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Modding potential for YS 10?


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Posted
1 hour ago, amorrow28 said:


is v1.0a crashing still? I will look at the image files next.

The problem maybe the mdl files.

 

With the CLE version, I tried replacing the files one by one and when the c0010.mdl file was replaced it went wrong.


Not sure about the difference between the 2 versions, but apparently the NIS version has better compatibility.

 

In the past, when I used KuroMDLTools (v1.5.7) to make mods, if I changed the material_info.json file, the packaged mdl file would have the same problem.
(I modified the mdl file directly using the hex editor)

Maybe this problem is the same reason.

Posted (edited)
16 hours ago, woofhat said:

The problem maybe the mdl files.

 

With the CLE version, I tried replacing the files one by one and when the c0010.mdl file was replaced it went wrong.


Not sure about the difference between the 2 versions, but apparently the NIS version has better compatibility.

 

In the past, when I used KuroMDLTools (v1.5.7) to make mods, if I changed the material_info.json file, the packaged mdl file would have the same problem.
(I modified the mdl file directly using the hex editor)

Maybe this problem is the same reason.

 

If this is the problem, then it would be similar to Kuro 2 refusing to take file names that are of different length and not accepting new materials.  This would be a problem that I will not be solving; I do not want to remake all my mods to avoid new materials.

 

One thing at a time though.  I notice both yours and @jmedia7's textures are DXT1 (BC1) instead of BC7.  I converted all my textures to DXT1 so someone can try these textures.  Unfortunately one of the NPC mods will not work because that one must be at least DXT5 to look right, but I suppose we can solve one problem at a time.


EDIT: UPLOAD REMOVED

 

 

If someone is willing to try my mod with these textures and report back, I would appreciate it.

Edited by amorrow28
Posted
4 hours ago, amorrow28 said:

 

If this is the problem, then it would be similar to Kuro 2 refusing to take file names that are of different length and not accepting new materials.  This would be a problem that I will not be solving; I do not want to remake all my mods to avoid new materials.

 

One thing at a time though.  I notice both yours and @jmedia7's textures are DXT1 (BC1) instead of BC7.  I converted all my textures to DXT1 so someone can try these textures.  Unfortunately one of the NPC mods will not work because that one must be at least DXT5 to look right, but I suppose we can solve one problem at a time.

 

textures_DXT1.7z 1.32 MB · 3 downloads

 

If someone is willing to try my mod with these textures and report back, I would appreciate it.

still stuck at the loading screen image.thumb.png.d73808b9427a7062d42139c763353cb2.png

Posted

Ok, I am pretty confident I have fixed the mod.  The new v2.0 download is available on the original post here.  Please try this new version and report if it works, thank you.

 

It appears that CLE has locked down the MDL format, similar to Kuro no Kiseki 2.  Materials cannot be named or added.  Textures must be the same filename length.  Meshes cannot be added or deleted.  This is not a Falcom thing, clearly, because the NISA has no such restrictions.  I do not understand why CLE is doing this, but I have little desire to keep modding their ports.  Maybe next time we will figure out together how to port their scripts to the NISA release instead; the NISA port is so much better.

Posted

I

1 hour ago, amorrow28 said:

Ok, I am pretty confident I have fixed the mod.  The new v2.0 download is available on the original post here.  Please try this new version and report if it works, thank you.

 

It appears that CLE has locked down the MDL format, similar to Kuro no Kiseki 2.  Materials cannot be named or added.  Textures must be the same filename length.  Meshes cannot be added or deleted.  This is not a Falcom thing, clearly, because the NISA has no such restrictions.  I do not understand why CLE is doing this, but I have little desire to keep modding their ports.  Maybe next time we will figure out together how to port their scripts to the NISA release instead; the NISA port is so much better.

Haven't test DLC costumes but v2.0 works on my PC.

 

Thanks for this amazing mod!

 

Posted (edited)

Hello all,

 

I tried the 2.0 version of the mod but i dont see any changes.

Tried pasting the 4 asset and table folders to both the main game directory "where the ysx.exe is" and the mods folders to no effect.

 

Notably there werent any asset or table folders prior to the mod installation.

 

am I not installing it right?

 

P.S.

The previous version of the mod worked!

 

 

 

Edited by 201193
Posted
4 minutes ago, 201193 said:

Hello all,

 

I tried the 2.0 version of the mod but i dont see any changes.

Tried pasting the 4 asset and table folders to both the main game directory "where the ysx.exe is" and the mods folders to no effect.

 

Notably there werent any asset or table folders prior to the mod installation.

 

am I not installing it right?

 

P.S.

The previous version of the mod worked!

 

 

 


Which version of the game do you have? This thread is for CLE Asian Language (Traditional Chinese, Simplified Chinese and Korean). There is a different thread for NISA release.

 

When installing the CLE version, it should be overwriting native game files. If no folders existed before, you may be in the wrong folder or it’s the wrong version of the game.

Posted
8 hours ago, amorrow28 said:

Ok, I am pretty confident I have fixed the mod.  The new v2.0 download is available on the original post here.  Please try this new version and report if it works, thank you.

 

It appears that CLE has locked down the MDL format, similar to Kuro no Kiseki 2.  Materials cannot be named or added.  Textures must be the same filename length.  Meshes cannot be added or deleted.  This is not a Falcom thing, clearly, because the NISA has no such restrictions.  I do not understand why CLE is doing this, but I have little desire to keep modding their ports.  Maybe next time we will figure out together how to port their scripts to the NISA release instead; the NISA port is so much better.

Indeed, the NIS version is a better choice, but it's just too slow.

  • 3 weeks later...

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