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Posted
23 hours ago, carra20 said:

I hate to do this so soon after JUST asking for mods, but if you happen to have the newly released version of the Aemeath mod, then a share would be greatly appreciated so I can do this.

 

Speedran the Ciaccona mod, I didn't have to change a single variable from the Mornye mod so this was a truly smooth process. There's only 1 issue with this rewrite, there is a little clipping when the OG corset and bunnysuit are on at the same time, normally I woulda written this issue out, but I like the look of the corset with the bunnysuit underneath it so I made the executive choice to allow them to work together.

 

Toggles: 28

 

Up - Horns / Bunny ears

Down - Body stockings

Left - Boobs**

Right - Leotard

< - Eyes

> - Body Texture

/ - Boobsize

 

Alt Up - Hair accessories

Alt Down - Panties**

Alt Left - Nipples**

Alt Right - Leotard Straps

Alt < - Face tex

Alt > - Tights length****

Alt / - Thicc thighs

 

Ctrl Up - Choker

Ctrl Down - Shoes

Ctrl Left - Top

Ctrl Right - Garter straps

Ctrl < - Hair tex

Ctrl > - Tights shine

Ctrl / - Shoulders / Arm tubes

 

Shift Up - Tail *

Shift Down - Anklets

Shift Left - Arms

Shift Right - Cuffs

Shift < - Pubes

Shift > - Nails

Shift / - Skirt / Corset

 

* Requires the leotard to be on and the skirt off.

**  Hidden under the Bunny suit

 

*** Requires thighhigh stockings. Down x2 + Alt > x2.

**** Down x2 to toggle to stockings from tights.

 

image.thumb.png.2385371e3f43ededbc6c5ed00c6e7ba4.pngimage.thumb.png.f74b3c27efb5d647fb1862de7dc2dc7f.pngimage.thumb.png.ae3635fd8186ecc816f73d4700f74e60.pngimage.thumb.png.9bd17c1788bc9471dfe2c52f38c033f4.pngimage.thumb.png.2a18f1e9dd2ac80b04f7b75d90ef7881.pngimage.thumb.png.9ba4b6c531265b2df1fc30ba8aee86d3.png

 

I'm not even gonna waste the time trying to attach the mod directly with how long it took to upload the pics. I gotta go cook food.

 

DOWNLOAD

Posted
17 hours ago, IncogACC said:

 

DaisyMeow mod?像往常一样,我只用了2秒钟就破解了,事实上,我花在写密钥上的时间比实际接线的时间还长。

编辑:还没等我发帖,网站就崩溃了,所以我没法上传附件。我尝试上传附件的时间大概是我破解这个mod的时间的五倍,所以我只能把它放在我的网盘里了……

 

下载

 

总之,鉴于这是一个破解版而不是个人重写版,我保留了与原版相同的控制方案,因此您可以使用游戏内菜单查看切换选项。 

你这个白痴,这根本不需要21个按键,你难道就没考虑过易用性吗?! 

我至少已经做了件贴心的事,添加了逻辑条件来避免出现浮动部分,如果你不喜欢我这样做,你可以自己修改 ini 文件。

菜单 - Alt + /

 

 

另外,我又修复了摩托车的问题,改进了莉娜在战斗中摩托车的操控,避免了涂装漂浮的情况。我还“修复”了着色器的轮廓问题,应该不会再出现颜色异常的轮廓或奇怪的光照错误了。有了这些,我就可以开始摩托车项目了……如果我有空的话。

Thank you very much for your excellent work and generous sharing. However, the author has just fixed the issue of incorrect flickering during the first hit of the normal attack. Could you please sync this fix to your version? Thank you so much for your trouble.

Posted
21 minutes ago, AraiCCC said:

Thank you very much for your excellent work and generous sharing. However, the author has just fixed the issue of incorrect flickering during the first hit of the normal attack. Could you please sync this fix to your version? Thank you so much for your trouble.

I already fixed it. The original mod was buggy because it wasn't using the newest merged skeleton method, I already updated the mod when I released it. I don't see any visual difference between the "updated" version and the version I released yesterday.

Posted
3 minutes ago, IncogACC said:

我已经修复了。原版mod有bug是因为它没有使用最新的合并骨骼技术,我在发布时就已经更新了。我看不出“更新”后的版本和我昨天发布的版本之间有任何视觉上的区别。

Wonderful technology, thank you.

Posted
20 hours ago, IncogACC said:

I hate to do this so soon after JUST asking for mods, but if you happen to have the newly released version of the Aemeath mod, then a share would be greatly appreciated so I can do this.

 

Speedran the Ciaccona mod, I didn't have to change a single variable from the Mornye mod so this was a truly smooth process. There's only 1 issue with this rewrite, there is a little clipping when the OG corset and bunnysuit are on at the same time, normally I woulda written this issue out, but I like the look of the corset with the bunnysuit underneath it so I made the executive choice to allow them to work together.

 

Toggles: 28

 

Up - Horns / Bunny ears

Down - Body stockings

Left - Boobs**

Right - Leotard

< - Eyes

> - Body Texture

/ - Boobsize

 

Alt Up - Hair accessories

Alt Down - Panties**

Alt Left - Nipples**

Alt Right - Leotard Straps

Alt < - Face tex

Alt > - Tights length****

Alt / - Thicc thighs

 

Ctrl Up - Choker

Ctrl Down - Shoes

Ctrl Left - Top

Ctrl Right - Garter straps

Ctrl < - Hair tex

Ctrl > - Tights shine

Ctrl / - Shoulders / Arm tubes

 

Shift Up - Tail *

Shift Down - Anklets

Shift Left - Arms

Shift Right - Cuffs

Shift < - Pubes

Shift > - Nails

Shift / - Skirt / Corset

 

* Requires the leotard to be on and the skirt off.

**  Hidden under the Bunny suit

 

*** Requires thighhigh stockings. Down x2 + Alt > x2.

**** Down x2 to toggle to stockings from tights.

 

image.thumb.png.2385371e3f43ededbc6c5ed00c6e7ba4.pngimage.thumb.png.f74b3c27efb5d647fb1862de7dc2dc7f.pngimage.thumb.png.ae3635fd8186ecc816f73d4700f74e60.pngimage.thumb.png.9bd17c1788bc9471dfe2c52f38c033f4.pngimage.thumb.png.2a18f1e9dd2ac80b04f7b75d90ef7881.pngimage.thumb.png.9ba4b6c531265b2df1fc30ba8aee86d3.png

 

I'm not even gonna waste the time trying to attach the mod directly with how long it took to upload the pics. I gotta go cook food.

 

DOWNLOAD

 

Aemeath&Mech -yyzj-.rar

Posted (edited)
1 hour ago, quickdash said:

anyone able to make a nude version of this 1767154354201208.jpghttps://huihui168.org/?list_11/7559.html

All the draw calls were just sitting there waiting for variables and keys, no way I'd pass up something this easy.

There was something going on with RabbitFX cutout, but seeing as I had no pictures to go off in terms of intention, I just rewrote the whole part to make 1 simple toggle for the knit top instead.

 

Toggles:

 

Up - Top

Alt Up - Necklace

Down - Shoes

Left - Bikini top

Right - Bikini bottom

 

image.thumb.png.290f6e7c47ba23c9ffc212b05498b435.pngimage.thumb.png.23b7f3a1f5069cb8396b9688ffca9930.pngimage.thumb.png.a85012d82fd6deb3a4dcfe5770d630a5.png

 

Speaking of Lynae, my Lynae modpack is still missing a single dedicated "lewd" mod, that being an outfit that toggles all the way down to full or close to full nudity. I have have plenty of Bunny girl mods for her, but they have their own pack, same with the 1 swimsuit mod I have. Open to recommendations if anyone has a "favourite lewd Lynae mod" they feel like recommending.

 

Glad it's letting me attach mods again, I'm gonna get to work on the Aemeath bunny mod right after this, hopefully have that out within the hour.

 

Lynae HUGE tits bikini.rar

Edited by IncogACC
Posted
42 minutes ago, IncogACC said:

All the draw calls were just sitting there waiting for variables and keys, no way I'd pass up something this easy.

There was something going on with RabbitFX cutout, but seeing as I had no pictures to go off in terms of intention, I just rewrote the whole part to make 1 simple toggle for the knit top instead.

 

Toggles:

 

Up - Top

Alt Up - Necklace

Down - Shoes

Left - Bikini top

Right - Bikini bottom

 

image.thumb.png.290f6e7c47ba23c9ffc212b05498b435.pngimage.thumb.png.23b7f3a1f5069cb8396b9688ffca9930.pngimage.thumb.png.a85012d82fd6deb3a4dcfe5770d630a5.png

 

Speaking of Lynae, my Lynae modpack is still missing a single dedicated "lewd" mod, that being an outfit that toggles all the way down to full or close to full nudity. I have have plenty of Bunny girl mods for her, but they have their own pack, same with the 1 swimsuit mod I have. Open to recommendations if anyone has a "favourite lewd Lynae mod" they feel like recommending.

 

Glad it's letting me attach mods again, I'm gonna get to work on the Aemeath bunny mod right after this, hopefully have that out within the hour.

 

Lynae HUGE tits bikini.rar 20.25 MB · 0 downloads

Thanks.

Posted (edited)
18 hours ago, carra20 said:

Thanks, there was a lot of room for improvement with this one so I'm glad I got to rewrite it.

 

This took WAY longer than I expected, I'm blind and didn't read the "Mech" part of the download so that was a nice surprise. Compressing the parts down to 28 keys was a helluva challenge and honestly, this one is a little more restrictive than usual as a result so you might wanna just consider the original if you really don't care about clipping and such.

 

I included a "sync" mode to synchronise the toggles between Aemeath and mech form, this was more for myself really, but the option is there. While the toggles are synced, you'll have to press the arrow keys multiple times in most cases, that's just what happens when you take a binary toggle and strap more states to it. The mech was pretty tough to write as a result, check out the conditions in the ini to see what I mean.

 

Toggles: 28 + Sync button (Off by default). The parts in ( ) refer to the toggles for Mech mode.

 

Up - Halo / Bunny ears (Head / Arm wings)

Down - Body stockings (Legs)

Left - Boobs (Body)

Right - Leotard (Back wings)

< - Eyes

> - Body Texture

/ - Boobsize

 

Alt Up - Hair pin / Heart**

Alt Down - Panties**

Alt Left - Nipples**

Alt Right - Leotard Straps

Alt < - Face tex

Alt > - Tights length****

Alt / - Thicc thighs

 

Ctrl Up - Choker / Collar**

Ctrl Down - Shoes

Ctrl Left - OG Leotard cups*

Ctrl Right - Garter straps***

Ctrl < - Hair tex

Ctrl > - Tights shine

Ctrl / - Ribbons*

 

Shift Up - Tail 

Shift Down - Anklets / Floating Armbands

Shift Left - Arms

Shift Right - Cuffs

Shift < - Pubes**

Shift > - Nails

Shift / - Skirt

 

= - Sync toggles - Green text will appear in the bottom left to tell you which mode you're in when pressing the toggle key.

 

* Requires Aemeath's OG Leotard.

** Hidden under the Leotard, Leotard straps or Body stockings.

*** Requires thighhigh stockings. Down x2 + Alt > x2.

**** Down x2 to toggle to stockings from tights.

 

image.thumb.png.35e0eb78f96993d8506942bd72ce2044.pngimage.thumb.png.e422bf997bdd1c4049caf8f7d0fdf0f6.pngimage.thumb.png.5d992c44ee4e252364bbed05157a4cba.pngimage.thumb.png.0427206b62e53356b3a147b6d37d8ac3.pngimage.thumb.png.ced408618eca873c8f6ff96eea7c2da7.pngimage.png.ef3ce5523b19656c55edae863cc2a374.png

 

Of course site bad blah blah blah hosted on my google drive instead.

 

DOWNLOAD

Edited by IncogACC
Posted (edited)

image.png.71259a5deea51b31d4b17ecde32d52f1.pngWhen I change the option to transparent, the cloth become blurry. The environment (grass in Rinascita and Laha Roi is blurry too, in Huanglong it's normal). I dont know which graphic options caused this, it's not like this before. Anyone know how to fix this?

Edited by supertrik
Posted
15 hours ago, IncogACC said:

Thanks, there was a lot of room for improvement with this one so I'm glad I got to rewrite it.

 

This took WAY longer than I expected, I'm blind and didn't read the "Mech" part of the download so that was a nice surprise. Compressing the parts down to 28 keys was a helluva challenge and honestly, this one is a little more restrictive than usual as a result so you might wanna just consider the original if you really don't care about clipping and such.

 

I included a "sync" mode to synchronise the toggles between Aemeath and mech form, this was more for myself really, but the option is there. While the toggles are synced, you'll have to press the arrow keys multiple times in most cases, that's just what happens when you take a binary toggle and strap more states to it. The mech was pretty tough to write as a result, check out the conditions in the ini to see what I mean.

 

Toggles: 28 + Sync button (Off by default). The parts in ( ) refer to the toggles for Mech mode.

 

Up - Halo / Bunny ears (Head / Arm wings)

Down - Body stockings (Legs)

Left - Boobs (Body)

Right - Leotard (Back wings)

< - Eyes

> - Body Texture

/ - Boobsize

 

Alt Up - Hair pin / Heart**

Alt Down - Panties**

Alt Left - Nipples**

Alt Right - Leotard Straps

Alt < - Face tex

Alt > - Tights length****

Alt / - Thicc thighs

 

Ctrl Up - Choker / Collar**

Ctrl Down - Shoes

Ctrl Left - OG Leotard cups*

Ctrl Right - Garter straps***

Ctrl < - Hair tex

Ctrl > - Tights shine

Ctrl / - Ribbons*

 

Shift Up - Tail 

Shift Down - Anklets / Floating Armbands

Shift Left - Arms

Shift Right - Cuffs

Shift < - Pubes**

Shift > - Nails

Shift / - Skirt

 

= - Sync toggles - Green text will appear in the bottom left to tell you which mode you're in when pressing the toggle key.

 

* Requires Aemeath's OG Leotard.

** Hidden under the Leotard, Leotard straps or Body stockings.

*** Requires thighhigh stockings. Down x2 + Alt > x2.

**** Down x2 to toggle to stockings from tights.

 

image.thumb.png.35e0eb78f96993d8506942bd72ce2044.pngimage.thumb.png.e422bf997bdd1c4049caf8f7d0fdf0f6.pngimage.thumb.png.5d992c44ee4e252364bbed05157a4cba.pngimage.thumb.png.0427206b62e53356b3a147b6d37d8ac3.pngimage.thumb.png.ced408618eca873c8f6ff96eea7c2da7.pngimage.png.ef3ce5523b19656c55edae863cc2a374.png

 

Of course site bad blah blah blah hosted on my google drive instead.

 

DOWNLOAD

When attempting to download/view these mods through the links you provide, usually I'm met with "Can't access item."

Is there anyway around this, or is that just how it is?

Screenshot 2026-02-23 193120.png

Posted
1 hour ago, LunaNoStar said:

When attempting to download/view these mods through the links you provide, usually I'm met with "Can't access item."

Is there anyway around this, or is that just how it is?

Screenshot 2026-02-23 193120.png

Idk if you have signatures turned on so I'll just provide the link directly, try going through my modified mods drive and navigate to it manually. Everything in this file structure should be accessible to anyone with a link. If that still doesn't work, well the site seems to be running at a decent speed right now so I might actually be able to attach the mods here.

Posted (edited)

I need to vent. 

 

What is it with me and taking on stupid niche projects that next to no one cares about, then putting myself through dev hell just to optimise it to the max, again for basically no one. Why do I do this to myself?

 

This is like the 5th time I've "fixed" the bike mods, the last "fix" was absolutely terrible and didn't take a bunch of stuff into account.
I wanna list the issues just to show how shit of a modder I've been:

Spoiler

 

  1. No shader filtering - This means that the modified shader I'm using to drive the animations is acting on everything it can, including shaders it's definitely not supposed to be touching. This lead to some fun visual bugs like the fucking flashbang while jumping and character specific broken outlines. Also less fun visual bugs like the whole "specific liveries just break when using the mod."
    image.png?ex=699d7b65&is=699c29e5&hm=5dfa787ee9824ba132b4e077d9a99124cc2ca9dde97cd649ef322d45f0f4f7bd&image.png?ex=699d7b64&is=699c29e4&hm=cfd530d72ae8b475922d179883239f827a00fec3e6bf9b17b6a1522e2c64c718&
     
  2. Incorrect texture loading - Loading a texture is as simple as "this = ResourceTexture" or "ps-tX = ResourceTexture" if you wanna be more correct about it. How can one screw that up? Well where you load the texture matters as well and I made the mistake of loading the Textures directly via the component which tried to apply the custom animated texture over ALL bike liveries instead of just the black one. Doing it this way, unaware of my own stupidity, lead me to setting up an entire exception system to handle Lynae's bike related combat animations in order to avoid overlapping when the fact that liveries were overlapping was entirely due to my own stupid mistake.
    This also contributed to the "specific liveries just break when using the mod" issue...
     
  3. Poorly written draw calls - The bike livery is drawn across 3 components, components 0-2. I however, made the stupid mistake of condensing those 3 draw calls into 1 draw call, then ran that one draw call via a custom shader which was called to from Component 0. This caused an issue where multiple instances of the bike would appear and have desynced motion if I allowed the original draw calls to run. You can see how there are 2 copies of the side plate overlapping and the texture appears broken as a result.
    image.png?ex=699d8e5a&is=699c3cda&hm=933fb3a6b48e8223731dff41ba246b0be5f329697f3f051edd6f8bd34ba08575&
    My solution was to just delete the original draw calls and have the livery drawn via my custom shader which gets rid of the overlap... except all instances of the bike share the same model regardless of what livery you use, so by deleting the draw calls and having the custom shader draw the livery instead, it left every other bike in the world a little naked...
    image.png?ex=699d8c90&is=699c3b10&hm=5a078c4320c52dbe6b9a207df7f368413c25c6974dc74571c286c66215ff1bff&
     
  4. Using Merged skeleton - To be clear, Merged skeleton is good, it has good reason to exist, but situationally it's also pretty problematic like when you have 2 of the same thing existing in the world. Merged skeletons apply the motion data of any given object to all instances of that object, which is why Phrolova's ult breaks on many mods and why mods in coop or multiple instances of Rover in cutscenes tend to break horribly. The same problems applied here, and the new area has bikes sitting around, so all of them had their wheels spinning as I drove around and all of their handle bars would move as I turned despite them simply sitting in place. It's distracting to say the least.

 

All of this to say that due in part to my own laziness (Copy pasting code from my UI animation stuff without properly adapting it to a 3d model) and in part due to my own stupidity (Trying to rewrite the shader without any HLSL knowledge when the answer was just filtering, something I'm already experienced with), I ended up releasing shit mods that were broken and poorly tested while claiming they were fixed multiple times, it's frankly embarrassing to have blundered this many times in a row.

 

But thankfully I managed to pull my head out of my ass for long enough to  ACTUALLY fix the issues:

 

Spoiler
  1. Shader filtering - Using a simple filter index, the animation code is only ran on the bike itself, fixing the outline and flashbang issues, as well as other minor lighting/normal issues on unrelated liveries.
     
  2. Loading the texture to ONLY the black livery - No more overlapping textures, the mod now only affects the black livery and nothing else so all of the Lynae exception code could safely be discarded, cutscenes with multiple bikes will now work just fine and the default/Lynae bikes won't be accidentally modded, it should only affect your bike.
     
  3. Individual CustomShaders for each component - By separating the CustomShader call from the Animation command list and giving each component their own individual CustomShader call with their own accurate draw calls to work with, all 3 parts of the bike livery are now drawn properly with no overlap AND the original draw calls directly under the components still exist allowing for all other bikes to have their liveries drawn. This separation also means that I can individually mod liveries of different colours letting me mix and match if I wanted to, which I might for Towa Itabike mk2.
     
  4. Using per-component instead of merged skeleton - Self explanatory, this is the final piece that truly separates the player bike from the NPC bikes when combined with the fix above. Now the two act as completely separate entities despite still being linked via the chassis. 

 

TLDR: Bikes fixed fr fr

Plus as a bonus, I can start mixing and matching liveries for fun. With a little bit of ini coding and hash detection, I could make multiple different animations that can be swapped via the in-game livery swapping mechanic so you can place them on whichever side you want, have both be the same or different, a nice little bit of extra customisation potential. Hopefully I didn't miss anything this time...

 

qF4vTt1.gif

Edited by IncogACC
Posted
1 hour ago, IncogACC said:

I need to vent. 

 

What is it with me and taking on stupid niche projects that next to no one cares about, then putting myself through dev hell just to optimise it to the max, again for basically no one. Why do I do this to myself?

 

This is like the 5th time I've "fixed" the bike mods, the last "fix" was absolutely terrible and didn't take a bunch of stuff into account.
I wanna list the issues just to show how shit of a modder I've been:

  Reveal hidden contents

 

  1. No shader filtering - This means that the modified shader I'm using to drive the animations is acting on everything it can, including shaders it's definitely not supposed to be touching. This lead to some fun visual bugs like the fucking flashbang while jumping and character specific broken outlines. Also less fun visual bugs like the whole "specific liveries just break when using the mod."
    image.png?ex=699d7b65&is=699c29e5&hm=5dfa787ee9824ba132b4e077d9a99124cc2ca9dde97cd649ef322d45f0f4f7bd&image.png?ex=699d7b64&is=699c29e4&hm=cfd530d72ae8b475922d179883239f827a00fec3e6bf9b17b6a1522e2c64c718&
     
  2. Incorrect texture loading - Loading a texture is as simple as "this = ResourceTexture" or "ps-tX = ResourceTexture" if you wanna be more correct about it. How can one screw that up? Well where you load the texture matters as well and I made the mistake of loading the Textures directly via the component which tried to apply the custom animated texture over ALL bike liveries instead of just the black one. Doing it this way, unaware of my own stupidity, lead me to setting up an entire exception system to handle Lynae's bike related combat animations in order to avoid overlapping when the fact that liveries were overlapping was entirely due to my own stupid mistake.
    This also contributed to the "specific liveries just break when using the mod" issue...
     
  3. Poorly written draw calls - The bike livery is drawn across 3 components, components 0-2. I however, made the stupid mistake of condensing those 3 draw calls into 1 draw call, then ran that one draw call via a custom shader which was called to from Component 0. This caused an issue where multiple instances of the bike would appear and have desynced motion if I allowed the original draw calls to run. You can see how there are 2 copies of the side plate overlapping and the texture appears broken as a result.
    image.png?ex=699d8e5a&is=699c3cda&hm=933fb3a6b48e8223731dff41ba246b0be5f329697f3f051edd6f8bd34ba08575&
    My solution was to just delete the original draw calls and have the livery drawn via my custom shader which gets rid of the overlap... except all instances of the bike share the same model regardless of what livery you use, so by deleting the draw calls and having the custom shader draw the livery instead, it left every other bike in the world a little naked...
    image.png?ex=699d8c90&is=699c3b10&hm=5a078c4320c52dbe6b9a207df7f368413c25c6974dc74571c286c66215ff1bff&
     
  4. Using Merged skeleton - To be clear, Merged skeleton is good, it has good reason to exist, but situationally it's also pretty problematic like when you have 2 of the same thing existing in the world. Merged skeletons apply the motion data of any given object to all instances of that object, which is why Phrolova's ult breaks on many mods and why mods in coop or multiple instances of Rover in cutscenes tend to break horribly. The same problems applied here, and the new area has bikes sitting around, so all of them had their wheels spinning as I drove around and all of their handle bars would move as I turned despite them simply sitting in place. It's distracting to say the least.

 

All of this to say that due in part to my own laziness (Copy pasting code from my UI animation stuff without properly adapting it to a 3d model) and in part due to my own stupidity (Trying to rewrite the shader without any HLSL knowledge when the answer was just filtering, something I'm already experienced with), I ended up releasing shit mods that were broken and poorly tested while claiming they were fixed multiple times, it's frankly embarrassing to have blundered this many times in a row.

 

But thankfully I managed to pull my head out of my ass for long enough to  ACTUALLY fix the issues:

 

  Reveal hidden contents
  1. Shader filtering - Using a simple filter index, the animation code is only ran on the bike itself, fixing the outline and flashbang issues, as well as other minor lighting/normal issues on unrelated liveries.
     
  2. Loading the texture to ONLY the black livery - No more overlapping textures, the mod now only affects the black livery and nothing else so all of the Lynae exception code could safely be discarded, cutscenes with multiple bikes will now work just fine and the default/Lynae bikes won't be accidentally modded, it should only affect your bike.
     
  3. Individual CustomShaders for each component - By separating the CustomShader call from the Animation command list and giving each component their own individual CustomShader call with their own accurate draw calls to work with, all 3 parts of the bike livery are now drawn properly with no overlap AND the original draw calls directly under the components still exist allowing for all other bikes to have their liveries drawn. This separation also means that I can individually mod liveries of different colours letting me mix and match if I wanted to, which I might for Towa Itabike mk2.
     
  4. Using per-component instead of merged skeleton - Self explanatory, this is the final piece that truly separates the player bike from the NPC bikes when combined with the fix above. Now the two act as completely separate entities despite still being linked via the chassis. 

 

TLDR: Bikes fixed fr fr

Plus as a bonus, I can start mixing and matching liveries for fun. With a little bit of ini coding and hash detection, I could make multiple different animations that can be swapped via the in-game livery swapping mechanic so you can place them on whichever side you want, have both be the same or different, a nice little bit of extra customisation potential. Hopefully I didn't miss anything this time...

 

qF4vTt1.gif

I've been using the Raimei bike for the longest time lmao, ran into an issue probably during 3.1 debut. But I fixed it with moonholder's fix.

...Was I not supposed to do that? My bad

Posted (edited)
1 hour ago, Imintoasses said:

I've been using the Raimei bike for the longest time lmao, ran into an issue probably during 3.1 debut. But I fixed it with moonholder's fix.

...Was I not supposed to do that? My bad

If you didn't notice any issues then that's fine lmao. I'd still recommend getting the latest update of the mod so you don't get jumpscared by random bugs in the future, but ultimately it's up to you.

 

There was a hash change but everything else in terms of "fixes" were fixes for my own code/mistakes rather than fixing actually broken hashes or whatever:

  • Red outlines - Character dependant
  • Flashbang issue - I never actually released a version with this bug, it's just that the fix I was using was a bad one that could have caused issues down the line, the only person who dealt with this was me during development
  • Lynae bike stuff - Every version I released had a functioning workaround for this, with varying degrees of consistency so if you didn't know what to look for, it wouldn't have been hard to miss it the bug in the middle of combat.
  • Merged skeleton - It's only in the new version that there are a bunch of bikes around and since the bike doesn't have big obvious animations, the effect of merged skeleton is nowhere near as noticeable as.

Basically all the issues I listed were either issues I patched out with each version (albeit poorly) or issues that were barely noticeable, the latest and hopefully final update has ironed out all of those issues to a point I'm satisfied with, no more cope solutions.

 

Also it means it's in a state where I can start establishing an actual workflow for bike mods and maybe even release stuff to GB.

Edited by IncogACC

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