2eddf1f3b1045f60ef1f3.png

 

And here is the final result, change to the "Layout" tab.

image.png.4b6eed0091f8d3a751c4283b7d31cd5e.png

 

You can also use the UV Editing part to make her nude there, if you change the selection to get skin instead of the sock material. 

image.png.bdc696d873f300323b903137c504b931.png

And you can make it look even better by using custom textures or even custom models but that would be even more advance for this tutorial, so I will leave her as is.

 

9. Now we need to write down the names of the things we have edited so we can port them to Unity.

In "Object Mode", "Left click" on an object you made an edit, in this case the "onepiece"  that she wears.

image.png.b36c95b9586f1f4dfe258ced99ee22c0.png

 

Now go to the "scene collection" tab (you can resize it if it is too small by holding the edges) and search for the highlighted object, in this case, the "onepiece".

image.png.3d9af6a41afbe5ee639ff07f6f860335.png

 

Write down the name of that file and do the same for the other parts, remember that the small part that we made can be found in here, so just use the arrows to move between the objects and when you get the highlighted items ready, just write the names!

image.png.2e25fc9c447ec7f18bcecdfd5c3987e2.png

 

Files that you only have done "UV Editing" and without meshes also count, so mark them down.

image.png.2b0e7539981ef10cf5ff6b13fa5121a0.png

 

10. Now this is important, if your game models has a name with an ":" inside of it, we need to rename them on the files that we plan to import into unity! (it is not necessary on files that are not edited)

If they do not have a ":" inside, then you can skip this step.

 

For example these edited model meshes have these files with ":"

  1. env_bone:mesh_shunya:flil_low
  2. env_bone:mesh_shunya:onepiece
  3. env_bone:mesh_shunya:legs  

so we would need to rename them to something else, I simple make them like this.

image.png.b1a3a2ef990337dd17e4c7f5b11df0a2.png

To rename them, just double "Left click" on them and you can rename it to any name as long as it doesn't have a ":" on it.

Try to make them similar to the original name for easier use.

 

11. Finally after you got the names of the meshes that you have edited from the steps above either with the original ones or the new ones if they have a ":" included, then we are ready to export the file!

 

In "Object mode", "Left click" outside the model so nothing is selected.

Then go to "File" > "Export" > "FBX".

image.png.5f786e19a8106a98d8cf102aba02d4e1.png

 

12. Inside the FBX Export window, copy these exact settings or Unity might have an issue generating the meshes!

image.png.d2ec120db761dc01cd1474ed9c80a607.png

 

More settings you need to copy!

image.png.c56c7ed8c88e916a7631d6efb48642f6.png

 

Also copy these too.

image.png.dd44c656dd245e772fd620c0e4fe8dae.png

 

You can put the file with any name as long as it has .fbx but make it short for easier use if possible.

Then click on "Export FBX" and save it onto the extracted folder of the Assetstudio file we got.

 

13. Once that is done, you will have both the original FBX file and the newly edited with your stuff in Blender in the same folder.

image.png.ff2d83cf12f3bfd4e4961c81e8ff9460.png

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

If your model doesn't have textures when you import it to blender even though you clicked on the options above to see them, follow these extra steps.

 

Extra step 1:

After you got the model in Blender, click somewhere empty in Blender in the 3D View in "Object Mode".

Then press "A" to select everything and go to these red icon. (Material tab)

From there "left click" on the same icon but in white and give the object a texture by selecting it.

image.png.228daa8a7d190e5b48eff78511b19617.png

The texture is usually the file with the name on the folder of the extracted FBX file from Assetstudio.

It should be done seamlessly by itself but it could fail, so that is the manual way of doing it.

image.png.816202e4c7b31c14931631d5988943c5.png

 

Also make sure to copy the exact same "Import" and "Export" settings or the next step in Unity is pretty much guaranteed to fail, for sure.

 

 

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INDEX: 3 - HOW TO IMPORT AN EDITED BLENDER MODEL OF AN UNITY GAME INTO UNITY

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Since we got the 2 FBX files (The original one and the edited one), it is time to open unity. 

 

1. Open Unity and create an account if you need it, after that Unity will open the "Unity Hub"

2. From there create a new "new project".

Remember the save file location, it will go into "your documents" if left by default.

image.png.69d8bcd3761a5e99808cb94a757ae502.png

3. Then above, in the program border, you can choose the Unity version that you want to use, you can use the one we found from the games files or go with the trusty "Unity 2020.3.36f1 (64-bit)" version.

 

4. Select "3D" core, rename the project to a name you like and change the project location if you don't like it by default, then "Create the project".

image.png.f4764dc41e575616840a4ac96f21369e.png

 

5. Wait a bit for the files to be generated and here is the Unity window.

Get accostumed to it since we are going to use it for a bit.

image.png.083882661592f3f0aa5605560ee628f6.png

 

6. Now lets start by creating some folders for the tools to create meshes! 

"Right click" on the empty space on "Assets" > "Create" > "Folder"

14openablankunityprojectandcreateanewfolderlikethis.png.379c306e3790f9fe7bb5fb298ec72833.png

 

We need to make 3 folders in here and with these exacts names and punctuations! 

  • Editor
  • Export
  • Prefab

15createthisfolders.PNG.d42237b65113240690e2955ca79624e3.PNG

 

8. Now enter inside the "Editor" folder and it is time to use the files included on the tutorial.

After extracting the .rar included in the tutorial, drag and drop the file that has the skinned mesh addon for Unity onto the Editor folder (don't mind the other file in the image, it is for a test) 

16dropyourskinnedmeshgeneratorhereintheeditorfolder.PNG.ad972ca370e5b0e5fdd09a5dbccaf9f8.PNG

 

9. After that is done you will notice that you have a new options tab above the Unity bar in the "Tools" section, we are going to use it later on.

image.png.4a9d675e73e9335bd5755809a094e001.png

 

10. Once that is done, lets install the other addon onto Unity so we can build the actual data files so it is easier than compiling the entire thing!

Open the "Window" tab and go into "Package Manager".

17installtheassetbrowser.png.b8c17acf274a5f98119216ed802b11e1.png

 

11. From there "left click" onto the "+" icon and "Add package from disk".

Search the extracted folder of "AssetBundle Browser" included in the .rar and open the "package.json" file so Unity can add it.

18searchthefileandinstallit.png.ade95a051743852c4e76779517c1821e.png

image.png.87cc41ed25a5782f3e4a501d04adf903.png

 

12. Once that is done, it is time to import the FBX Files into Unity. 

We can simply drag and drop both FBX files inside the Unity "Asset" window

19droptheoriginalfbxthendroptheeditedblenderfilefbx.png.133db11201fcf8d53ba17b5ccbf00768.png

But make sure to drag and drop the original fbx file first and then the edited fbx file so we can have an easier time when generating the meshes.

20ready.PNG.193b5728f094cc468ec2e64cbe2d480e.PNG

 

13. After both files are inside the Unity "Assets" window, we need to move them into the "Scene" panel on the left so we can actually see them rendered. 

Drag and drop the original .fbx file of your model onto the left panel and then do the same with the edited .fbx file.

21dragthefilesintoscene.PNG.77f9cd4a5b3f5607cd8db9a1a264a741.PNG

Make sure to drag and drop the original fbx file first and then the edited fbx file so we can have an easier time when generating the meshes.

 

14. Now that both files are inside the scene we can view them but don't worry if they look off there.

In-game they should look fine if you didn't do some drastic changes on Blender or use the wrong import/export setting during that section.

 

15. Now that the files are on the Unity "Scene", we need to open the "Prefab" folder that we have created on the "Assets" window below.

Once inside the "Prefab" folder, drag the original .fbx file from the "Scene" into the "Prefab" folder.

Use the image example if you got lost.

22dragthefilesfromthescenetotheprefabpagedothesamewiththeeditedfbx.PNG.ea7d7c5a3b0aa4c06bb279412c3b9b29.PNGClick on "Original Prefab" when prompted.

 

Now do the same, with the edited .fbx file, drag it from the "Scene" window into the "Prefab" folder and click on "Original prefab" when prompted.

 

Always follow the order of original .fbx file first then the edited one!

 

16. This is how your "Prefab" folder should look like if you have moved the files from the "scene" into the "prefab" folder and if you click on one of them, you can see a "Open prefab" window too.

23openprefabofeditedfbx.PNG.873c5ecdbc94b97ef00eefd891297914.PNG

 

17. Select the edited .fbx mesh that we made in Blender inside the "Prefab" folder and click on "Open prefab"

23openprefabofeditedfbx.PNG.873c5ecdbc94b97ef00eefd891297914.PNG

 

18. Your window should be changed like this, now with this view, go into "Tools" > "Mesh" > "Generate Skinned Mesh Component" (beware that this option is not going to appear if you failed to import the "skinned mesh renderer" addon into the "Editor" folder in Unity from some steps ago)24generatemesh.png.592d20a8975ca75be645506995b4f709.png

 

19. With a new window open, it is time to remember the names (original or changed if it had a ":") from the meshes that we have edited in Blender (good thing we marked them down somewhere).

 

Click on the marked circle and select the "Base mesh" from the original .fbx model.

In this case I will select the onepiece so I need to click on "env_bone:mesh_shunya:onepiece"

image.png.c70eedfd8c716364b821acfc79e307b5.png

 

Then click on the "0" and change it to a "1" so we can add a mesh to be generated (you see where this is going?)

Click on the "circle option" (marked in red) and here select the mesh that you have edited in Blender from the edited .fbx file.

Don't worry if this is only one mesh, we can do this step multiple times.

image.png.3db8226a87e7d9411f470d1aad91adaf.png

 

Once selected, this is how your screen should look like. 

We have the original mesh .fbx file part that we use as a base and we have the new one that is edited in Blender below.

Only thing left to do is click "Generate".

I wish you the best of luck!! 

image.png.71faa03059d2f38c065ae2823f3dcb56.png

 

This part has 2 endings:

Ending 1 - The good ending:

You either followed the guide step by step without skipping anything (seriously even the easy stuff is required for increasing the chances of the mesh being generated) and you get this prompt (not with the same number but something similar)

image.png.9fc1834bc515d3dd61d98903c1f14567.png

 

Then I am glad to announce you just finished the most difficult part of the guide!

This is the single most critical point of failure of people when doing unity mods, so now that you followed the steps and copied all the settings, the rest of this is going to be a piece of cake, congrats!

 

Ending 2 - The bad ending:

You received an error in red like "Unknown handle" or "Unknown key.exception", then I am afraid you didn't follow the guide and that is the most generic error when generating meshes.

You can either redo the entire process or give up, I don't judge you, it is difficult to fail here but there's nothing we can do to fix it since the error is so generic that it could possible be anything, so please follow the steps and copy the exact same settings even the ones that are "unmarked".

 

I make a huge point about this because I am sure that most people are going to have trouble with that part if they don't follow the guide exactly as it is written.

 

All the Unity models mod follow this exact same steps to make a mod, but there is another way to make custom models mods for Unity but that one is really bad and it have issues with scaling on the models.

I will not explain that method since this guide is pretty long as is and I don't want it to be that confusing.

 

20. Now with the mesh generated, we need to do the previous step for each new mesh that we made in Blender, so I will do this for the Onepiece, the legs and the skirt.

image.png.035e6f2afbf46c8abbc626fb4f1d42cb.png

 

If you use the original name on both the fbx files (the original and the edited one), always pick the top choice in the "base mesh" and the "bottom choice" for the option below where you put a "1".

 

That is why I made you drag and drop the original .fbx file first and then the edited one, for that exact step.

So don't forget to read the guide without skipping it.

image.png.76f6ea8c29cdb4fb7674444e34776f1b.png

 

21. After all the meshes are generated, go to the "Export" tab in your "Assets" window

In here you will find the newly generated meshes that you got from the horrible process before by generating them one by one.

image.png.5c5f368674924eb95a2243b2db353674.png

 

22. Now lets click on one of the meshes, and look at the inspector window below where it says "AssetBundle".

image.png.d8e6b8add22161c3773e15df4621a1ef.png

 

23. In that section, click on the dropdown tab where it says "none" and then click on "new".

Here we need to write an easy name for the bundle.

Try to copy the original one from the mesh, so I will put "fill" in here.

image.png.8d66d536eea994ba2be33acf7296e4c7.png

Rename it and press "Enter" to confirm the name.

image.png.7d24fa1f798d000c7c64b723574cece6.png

 

24. Now that we have the exported mesh with a proper name, do the same from step 21 with the other exported models.

In my case I will have to add a name to the "legs" and "onepiece"

image.png.e0b4b799ccf205accc108b7c68ddb75a.png

image.png.3c50cdad61cec55c71d93ca0e65953c3.png

 

25. Once everything is renamed, open the "Window" tab > then go to "AssetBundle Browser".

image.png.efdb8e55e868bd2358c33ae4d26c6d9b.png

 

26. A new window should appear, here is the "AssetBundle Browser", click on the "Configure" tab to make sure all the exported mesh files have their names added.

You can click the "Reload" icon near "Configure" if they don't appear too.

image.png.f43002fd978e989d3d7c8e95f4bd684d.png

 

27. Once they are there, go to the "Build" Tab and copy these settings.

After they are copied, go to the "browse" button and select the inside section of the  "3 Unity" folder we made before.

image.png.88ecb64ac909b50338db1f335ba3df07.png

image.png.61b70922b7618b8a61ebbc26d80255a2.png

 

28. After that, just build the bundle file.

image.png.3e528e4f6a4e2b0d61d096a62e2bef1b.png

 

After some minutes from the build, you will find some files with the names that you gave them during the export section.

So here I have 3 export files and the basic Unity stuff.

image.png.a4521ca9a94224d7037a79d1efba5fa3.png

Do you remember the blank and manifest files?

They are back, so we need to open them in pairs but we will do that on the last section luckily.

Don't worry the worst just passed, over here it is smooth sailing.

 

With that concludes the Unity section of the guide.

It is the most difficult part of the guide without counting the stuff we do on Blender, so I don't blame you if you fail on your first attempt but read the guide properly and you will have your models mods ready in no time!

Or you know, just do textures mods, that is pretty easy and less of a headache.

 

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

> Is it possible to find a fix for the "Unknown catch/exception" error when generating meshes in unity?

Not really, it is a generic error, you would have to retrace your steps and do it all over again.

It could be as simple as exporting a model in the wrong way or changing some weights and bones without noticing to almost anything.

That is why, you must follow the guide step by step and with the same settings.

 

Although there is another method to import models into Unity but it is even worse than this, so I will refrain from explaining it. 

 

Hopefully in the future someone finds an easier way of porting models to Unity, but this is a guaranteed way of doing mods with no issues on the armature, weights or bones! 

And that is the way I have being doing Unity mods for all this months, including the Nep SvS modpack with all the 50+ new models

 

Although getting this far into the guide only to fail at generating the mesh just because of a human oversight of skipping to read something from this guide is truly a shame.

 

You can also use 3DMigoto and avoid all these stuff, but 3DMigoto is also really hard to use with all the name variables and command lines to get the right buffer on the frame of the model, it is better just to stick to textures sometimes.

 

 

Good luck and lets move to the final section!

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INDEX: 4 - HOW TO IMPORT RAW DATA MODELS INTO UNITY FILES WITH UABE

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Last section!

1. Go to the "3 Unity folder" we made and open "UABEA".

image.png.c58ff6fe30b09de48f3e7427a592c212.png

 

2. You can turn the "Dark mode" here to save your eyes, if you want.

image.png.a09ea856e14b2efae1746d5589eb1303.png

3. Remember the directory of the "3 Unity" folder, then go to "File" > " Open".

image.png.09d510dc1ef12cf452fcd3fcff3aaebd.png

 

4. Open the directory of the "3 Unity" folder and now open the first pair of exported files from unity.

In my case I will open the "legs" and "legs.manifest" file. 

 

Remember to only open files of the same name and in pairs if they have ".manifest" file or just by themselves if they use a ".bundle" extension.

 

You can hold "CTRL" to select both files.

image.png.119600e0490eabfa198f36ce4a17930d.png

 

5. Once you "Open" the files, you will see a pop up window asking for a place to store the temporal files.

Always select "Memory" since it will clean itself after you close the program!

image.png.ad7299c776c49fceb2f5aca048b89591.png

 

6. Once that done, you will have your files loaded, so just go into "info" for now.

image.png.95c4783ba6a542548a1e674d1596bc98.png

 

7. Here we have multiple options, but we just want the mesh file "raw data", so we need to:

"Left click" onto the mesh file, then go into "Export Raw Data" and select the "4 UABEA" folder we made some sections ago.

image.png.72cb6107136fbe8bf66b7b7ba7fa81e3.png

 

So extract the "Raw data file" from the mesh inside the "4 UABEA" folder.

image.png.f9ab47234266427ba22caad8b1344e7d.png

Do not change the name or the .dat file extension!!

 

8. Then simply go to the "File" tab > "Close"

image.png.e6a84ed038b76dbb9b8fcfb52b53688a.png

 

9. Do it again "File" > "Close" 

image.png.4160e54455bf369c1ad052f9e9d1a65e.png

 

We need to do that so we don't corrupt the data by simple closing it, similarly to how you "safe eject" a USB drive.

 

After that is done, we need to do the same process with the rest of the exported files that we got from Unity, so I will start from step 3 of these section again and do the rest of the files.

In my case I should only have left the "legs" and "onepiece" left after that one.

 

10. After doing that process for the rest of the export files, we should have some ".dat" files inside the "4 UABEA" folder, these are our meshes.

image.png.3a98dd9ccb6f7af2426bdcf8c3aaface.png

 

11. Now, copy the base file from the model that we got from Assetsudio from the "0 Base" folder into the "4 UABEA" folder so we can edit it.

Just copy it, do not cut it, so we can have a backup.

image.png.4f04e1a83d7f1546d2ab65db0ccaa0c9.pngimage.png.97d42a4b4c35220738c774abe608aef4.png

 

12. Open "UABEA" again, and go to "File" > "Open" and select the file you got from the "0 BASE" folder, in my case it was "chara_001" but in yours it could be something else, even with a ".bundle" file, it just depends of the Unity game.

image.png.386f900bbb6215dd1bffd68ea47a73a1.png

 

13. Once you "Open" the files, you will see a pop up window asking for a place to store the temporal files.

Always select "Memory" since it will clean itself after you close the program!

image.png.ad7299c776c49fceb2f5aca048b89591.png

 

14. Left click on "Info".

image.png.263e243308da9c002262532e07145f7c.png

 

15. To find the stuff that we need to change, press "CTRL E" and you will get a "Type filter" tab similar to Assetstudio.

So here "deselect all" and only mark the thing that we want to change, in this case "Meshes".

image.png.14d76ce7fa00436d4efff45fa9b961ce.png

 

16. With only the "Meshes" selected, click on the "X" and sort by "name" if you want.

We need to find the original meshes that we edited in Blender, in my case I need to find these ones:

  1. env_bone:mesh_shunya:flil_low
  2. env_bone:mesh_shunya:onepiece
  3. env_bone:mesh_shunya:legs  

 

17. Once you find them, simple "left click" on one to select it, then "left click" onto "Import Raw Data"

image.png.181f9c313ec931deb093d31feb8c7d07.png

 

18. Inside this window, select the corresponding extracted data from Unity.

For example: in this case I want the "Raw Data" from the extracted "legs" model, so I will select the "legs.dat" file and open it.

One easy way to tell which file you are currently importing data is to read the "name" on the side.

image.png.5e9ff98b900ed9a0124b0c29228b7f15.png

So open the corresponding file with the corresponding export raw .dat files that we got from the previous steps. 

 

Do not mix the data files or they will appear invisible during the game.

For example: Only use the "onepiece" .dat file for the "onepiece" file in UABEA.

 

19. Once the importing is done, if you expand the window of UABEA, you will notice that the modified tab has the file we just edited with a "*".

image.png.b05ce291e5a03dbc81c3fbe21fbfea43.png

 

Now repeat the process again with the rest of the export files that you got from Unity and then you got the .dat from UABEA.

I will start from step 17 of this section again and do the rest of the files.

In my case I should only have left the "legs" and "onepiece" to "Import Raw Data".

 

20. After that is done, go to make sure all the files that you have edited have a "*" on the modified tab.

 

21. Here you can also change textures for the model with custom ones but you should follow the 6 minute video tutorial on how to do that, just to be sure.

 

22. When you have everything edited, and imported, go to "File" > "Save" > "OK"

image.png.dcdc1c3b4cf5e4f7ad727d18b5fc1b3a.png

 

Then go to "File" >  "Close"

image.png.69578d541f8f074a416ca0be850cdf8c.png

 

23. Notice how the file has a "*" 

image.png.ef7101bb565cbdf741403604fc8e8af4.png

So once more, go to "File" > "Save"

image.png.07b49c6b500961817f2ffb8fe410b6ff.png

 

Finally go to "File" > "Close".

image.png.048a537f13abf7807f59f03ed7d26c11.png

 

Congratulations on your Unity model mod!

You can move the finish file into the "5 done" folder because the thing is truly done.

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

- You can save and close the blender project on the "2 Blender" folder if you want to be organized.

 

- And the Unity addon files can be reused later on too, so no need to create a new project.

it is a bit advance but it is convenient after a while.

Just open the same project again that you used in this tutorial with all the folders and files installed and delete the files from the scene, assets, prefab, export folders and select another folder to build the assetbundle file if you want.   

 

I seriously poured my heart into this tutorial, I hope you can use it.

Enjoy your mod and good luck! 

 

OLD GUIDE - KEPT FOR ARCHIVAL ONLY

 

  Reveal hidden contents

 How to edit models in Unity (Pretty advanced beware!) - Made by Parapara RIP 

 

 

 

 

Edited by Meekurukuru
edit: bing translate instead of google as a test
Link to comment

 I am glad to announce that the image tutorial on how to mod ANY model on ANY Unity game is here! 

 

TUTORIALSBanner.thumb.png.bf9eb5ce90d281f76136aebdfee68abf.png

  

On 9/23/2023 at 1:13 PM, Meekurukuru said:

Tutorial for editing ANY Unity model (with images)

This is an advance tutorial, on how to mod models in ANY Unity game!

Beware that the location of the files might differ from game to game, but the process is practically the same for all the Unity games, so adjust accordingly.

 

I will divide the tutorial in different sections so it is easier to follow and add screenshots so you can follow along to get your mod ready.

As always if you get stuck, read the steps carefully, they it might get a bit overwhelming, it is not an easy thing to mod but it is totally doable.

No video for this tutorial since it would be 1 hour long at the least!  Also written guides are neat

image.thumb.png.c6ba7266d825fb68e51376549c66822e.png

INDEX: REQUIRED PROGRAMS

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Lets begin with the programs used for this and in the order of when they are used too:

We will need the following programs

  1. Assetstudio https://github.com/Perfare/AssetStudio/releases 
  2. Blender https://www.blender.org/download/ 
  3. (Only if you plan to edit textures as well) Any image editing software of your choice like Photoshop or Gimp https://www.gimp.org/downloads/ 
  4. (Only if you plan to edit textures as well) Paint.net https://www.getpaint.net/download.html 
  5. Unity version of your game (It is pretty easy to find and it will be explained in the tutorial) but I will be using Unity 2020.3.36f1 (64-bit) since it is the one that is compatible with the plugins required for some meshes, use this one preferably  https://unity.com/releases/editor/whats-new/2020.3.36
  6.  UABEA https://github.com/nesrak1/UABEA/releases/tag/v6 

You will also need these 2 files for your Unity so we can generate meshes and export them mesh without having too much of a headache.

Just extract them somewhere where you can remember to use them later.

  0. Unity addons.rar 423.78 kB · 3 downloads


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INDEX: HOW TO CHECK IF YOUR GAME IS MADE IN UNITY AND WHAT VERSION IT USES

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Before we actually start with the steps, find out if your game is made in Unity, some games pay to have the watermark at the start from Unity removed, others don't so it can be a bit hard to find.

 

Easiest way to find out is to search "Name of your game engine" or "Name of your game unity", if you find results with that, we can continue this tutorial, if not, your game is made in another engine.

 

You could also check the game folder and if it has a "nameofyourgame_data" folder, it is pretty likely that it is an Unity game. Also some games have "Unity" files all over the place, so might be helpful.

Here are some examples of some unity games:

Monochrome Mobius:

image.png.10d551622ec01cff80119352f15be898.png

Persona 5 Tactica:

image.png.d756c984fbe64d5ede50d4e2c9680936.png

 

Little Witch Academia (notice how the directory doesn't have any Unity file, but it does have a "yournamegame_data" folder)

image.png.e6d26136c44be599022f139081b83dae.png 

 

Neptunia Sisters VS Sisters

image.png.7407942ceb6ada386edd14f9ec0b705d.png

Now that you found that it is made in Unity, lets check which version of Unity just in case.

First enter inside of your "data" folder of your unity game and you should find this file called "resource.assets", (don't worry all unity have this file included)

imgonline-com-ua-twotoone-TUnwqH3BBFRLd6EP.png.278c3ab73c8d9cd68f7c92f41d740b14.png

 

After you find it, simple open "Notepad" or "Notepad++" (if you are using another operating system) and drag the file into the notepad window

image.png.1da3f8248bcb4a330e66750491b4cc99.png

 

Once you do that, the file will be filled with garbage data but the Unity version of the game will be displayed!

image.png.ab1dff5a23b97b95985ff9e24926013c.png

 

This is going to be useful if you want to use the same Unity version of the game!

Although I always recommend on using Unity 2020.3.36f1 just for experience, but it wouldn't be a complete tutorial if I didn't mention how to do this.

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

Also worth noting, some Unity games are made with "Mono" and others are made with "IL2CPP".

This is going to be useful if in the future if you plan on using BepInEx to mod data or textures on Unity games but that goes beyond the scope of this tutorial, so I am just going to mention it.

Little Witch Academia uses Mono 

image.png.6044066a5a2ab96e73f7ee41663b1311.png 

 

While Persona 5 Tactica, Nep SvS and Monochrome Mobius use IL2CPP

image.png.91558682b9bbc452cfbcf6c952644f44.png

 

 

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INDEX: HOW TO FIND THE MODELS OF AN UNITY GAME

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Now that we know that the game is made in Unity, we will need to find the model that we want to edit.

 

Most of the time the models are place in the following location

"Yourgamesname > yourgamesname_data > StreamingAssets > aa >StandaloneWindows64 "

image.png.34be4c58ff9aa6de14863af320220cfb.png

 

Other Unity games might also organize them in folders too.

image.png.54e17bc4c8d24db30095036807409ccd.png

 

Notice how this game has a different file structure but it is practically the same.

"Yourgamesname > yourgamesname_data > StreamingAssets > Windows "

image.png.990d3ba2b1e15b480ce31742ba7c3a64.png

The files could be either named with a pretty self explanatory name like "Chara" or "model", with the name of the characters or in the worst case, they can just be a mess of a name.

I have a solution for those kind of cases below in the guide, don't worry it is just some extra clicks to find the models on even the worst cases

 

So models can be place in all sorts of containers for Unity games but the 3 most popular ones are:

".bundle" files 

image.png.3f4c244427c6f31628babd32e231b8b0.png

 

".manifest and/or accompaning blank file" (always open them in pairs when it comes to .manifest files, so for example, if you want to open "amanda_uniform_model" you should also open "amanda_uniform_model.manifest" with it) (if the file is by itself without a manifest file, then ignore the pairs stuff)

image.png.55a38a92fa1ba4f672a9793e44677816.png

 

"Assets" files (these are normally found all in this location "Yourgamesname > yourgamesname_data") (These is a pretty normal location for textures and images if you can't find them)

image.png.aab0318edfadb1a01940489d250c03da.png

 

I will explain how to search models on the worst case scenarios like in Persona 5 Tactica where the file names are garbage later on the extracting the models part!

image.png.4b89077af413caaf5853c842004ddba5.png 

Now that you know where the models can be located, lets move to the next step "How to view and extract the models"!

 

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INDEX: 1 - HOW TO VIEW AND EXTRACT ANY MODEL OF AN UNITY GAME

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Now that we know what kind of file an unity game uses for models and where to find it, lets view them in 3D and export them so we can edit them!

 

1. Open Assetstudio

image.png.343b40df6ac7eab38c77333da6d3b438.png

 

2. Copy these exacts settings to ensure proper size and scale of the images and models that we are going to edit, also lets open the export settings, copy them exactly as they are shown! 

image.png.c02e4e03eeda8b11d3620c625a466f2c.png

image.png.f5f81f8681825760e1a4ece61c778dbd.png

The "export settings" are a really big issue when learning how to mod so please make sure you have the same settings, even the unmarked ones, copy it exactly as shown.

image.png.e3873fb0354ab1ccad91d75cdcee772f.png

3. With the settings copied, lets open the model file (".bundle" or "blank file" or "asset", it depends on your game, in this case I will open a "blank" file without a ".manifest" file)

To open it click on "File" > "Load file"

image.png.468f4e7d62ad2993bb4a9ffbe73d90f3.png

 

4. Then select the file you want to open, remember that not all unity games use ".bundle" files, check accordingly before opening them.

image.png.81dcc578c72a1d18b88e982b310a7508.png

 

5. With the file open, wait a bit for the program to find all the assets, then when it is finished you can see the progress full progress bar in green.

image.png.a62aa16ae99dd6b8a39b0f4a75f338ba.png

 

6. Now click on "Asset List" to view the assets of that file.

You can also expand the tabs to view the names or locations if your screen has the space.

image.png.0a61ee66c7a2ea35d5ac3b1a73208e5b.png

 

7. Once inside that tab, click on "Filter Type" and only check "Mesh". (If you are finding textures, similar to the other tutorial, just click "Texture2D", but here since this is a mesh tutorial, click "Mesh")

image.png.7596bd2f11fd5eb03f21b9a4b72de3b0.png

 

8. With the file mesh filtered, you can see if the mesh is from the character or thing that you want to edit by simply clicking on it or using the arrow keys

image.png.dfda48e24af0a8371a7dfd3d168516f3.png

 

9. Since I know this is the character I want to edit (due to previous research) I will export it for further editing in Blender.

Click on the "Export" tab and then "Export all objects (split)" to make sure we get the correct files!

image.png.99f8713c80e20c353e0b7beab20e828c.png

 

10. Select where you want to export the files, try to be organized and move each mod to their own folder.

image.png.88f83a35babee0bc68d76f2b2945363a.png

 

When making a mod, use this pattern of folders, copy them exactly as they are since they will be useful in the long run an it will give you the muscle memory required to be organized!

Do this for each mod you make and modding is going to be a breeze, probably.

image.png.6e148e7b82f10e7e65f30fe60dfd3dbc.png

 

11. Wait a bit for the file to extract, it might take some time, after that, lets check the new folder. (Some models are quite heavy, for the Monochrome mod I heard some horror stories about long waits  just to get it done due to the amount of vertexes and data, but it usually takes like a minute or so)

image.png.6bea65d3bed322466f2980743dcb1f87.png

 

12. When you finish exporting the files, lets make a backup of the original file that you opened in Assetstudio (the ".bundle", asset or blank/manifest file) to the "0 Base" folder so we have a backup just in case.

 

If you don't know which file you have opened, simple click on any file inside Assetstudio in the "Asset List" tab and then "Right click" onto it and go to "Show original file"

image.png.025dee5330ca3a4692ca4a9270ba7acc.png 

13. Once that is done, you will have your folder with textures and an "fbx" file, all ready to be used in Blender!

image.png.488ebd1a7e399c1fe9efd75f20c78f88.png

 

Well done, lets move to Blender now to edit this model.

 

But if your game has a weird file structure or you can't find the models/textures, follow this extra steps:

image.png.4b89077af413caaf5853c842004ddba5.png

Beware that this could easily take 40GBs of temporal space in your main hdd.

This is due to the program extraction of ALL the game files in that location but don't worry, after you close Assetstudio all that space will be back.

So only do this method if you cannot find the models/textures or your game has a mess of garbage names.

 

Extra step 1:

Once you got "Assetstudio" ready with the correct copied settings from above, instead of opening a single file, open the entire folder of files by going to "File" and the "Load folder"

image.png.5cec3223825e8dd5d68f4868b8506a4d.png 

 

Extra step 2

Select the location of where all the files with garbage names are located, usually "Yourgamesname > yourgamesname_data > StreamingAssets > aa >StandaloneWindows64 "

image.png.789fc76b738f0db56b31cbad412eb7d5.png

 

Extra step 3

After you wait for the really long extraction of ALL the files in that folder, you can search all the models in the game.

image.png.64dffff3730c72aca923d2a90cf714d0.png

 

Now go to "Asset List" and use "Filter Type" tab and check "Mesh" (or "Texture2D" if you are searching that) to reduce the amount of files that we don't need to edit right now.

image.png.c523058ccb7c6520ac26723f86215665.png

 

Extra step 4

Use the "Name" and "Container" tabs to filter the files so you can find the thing that you want to edit, since it will be filled with lots of random meshes, use that accordingly.

 

Extra step 5

Once done you find the mesh that you want to edit, "Right click" onto it and go to "Show original file"

image.png.025dee5330ca3a4692ca4a9270ba7acc.png 

Remember that file name, because we are going to use it in "Assetstudio"  later on.

On the next step we are going to open that file that you found with the mesh that you want.

It will probably have a random name, so be sure to get the right one.

 

Extra step 6

Re-open that file that you found by "showing the original file" so we can have just that one open and then go to

"Export" tab and then "Export all objects (split)" to make sure we get the correct files!

image.png.99f8713c80e20c353e0b7beab20e828c.png

 

Select the folder where you want the exported files and that should be it, let it export and copy the base file into the "0 base" folder.

Now you just found the meshes/textures or your model from the sea of garbage names!

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

Some files might export multiple folders instead of just a single one, that is normal because the game might have multiple meshes or characters for that same file!

image.png.0767623ea40d999678bee0f057d6ae2e.png

We just need to edit it one by one, or edit the one that you like.

In this example I will only edit the main clothes of a character and not her "Default pose outfit", but you can edit as much or as little as you want, it is all up to you!

 

Normally games just have a single folder for each file like in Neptunia Sisters VS Sisters.

image.png.c9f9d1ef3e54b27068988673344630bb.png

Each game has their own quirk even if they share the same steps.

 

 

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INDEX: 2 - HOW TO EDIT ANY MODEL OF AN UNITY GAME IN BLENDER

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With the FBX file ready, it is time to open it in Blender.

This tutorial will go through the basics on how to make a basic model mod.

Importing meshes from other models requires adjusting the data and weights of it and it can cause errors while generating meshes, so this will just go over editing the models without new external meshes.

 

1. Open Blender and click on "General" so we can create a 3D Model edit.

image.png.06f69b23c88563617c507fccd73787e7.png

 

If your blender just opens by itself, click on "File" > "New" > "General"

image.png.ad702a43113f4020d8a94db3b2b9767f.png

 

2. Hold "CTRL" and "Left click" the 3 files on the right, then click "X" to delete them (if asked, click "Yes" to delete them)

image.png.a2435e80add85e1c1b6dd3d88b4a3b2c.png

 

3. Now lets open the "FBX" file that we got from "Assetstudio".

Go to File > "Import" > "FBX".

image.png.700349a3f81601069ada36546817a110.png

 

4. Check these exact settings when importing it!

It is imperative that you check them like these or it will have problems with the scaling or positions!

Don't worry, all Unity games use the same settings for their models.

image.png.eb2ac5ba3c3c3efd61d58bbb69ef20c8.png

image.png.0f569d7c7c8547462570a9b4e7f756cb.png

After you got all the same import settings, left click on "Import FBX"

 

5. Get used to the controls

Basic controls: 

  • You can rotate the 3D View by holding the "Middle mouse button" in your mouse (If you are using a touchpad, you can remap it to another button but it is really tedious to do, so use a mouse if possible, a cheap one will do too)
  • To move around hold "Shift" and hold the "Middle mouse button" to move around. 
  • You can zoom in and out of the 3D View by using the "Scroll wheel"
  • You can scale things by holding "S" to be bigger or smaller  (you can also press X, Y or Z to change the size to those axis)
  • You can move things by holding "G" (you can also press X, Y or Z to move them in those directions)

With those basic controls you should be able to move around in Blender.

Now lets give some color to the model since it might be grey when you import it and full of random bones and armature. 

Also don't worry if it is T-Posing, that is how the models are done in Blender.

 

In object mode (the thing on the left of the screen), click on the eye button (View Object Type) and hide the eyes by simply "left clicking" on the 3 eyes marked (Armature, Lattice, Empty)

image.png.1dfd07d45dc4f5240edef09ea0606002.png

 

Doing so will hide the unnecesary and advanced stuff for this tutorial.

 

To get some color, simply click on the "Viewport shading" and then click on the "Solid sphere".

After that go to the dropdown tab of "Viewport shading" and click on "Texture" as the color!

image.png.3e9e4f9651d2f4ffd58922ce4beb2fd8.png

 

Now we have the model ready, if your model still lacks color, we can still make edits without them but after you finish reading this, below there are going to be some extra steps to troubleshot the lack of color.

It is normally related to lack of textures.

 

6. Lets start editing the model, so I will do an skirtless mod.

Still in "Object mode", left click the mesh that you want to edit, it will be marked out with an outline.

After that, switch to "Edit mode" from "Object mode" in the left corner.

image.png.3412efd1a8bd45223a63894af96e163b.png

 

7. Once in "Edit mode", we are going to have to learn some new basic controls in addition to the other we just used.

Basic controls part 2: 

  • Press 1 or 3 to switch between "Vertex select" or "Mesh select", always choose "3" when doing edits.
  • Press "L" while hovering over a part of a model and it will select most of the part that joins it, for example here I just pressed L and it got the entire left sleeve instead of manually selecting it, use this to your advantage!

image.png.04289afc5f9ec0e4177106879bc03683.png

  • Press "A" to select everything.
  • Press "X" and then "F" to delete faces, this is the most usual thing when editing.
  • To de-select anything, hold "Shift" and then click on the thing that you want to de-select. It also works with "L", so you can use "Shift + L" to deselect multiple sections.

 

Now with those new basic controls, I will be deleting part of the onepiece to make it shorter.

 

Remember to use the view compass to face the model to any direction that you find useful to edit.

The marked option is called "Toggle X-Ray" so that is useful to view behind the model, this is due to the fact that when selecting stuff on edit mode, the behind and inner parts are not selected, so use that to select everything!

image.png.660cfc75d38972a88da4424696010a99.png

 

Blender has a lot of tools, but I prefer using these selections tool to get the dress shorter, this section is pretty general on the explanations, so if you are interested, do research on some Blender tutorials.

I am sure you will love it.

 

I will be using the square select box to get the dress height shorter.

image.png.6acc57c8e47fe44cc865e1782d851f2a.png

 

Once selected, press "X" and delete it with "F" (there are other options, so test them out, I use "F" because it is muscle memory)

image.png.3dab3fe3eaf400ef462077961d6aba38.png

 

Now the onepiece is shorter, but the skirt is on the way.

image.png.c976e2d00dba16c9c02abbc4c026a3fb.png

 

So we need to change from "Edit mode" to "Object mode" and "Left click" the skirt that I want to edit.

image.png.ba70d5fe72ba5c5ac3eab16da65d755d.png

 

After it is selected, "Left click" on "Edit mode" and do the same process of deleting the meshes from above!

image.png.fae21c4fd91576be5d2f5a44a770cacc.png

 

The usual stuff, delete it and the with the left behind skirt, we should make it smaller so the game doesn't crash due to deleting it.

Always leave at least a single pixel or small part of the model that you want to delete, even if it is small, the game will find it and it will avoid you a lot of headaches! 

image.png.7c7281ccb35b4181f1e6633336b6b58d.png

 

I will use the "S" key to make it really small and "G" to move it inside the model.

image.png.9356d537b489a1adf20ad65d48875d87.png

 

Once that done, you will have your model ready and skirtless or with any edit you made.

image.png.505dcf9e5f04db11def564294c352a0d.png

 

8. If you want to change the textures or colors, "Left click" onto the part you want to change in "Object mode" then go into "Edit mode" and select the area you want to change.

image.png.f906636e8f1a1d38e19856fa25fae5e0.png

 

Then click on "UV Editing" and move the selection area in the texture file.

Here is where you can use custom textures by using the other texture tutorial, you can combine the texture modding tutorial with this to get some custom textures in here.

 

Since I will be doing a simple edit, I will make her legs to a different color.

If you can't find the selection in "UV Editing", you can always press "A" to select everything.

image.png.87b8f7e996c2c32202bf5e859f745fcf.png

 

You can use the previous step to view the current changes to the texture. 

Here I move the selection to another area of the textures (by pressing "G") to make her socks longer.

image.png.8db930f5b2d2eddf1f3b1045f60ef1f3.png

 

Here is the entire selection, remember to use "L" for each zone to select it, or "Shift + L" to deselect any section.

image.png.8db930f5b2d2eddf1f3b1045f60ef1f3.png

 

And here is the final result, change to the "Layout" tab.

image.png.4b6eed0091f8d3a751c4283b7d31cd5e.png

 

You can also use the UV Editing part to make her nude there, if you change the selection to get skin instead of the sock material. 

image.png.bdc696d873f300323b903137c504b931.png

And you can make it look even better by using custom textures or even custom models but that would be even more advance for this tutorial, so I will leave her as is.

 

9. Now we need to write down the names of the things we have edited so we can port them to Unity.

In "Object Mode", "Left click" on an object you made an edit, in this case the "onepiece"  that she wears.

image.png.b36c95b9586f1f4dfe258ced99ee22c0.png

 

Now go to the "scene collection" tab (you can resize it if it is too small by holding the edges) and search for the highlighted object, in this case, the "onepiece".

image.png.3d9af6a41afbe5ee639ff07f6f860335.png

 

Write down the name of that file and do the same for the other parts, remember that the small part that we made can be found in here, so just use the arrows to move between the objects and when you get the highlighted items ready, just write the names!

image.png.2e25fc9c447ec7f18bcecdfd5c3987e2.png

 

Files that you only have done "UV Editing" and without meshes also count, so mark them down.

image.png.2b0e7539981ef10cf5ff6b13fa5121a0.png

 

10. Now this is important, if your game models has a name with an ":" inside of it, we need to rename them on the files that we plan to import into unity! (it is not necessary on files that are not edited)

If they do not have a ":" inside, then you can skip this step.

 

For example these edited model meshes have these files with ":"

  1. env_bone:mesh_shunya:flil_low
  2. env_bone:mesh_shunya:onepiece
  3. env_bone:mesh_shunya:legs  

so we would need to rename them to something else, I simple make them like this.

image.png.b1a3a2ef990337dd17e4c7f5b11df0a2.png

To rename them, just double "Left click" on them and you can rename it to any name as long as it doesn't have a ":" on it.

Try to make them similar to the original name for easier use.

 

11. Finally after you got the names of the meshes that you have edited from the steps above either with the original ones or the new ones if they have a ":" included, then we are ready to export the file!

 

In "Object mode", "Left click" outside the model so nothing is selected.

Then go to "File" > "Export" > "FBX".

image.png.5f786e19a8106a98d8cf102aba02d4e1.png

 

12. Inside the FBX Export window, copy these exact settings or Unity might have an issue generating the meshes!

image.png.d2ec120db761dc01cd1474ed9c80a607.png

 

More settings you need to copy!

image.png.c56c7ed8c88e916a7631d6efb48642f6.png

 

Also copy these too.

image.png.dd44c656dd245e772fd620c0e4fe8dae.png

 

You can put the file with any name as long as it has .fbx but make it short for easier use if possible.

Then click on "Export FBX" and save it onto the extracted folder of the Assetstudio file we got.

 

13. Once that is done, you will have both the original FBX file and the newly edited with your stuff in Blender in the same folder.

image.png.ff2d83cf12f3bfd4e4961c81e8ff9460.png

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

If your model doesn't have textures when you import it to blender even though you clicked on the options above to see them, follow these extra steps.

 

Extra step 1:

After you got the model in Blender, click somewhere empty in Blender in the 3D View in "Object Mode".

Then press "A" to select everything and go to these red icon. (Material tab)

From there "left click" on the same icon but in white and give the object a texture by selecting it.

image.png.228daa8a7d190e5b48eff78511b19617.png

The texture is usually the file with the name on the folder of the extracted FBX file from Assetstudio.

It should be done seamlessly by itself but it could fail, so that is the manual way of doing it.

image.png.816202e4c7b31c14931631d5988943c5.png

 

Also make sure to copy the exact same "Import" and "Export" settings or the next step in Unity is pretty much guaranteed to fail, for sure.

 

 

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INDEX: 3 - HOW TO IMPORT AN EDITED BLENDER MODEL OF AN UNITY GAME INTO UNITY

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Since we got the 2 FBX files (The original one and the edited one), it is time to open unity. 

 

1. Open Unity and create an account if you need it, after that Unity will open the "Unity Hub"

2. From there create a new "new project".

Remember the save file location, it will go into "your documents" if left by default.

image.png.69d8bcd3761a5e99808cb94a757ae502.png

3. Then above, in the program border, you can choose the Unity version that you want to use, you can use the one we found from the games files or go with the trusty "Unity 2020.3.36f1 (64-bit)" version.

 

4. Select "3D" core, rename the project to a name you like and change the project location if you don't like it by default, then "Create the project".

image.png.f4764dc41e575616840a4ac96f21369e.png

 

5. Wait a bit for the files to be generated and here is the Unity window.

Get accostumed to it since we are going to use it for a bit.

image.png.083882661592f3f0aa5605560ee628f6.png

 

6. Now lets start by creating some folders for the tools to create meshes! 

"Right click" on the empty space on "Assets" > "Create" > "Folder"

14openablankunityprojectandcreateanewfolderlikethis.png.379c306e3790f9fe7bb5fb298ec72833.png

 

We need to make 3 folders in here and with these exacts names and punctuations! 

  • Editor
  • Export
  • Prefab

15createthisfolders.PNG.d42237b65113240690e2955ca79624e3.PNG

 

8. Now enter inside the "Editor" folder and it is time to use the files included on the tutorial.

After extracting the .rar included in the tutorial, drag and drop the file that has the skinned mesh addon for Unity onto the Editor folder (don't mind the other file in the image, it is for a test) 

16dropyourskinnedmeshgeneratorhereintheeditorfolder.PNG.ad972ca370e5b0e5fdd09a5dbccaf9f8.PNG

 

9. After that is done you will notice that you have a new options tab above the Unity bar in the "Tools" section, we are going to use it later on.

image.png.4a9d675e73e9335bd5755809a094e001.png

 

10. Once that is done, lets install the other addon onto Unity so we can build the actual data files so it is easier than compiling the entire thing!

Open the "Window" tab and go into "Package Manager".

17installtheassetbrowser.png.b8c17acf274a5f98119216ed802b11e1.png

 

11. From there "left click" onto the "+" icon and "Add package from disk".

Search the extracted folder of "AssetBundle Browser" included in the .rar and open the "package.json" file so Unity can add it.

18searchthefileandinstallit.png.ade95a051743852c4e76779517c1821e.png

image.png.87cc41ed25a5782f3e4a501d04adf903.png

 

12. Once that is done, it is time to import the FBX Files into Unity. 

We can simply drag and drop both FBX files inside the Unity "Asset" window

19droptheoriginalfbxthendroptheeditedblenderfilefbx.png.133db11201fcf8d53ba17b5ccbf00768.png

But make sure to drag and drop the original fbx file first and then the edited fbx file so we can have an easier time when generating the meshes.

20ready.PNG.193b5728f094cc468ec2e64cbe2d480e.PNG

 

13. After both files are inside the Unity "Assets" window, we need to move them into the "Scene" panel on the left so we can actually see them rendered. 

Drag and drop the original .fbx file of your model onto the left panel and then do the same with the edited .fbx file.

21dragthefilesintoscene.PNG.77f9cd4a5b3f5607cd8db9a1a264a741.PNG

Make sure to drag and drop the original fbx file first and then the edited fbx file so we can have an easier time when generating the meshes.

 

14. Now that both files are inside the scene we can view them but don't worry if they look off there.

In-game they should look fine if you didn't do some drastic changes on Blender or use the wrong import/export setting during that section.

 

15. Now that the files are on the Unity "Scene", we need to open the "Prefab" folder that we have created on the "Assets" window below.

Once inside the "Prefab" folder, drag the original .fbx file from the "Scene" into the "Prefab" folder.

Use the image example if you got lost.

22dragthefilesfromthescenetotheprefabpagedothesamewiththeeditedfbx.PNG.ea7d7c5a3b0aa4c06bb279412c3b9b29.PNGClick on "Original Prefab" when prompted.

 

Now do the same, with the edited .fbx file, drag it from the "Scene" window into the "Prefab" folder and click on "Original prefab" when prompted.

 

Always follow the order of original .fbx file first then the edited one!

 

16. This is how your "Prefab" folder should look like if you have moved the files from the "scene" into the "prefab" folder and if you click on one of them, you can see a "Open prefab" window too.

23openprefabofeditedfbx.PNG.873c5ecdbc94b97ef00eefd891297914.PNG

 

17. Select the edited .fbx mesh that we made in Blender inside the "Prefab" folder and click on "Open prefab"

23openprefabofeditedfbx.PNG.873c5ecdbc94b97ef00eefd891297914.PNG

 

18. Your window should be changed like this, now with this view, go into "Tools" > "Mesh" > "Generate Skinned Mesh Component" (beware that this option is not going to appear if you failed to import the "skinned mesh renderer" addon into the "Editor" folder in Unity from some steps ago)24generatemesh.png.592d20a8975ca75be645506995b4f709.png

 

19. With a new window open, it is time to remember the names (original or changed if it had a ":") from the meshes that we have edited in Blender (good thing we marked them down somewhere).

 

Click on the marked circle and select the "Base mesh" from the original .fbx model.

In this case I will select the onepiece so I need to click on "env_bone:mesh_shunya:onepiece"

image.png.c70eedfd8c716364b821acfc79e307b5.png

 

Then click on the "0" and change it to a "1" so we can add a mesh to be generated (you see where this is going?)

Click on the "circle option" (marked in red) and here select the mesh that you have edited in Blender from the edited .fbx file.

Don't worry if this is only one mesh, we can do this step multiple times.

image.png.3db8226a87e7d9411f470d1aad91adaf.png

 

Once selected, this is how your screen should look like. 

We have the original mesh .fbx file part that we use as a base and we have the new one that is edited in Blender below.

Only thing left to do is click "Generate".

I wish you the best of luck!! 

image.png.71faa03059d2f38c065ae2823f3dcb56.png

 

This part has 2 endings:

Ending 1 - The good ending:

You either followed the guide step by step without skipping anything (seriously even the easy stuff is required for increasing the chances of the mesh being generated) and you get this prompt (not with the same number but something similar)

image.png.9fc1834bc515d3dd61d98903c1f14567.png

 

Then I am glad to announce you just finished the most difficult part of the guide!

This is the single most critical point of failure of people when doing unity mods, so now that you followed the steps and copied all the settings, the rest of this is going to be a piece of cake, congrats!

 

Ending 2 - The bad ending:

You received an error in red like "Unknown handle" or "Unknown key.exception", then I am afraid you didn't follow the guide and that is the most generic error when generating meshes.

You can either redo the entire process or give up, I don't judge you, it is difficult to fail here but there's nothing we can do to fix it since the error is so generic that it could possible be anything, so please follow the steps and copy the exact same settings even the ones that are "unmarked".

 

I make a huge point about this because I am sure that most people are going to have trouble with that part if they don't follow the guide exactly as it is written.

 

All the Unity models mod follow this exact same steps to make a mod, but there is another way to make custom models mods for Unity but that one is really bad and it have issues with scaling on the models.

I will not explain that method since this guide is pretty long as is and I don't want it to be that confusing.

 

20. Now with the mesh generated, we need to do the previous step for each new mesh that we made in Blender, so I will do this for the Onepiece, the legs and the skirt.

image.png.035e6f2afbf46c8abbc626fb4f1d42cb.png

 

If you use the original name on both the fbx files (the original and the edited one), always pick the top choice in the "base mesh" and the "bottom choice" for the option below where you put a "1".

 

That is why I made you drag and drop the original .fbx file first and then the edited one, for that exact step.

So don't forget to read the guide without skipping it.

image.png.76f6ea8c29cdb4fb7674444e34776f1b.png

 

21. After all the meshes are generated, go to the "Export" tab in your "Assets" window

In here you will find the newly generated meshes that you got from the horrible process before by generating them one by one.

image.png.5c5f368674924eb95a2243b2db353674.png

 

22. Now lets click on one of the meshes, and look at the inspector window below where it says "AssetBundle".

image.png.d8e6b8add22161c3773e15df4621a1ef.png

 

23. In that section, click on the dropdown tab where it says "none" and then click on "new".

Here we need to write an easy name for the bundle.

Try to copy the original one from the mesh, so I will put "fill" in here.

image.png.8d66d536eea994ba2be33acf7296e4c7.png

Rename it and press "Enter" to confirm the name.

image.png.7d24fa1f798d000c7c64b723574cece6.png

 

24. Now that we have the exported mesh with a proper name, do the same from step 21 with the other exported models.

In my case I will have to add a name to the "legs" and "onepiece"

image.png.e0b4b799ccf205accc108b7c68ddb75a.png

image.png.3c50cdad61cec55c71d93ca0e65953c3.png

 

25. Once everything is renamed, open the "Window" tab > then go to "AssetBundle Browser".

image.png.efdb8e55e868bd2358c33ae4d26c6d9b.png

 

26. A new window should appear, here is the "AssetBundle Browser", click on the "Configure" tab to make sure all the exported mesh files have their names added.

You can click the "Reload" icon near "Configure" if they don't appear too.

image.png.f43002fd978e989d3d7c8e95f4bd684d.png

 

27. Once they are there, go to the "Build" Tab and copy these settings.

After they are copied, go to the "browse" button and select the inside section of the  "3 Unity" folder we made before.

image.png.88ecb64ac909b50338db1f335ba3df07.png

image.png.61b70922b7618b8a61ebbc26d80255a2.png

 

28. After that, just build the bundle file.

image.png.3e528e4f6a4e2b0d61d096a62e2bef1b.png

 

After some minutes from the build, you will find some files with the names that you gave them during the export section.

So here I have 3 export files and the basic Unity stuff.

image.png.a4521ca9a94224d7037a79d1efba5fa3.png

Do you remember the blank and manifest files?

They are back, so we need to open them in pairs but we will do that on the last section luckily.

Don't worry the worst just passed, over here it is smooth sailing.

 

With that concludes the Unity section of the guide.

It is the most difficult part of the guide without counting the stuff we do on Blender, so I don't blame you if you fail on your first attempt but read the guide properly and you will have your models mods ready in no time!

Or you know, just do textures mods, that is pretty easy and less of a headache.

 

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

> Is it possible to find a fix for the "Unknown catch/exception" error when generating meshes in unity?

Not really, it is a generic error, you would have to retrace your steps and do it all over again.

It could be as simple as exporting a model in the wrong way or changing some weights and bones without noticing to almost anything.

That is why, you must follow the guide step by step and with the same settings.

 

Although there is another method to import models into Unity but it is even worse than this, so I will refrain from explaining it. 

 

Hopefully in the future someone finds an easier way of porting models to Unity, but this is a guaranteed way of doing mods with no issues on the armature, weights or bones! 

And that is the way I have being doing Unity mods for all this months, including the Nep SvS modpack with all the 50+ new models

 

Although getting this far into the guide only to fail at generating the mesh just because of a human oversight of skipping to read something from this guide is truly a shame.

 

You can also use 3DMigoto and avoid all these stuff, but 3DMigoto is also really hard to use with all the name variables and command lines to get the right buffer on the frame of the model, it is better just to stick to textures sometimes.

 

 

Good luck and lets move to the final section!

4thUABEBanner.thumb.png.4c2f8af4d38dc647867be59fbd125865.png

INDEX: 4 - HOW TO IMPORT RAW DATA MODELS INTO UNITY FILES WITH UABE

OPEN THE SPOILER TAB TO VIEW THE STEPS!

  Reveal hidden contents

Last section!

1. Go to the "3 Unity folder" we made and open "UABEA".

image.png.c58ff6fe30b09de48f3e7427a592c212.png

 

2. You can turn the "Dark mode" here to save your eyes, if you want.

image.png.a09ea856e14b2efae1746d5589eb1303.png

3. Remember the directory of the "3 Unity" folder, then go to "File" > " Open".

image.png.09d510dc1ef12cf452fcd3fcff3aaebd.png

 

4. Open the directory of the "3 Unity" folder and now open the first pair of exported files from unity.

In my case I will open the "legs" and "legs.manifest" file. 

 

Remember to only open files of the same name and in pairs if they have ".manifest" file or just by themselves if they use a ".bundle" extension.

 

You can hold "CTRL" to select both files.

image.png.119600e0490eabfa198f36ce4a17930d.png

 

5. Once you "Open" the files, you will see a pop up window asking for a place to store the temporal files.

Always select "Memory" since it will clean itself after you close the program!

image.png.ad7299c776c49fceb2f5aca048b89591.png

 

6. Once that done, you will have your files loaded, so just go into "info" for now.

image.png.95c4783ba6a542548a1e674d1596bc98.png

 

7. Here we have multiple options, but we just want the mesh file "raw data", so we need to:

"Left click" onto the mesh file, then go into "Export Raw Data" and select the "4 UABEA" folder we made some sections ago.

image.png.72cb6107136fbe8bf66b7b7ba7fa81e3.png

 

So extract the "Raw data file" from the mesh inside the "4 UABEA" folder.

image.png.f9ab47234266427ba22caad8b1344e7d.png

Do not change the name or the .dat file extension!!

 

8. Then simply go to the "File" tab > "Close"

image.png.e6a84ed038b76dbb9b8fcfb52b53688a.png

 

9. Do it again "File" > "Close" 

image.png.4160e54455bf369c1ad052f9e9d1a65e.png

 

We need to do that so we don't corrupt the data by simple closing it, similarly to how you "safe eject" a USB drive.

 

After that is done, we need to do the same process with the rest of the exported files that we got from Unity, so I will start from step 3 of these section again and do the rest of the files.

In my case I should only have left the "legs" and "onepiece" left after that one.

 

10. After doing that process for the rest of the export files, we should have some ".dat" files inside the "4 UABEA" folder, these are our meshes.

image.png.3a98dd9ccb6f7af2426bdcf8c3aaface.png

 

11. Now, copy the base file from the model that we got from Assetsudio from the "0 Base" folder into the "4 UABEA" folder so we can edit it.

Just copy it, do not cut it, so we can have a backup.

image.png.4f04e1a83d7f1546d2ab65db0ccaa0c9.pngimage.png.97d42a4b4c35220738c774abe608aef4.png

 

12. Open "UABEA" again, and go to "File" > "Open" and select the file you got from the "0 BASE" folder, in my case it was "chara_001" but in yours it could be something else, even with a ".bundle" file, it just depends of the Unity game.

image.png.386f900bbb6215dd1bffd68ea47a73a1.png

 

13. Once you "Open" the files, you will see a pop up window asking for a place to store the temporal files.

Always select "Memory" since it will clean itself after you close the program!

image.png.ad7299c776c49fceb2f5aca048b89591.png

 

14. Left click on "Info".

image.png.263e243308da9c002262532e07145f7c.png

 

15. To find the stuff that we need to change, press "CTRL E" and you will get a "Type filter" tab similar to Assetstudio.

So here "deselect all" and only mark the thing that we want to change, in this case "Meshes".

image.png.14d76ce7fa00436d4efff45fa9b961ce.png

 

16. With only the "Meshes" selected, click on the "X" and sort by "name" if you want.

We need to find the original meshes that we edited in Blender, in my case I need to find these ones:

  1. env_bone:mesh_shunya:flil_low
  2. env_bone:mesh_shunya:onepiece
  3. env_bone:mesh_shunya:legs  

 

17. Once you find them, simple "left click" on one to select it, then "left click" onto "Import Raw Data"

image.png.181f9c313ec931deb093d31feb8c7d07.png

 

18. Inside this window, select the corresponding extracted data from Unity.

For example: in this case I want the "Raw Data" from the extracted "legs" model, so I will select the "legs.dat" file and open it.

One easy way to tell which file you are currently importing data is to read the "name" on the side.

image.png.5e9ff98b900ed9a0124b0c29228b7f15.png

So open the corresponding file with the corresponding export raw .dat files that we got from the previous steps. 

 

Do not mix the data files or they will appear invisible during the game.

For example: Only use the "onepiece" .dat file for the "onepiece" file in UABEA.

 

19. Once the importing is done, if you expand the window of UABEA, you will notice that the modified tab has the file we just edited with a "*".

image.png.b05ce291e5a03dbc81c3fbe21fbfea43.png

 

Now repeat the process again with the rest of the export files that you got from Unity and then you got the .dat from UABEA.

I will start from step 17 of this section again and do the rest of the files.

In my case I should only have left the "legs" and "onepiece" to "Import Raw Data".

 

20. After that is done, go to make sure all the files that you have edited have a "*" on the modified tab.

 

21. Here you can also change textures for the model with custom ones but you should follow the 6 minute video tutorial on how to do that, just to be sure.

 

22. When you have everything edited, and imported, go to "File" > "Save" > "OK"

image.png.dcdc1c3b4cf5e4f7ad727d18b5fc1b3a.png

 

Then go to "File" >  "Close"

image.png.69578d541f8f074a416ca0be850cdf8c.png

 

23. Notice how the file has a "*" 

image.png.ef7101bb565cbdf741403604fc8e8af4.png

So once more, go to "File" > "Save"

image.png.07b49c6b500961817f2ffb8fe410b6ff.png

 

Finally go to "File" > "Close".

image.png.048a537f13abf7807f59f03ed7d26c11.png

 

Congratulations on your Unity model mod!

You can move the finish file into the "5 done" folder because the thing is truly done.

 

EXTRA MODDING INFO - IT IS NOT REQUIRED FOR THIS TUTORIAL

- You can save and close the blender project on the "2 Blender" folder if you want to be organized.

 

- And the Unity addon files can be reused later on too, so no need to create a new project.

it is a bit advance but it is convenient after a while.

Just open the same project again that you used in this tutorial with all the folders and files installed and delete the files from the scene, assets, prefab, export folders and select another folder to build the assetbundle file if you want.   

 

I seriously poured my heart into this tutorial, I hope you can use it.

Enjoy your mod and good luck! 

 

OLD GUIDE - KEPT FOR ARCHIVAL ONLY

 

  Reveal hidden contents

 How to edit models in Unity (Pretty advanced beware!) - Made by Parapara RIP 

 

 

 

 

It is a concise and heavy image rich guide with step by step instructions on how to do each step.

It uses the Samurai's maiden guide from Parapara as a bases but then I have remade it by adding all the experience and steps from the 2 Unity modpacks (Nep SvS and Monochrome Mobius) that I made so far, so I can guarantee that it works.

Other modders already tested it and they have mods working with it.

Give the post a like if you don't mind, enjoy and good luck modding!

 

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Hey Meekurukuru, I was going through the Live2D for some characters to try and edit in cum splatter and noticed that the breasts are actually really weird. Each breast is the same image duplicated so they don't actually match the character they're on. Would it be okay for me to try and fix it via AI image generation?

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