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Posted
Posted
On 7/19/2025 at 4:01 PM, mistaj90 said:

 

I would certainly be one to appreciate that. I've been using all of your Portrait mods as you release them and the Pekomama ones. I had to remove all of Scoob's mods and one Raguna mod that apparently suffered the same issues as well as all of my Loading Screen mods. So it's not JUST Scoob but it is every single one of his mods.

I went ahead and did the BP mod as a test to see how easy it'd actually be. Turns out, as easy as expected. I needed to do a little work on actually getting the proper syntax but this should be as efficient as I can make it. I also went ahead and got the 1440p background hash so everything runs in both 1080 and 1440 now and finally, I ran BC7 compression on the texture array to reduce the overall size of the mod from 1.5 gigs to 417mb, a pretty nice size drop.

 

I don't have Caverabbit's mod, so I can't test to make sure I haven't fucked something up, you'll need to do that and report back for me. If there are no problems, then I'll carry on with all the other mods.

 

2025-07-2120-52-19-ezgif.com-video-to-gi

(Running in 1440p, works with 1080p as well and I only had to actually hunt 1 hash since most of the assets are shared.)

 

Little off topic, but I kinda want to explain the reason why the "splash.ini" or "incommands.ini" or whatever the fuck it's called is so bad to begin with. (Or more like I need to get it off my chest)

 

OVERSIMPLIFICATION INCOMING:

 

Textures are allowed to load via the command "checktextureoverride" which for the most part runs globally for most resource slots, but since WuWa is much heavier to run than Genshin for example, "checktextureoverride" isn't on globally in order to cut down on resource usage.

What those crappy "initialiser" inis do is force "checktextureoverride" to run globally for a given texture slot, typically ps-t0, which means that every single frame the checktextureoverride command will run across the ENTIRE override list checking every single shader that has a ps-t0 slot when typically only 1 shader is actually being used, for example "6b82a1e0f9349d69" which is the main UI shader.

Obviously, this is massive overkill when you only need to work with 1 shader that you know the hash for via hunting, which is where loading textures via the shader comes into play.

What I do is run a TextureOverride with a filter index value, think of it like a unique ID, then run a ShaderOverride and have the ShaderOverride check for that ID.

By making that connection, I can have the "checktextureoverride" command run specifically for the 1 shader I'm targeting and the filter index lets me be even more precise by letting me target assets on an individual level for shaders, like the UI shader, that handle multiple different assets. 

 

That's checking 1 specific PS hash and texture hash vs checking the entire override list every frame in order to load a single texture to a single asset. Quite a bit more efficient.

Obviously it's more complicated than that, but A. I'm not smart enough to know more than what I just said and B. Super technical explanations aren't important for getting the point out there, so long as I'm not spreading actual misinformation (I sure hope I'm not, this is all stuff I've learnt from watching actually good modders after all).

 

If NomNom sees this, then hopefully he can take a peek at the ini and see how I've gone about loading the textures via the shader then implement this into his own UI stuff moving forward, it'd be a shame if I was the only UI modder to actually do it properly. It's not about a quality or value thing, it's literally just not screwing over our user's performance.

 

As for why it was breaking the Lupa mod specifically, well I can only speculate here because I don't have the mod and I haven't really looked into it, but knowing Cave Rabbit, it probably has some form of glow fuckery via shaders, and thus a sweeping walk of the game's ps-t0 slots would probably result in loading assets to the wrong thing, it's a direct result of the global checktextureoverride.

 

Anyway, let me know how it goes.

Changli Battlepass.rar

Posted
2 hours ago, Silver-Gold said:

Cartethiya mod seems to not work. The extracted file is named disabled then mod name. Is there a way to enable the mide?

Just rename the file and delete the DISABLED_ part

Posted
3 hours ago, IncogACC said:

I went ahead and did the BP mod as a test to see how easy it'd actually be. Turns out, as easy as expected. I needed to do a little work on actually getting the proper syntax but this should be as efficient as I can make it. I also went ahead and got the 1440p background hash so everything runs in both 1080 and 1440 now and finally, I ran BC7 compression on the texture array to reduce the overall size of the mod from 1.5 gigs to 417mb, a pretty nice size drop.

 

I don't have Caverabbit's mod, so I can't test to make sure I haven't fucked something up, you'll need to do that and report back for me. If there are no problems, then I'll carry on with all the other mods.

 

2025-07-2120-52-19-ezgif.com-video-to-gi

(Running in 1440p, works with 1080p as well and I only had to actually hunt 1 hash since most of the assets are shared.)

 

Little off topic, but I kinda want to explain the reason why the "splash.ini" or "incommands.ini" or whatever the fuck it's called is so bad to begin with. (Or more like I need to get it off my chest)

 

OVERSIMPLIFICATION INCOMING:

 

Textures are allowed to load via the command "checktextureoverride" which for the most part runs globally for most resource slots, but since WuWa is much heavier to run than Genshin for example, "checktextureoverride" isn't on globally in order to cut down on resource usage.

What those crappy "initialiser" inis do is force "checktextureoverride" to run globally for a given texture slot, typically ps-t0, which means that every single frame the checktextureoverride command will run across the ENTIRE override list checking every single shader that has a ps-t0 slot when typically only 1 shader is actually being used, for example "6b82a1e0f9349d69" which is the main UI shader.

Obviously, this is massive overkill when you only need to work with 1 shader that you know the hash for via hunting, which is where loading textures via the shader comes into play.

What I do is run a TextureOverride with a filter index value, think of it like a unique ID, then run a ShaderOverride and have the ShaderOverride check for that ID.

By making that connection, I can have the "checktextureoverride" command run specifically for the 1 shader I'm targeting and the filter index lets me be even more precise by letting me target assets on an individual level for shaders, like the UI shader, that handle multiple different assets. 

 

That's checking 1 specific PS hash and texture hash vs checking the entire override list every frame in order to load a single texture to a single asset. Quite a bit more efficient.

Obviously it's more complicated than that, but A. I'm not smart enough to know more than what I just said and B. Super technical explanations aren't important for getting the point out there, so long as I'm not spreading actual misinformation (I sure hope I'm not, this is all stuff I've learnt from watching actually good modders after all).

 

If NomNom sees this, then hopefully he can take a peek at the ini and see how I've gone about loading the textures via the shader then implement this into his own UI stuff moving forward, it'd be a shame if I was the only UI modder to actually do it properly. It's not about a quality or value thing, it's literally just not screwing over our user's performance.

 

As for why it was breaking the Lupa mod specifically, well I can only speculate here because I don't have the mod and I haven't really looked into it, but knowing Cave Rabbit, it probably has some form of glow fuckery via shaders, and thus a sweeping walk of the game's ps-t0 slots would probably result in loading assets to the wrong thing, it's a direct result of the global checktextureoverride.

 

Anyway, let me know how it goes.

Changli Battlepass.rar 204.95 MB · 19 downloads

 

image.thumb.png.bc1a58628eb35aa1873fbf9e50d7cd4f.png

image.thumb.png.94738263d57f167eb99c817516390df9.png

 

Perfect. No conflict whatsoever.
Also, here's the Caverabbit mod in case you intend to do more and do your own testing. I'm all about Caverabbit and his glow fuckery with RabbitFX. It's half the reason I use his mods despite the tits always being a bit off.

 

EnmetsurouLupa.zip

Posted
12 hours ago, IncogACC said:

I went ahead and did the BP mod as a test to see how easy it'd actually be. Turns out, as easy as expected. I needed to do a little work on actually getting the proper syntax but this should be as efficient as I can make it. I also went ahead and got the 1440p background hash so everything runs in both 1080 and 1440 now and finally, I ran BC7 compression on the texture array to reduce the overall size of the mod from 1.5 gigs to 417mb, a pretty nice size drop.

 

I don't have Caverabbit's mod, so I can't test to make sure I haven't fucked something up, you'll need to do that and report back for me. If there are no problems, then I'll carry on with all the other mods.

 

2025-07-2120-52-19-ezgif.com-video-to-gi

(Running in 1440p, works with 1080p as well and I only had to actually hunt 1 hash since most of the assets are shared.)

 

Little off topic, but I kinda want to explain the reason why the "splash.ini" or "incommands.ini" or whatever the fuck it's called is so bad to begin with. (Or more like I need to get it off my chest)

 

OVERSIMPLIFICATION INCOMING:

 

Textures are allowed to load via the command "checktextureoverride" which for the most part runs globally for most resource slots, but since WuWa is much heavier to run than Genshin for example, "checktextureoverride" isn't on globally in order to cut down on resource usage.

What those crappy "initialiser" inis do is force "checktextureoverride" to run globally for a given texture slot, typically ps-t0, which means that every single frame the checktextureoverride command will run across the ENTIRE override list checking every single shader that has a ps-t0 slot when typically only 1 shader is actually being used, for example "6b82a1e0f9349d69" which is the main UI shader.

Obviously, this is massive overkill when you only need to work with 1 shader that you know the hash for via hunting, which is where loading textures via the shader comes into play.

What I do is run a TextureOverride with a filter index value, think of it like a unique ID, then run a ShaderOverride and have the ShaderOverride check for that ID.

By making that connection, I can have the "checktextureoverride" command run specifically for the 1 shader I'm targeting and the filter index lets me be even more precise by letting me target assets on an individual level for shaders, like the UI shader, that handle multiple different assets. 

 

That's checking 1 specific PS hash and texture hash vs checking the entire override list every frame in order to load a single texture to a single asset. Quite a bit more efficient.

Obviously it's more complicated than that, but A. I'm not smart enough to know more than what I just said and B. Super technical explanations aren't important for getting the point out there, so long as I'm not spreading actual misinformation (I sure hope I'm not, this is all stuff I've learnt from watching actually good modders after all).

 

If NomNom sees this, then hopefully he can take a peek at the ini and see how I've gone about loading the textures via the shader then implement this into his own UI stuff moving forward, it'd be a shame if I was the only UI modder to actually do it properly. It's not about a quality or value thing, it's literally just not screwing over our user's performance.

 

As for why it was breaking the Lupa mod specifically, well I can only speculate here because I don't have the mod and I haven't really looked into it, but knowing Cave Rabbit, it probably has some form of glow fuckery via shaders, and thus a sweeping walk of the game's ps-t0 slots would probably result in loading assets to the wrong thing, it's a direct result of the global checktextureoverride.

 

Anyway, let me know how it goes.

Changli Battlepass.rar 204.95 MB · 81 downloads

Appreciate what you do brother, I hope this message reaches more people so we all are heading to a better direction.

 

Also just tried looking into the performance monitor (Ctrl+F9) myself and found that out of all 8GB of my running mods, the splash screens mods are among the heaviest which really shocked me to say the least. If it is either UI mods or glow fuckery I'd probably choose the glow in a heartbeat.

Posted
15 minutes ago, titane08 said:

Appreciate what you do brother, I hope this message reaches more people so we all are heading to a better direction.

 

Also just tried looking into the performance monitor (Ctrl+F9) myself and found that out of all 8GB of my running mods, the splash screens mods are among the heaviest which really shocked me to say the least. If it is either UI mods or glow fuckery I'd probably choose the glow in a heartbeat.

I'd love to say that my conversions are simply the solution and all the performance issues will go away if I convert every existing splash.ini UI mod to use shaders instead, but specifically using filter indexes to handle multiple hashes under the same PS is still pretty resource intensive itself, plus when it comes to animation mods, the method itself is essentially like a flip book where each individual frame is drawn fully. This looks nice, but it's not how basically any video file actually works and is FAR more resource intensive than it needs to be, but since 3dmigoto doesn't have video encoding/decoding support, this is kind of the best we can get. 

 

Ultimately if I did rework all of Scoob's mods to use the UI shaders, you'd still end up with the UI mods being the most resource intensive ones in your mods folder. That's kinda just the sad reality of UI modding.

Posted

More UI mods converted to Shader animation, this time the backpack and Changli version of the guide book.

 

1.gif?ex=6880febd&is=687fad3d&hm=42ac15f2.gif?ex=6880febd&is=687fad3d&hm=84a19b2

I wish I had a permanent place to host NSFW gifs so they wouldn't disappear after discord refreshes the links...

 

Request:

 

I still need some of the mods to convert. If you have the following Scoob mods, share them with me please.

Store page

Terminal / Escape menu

Changli's UI

Shorekeeper's UI

Cantarella Guide book (It has more animations)

 

I'll convert all of them to Shader animation, reducing the size and resource requirements if I'm shared them.

Backpack UI.rar Changli Guidebook.rar

Posted
4 hours ago, Karnasonofsun said:

@IncogACC  Bro could you unlock the nsfw toggles of this Lupa mod by Blacksaber? It would be much appreciated.

https://gamebanana.com/mods/608586

 

687f54a86a4a2.jpg

Can't, the base body mesh is missing beneath the clothes and a fully version of the body isn't hidden somewhere in the draw calls, so I can't make an "NSFW" version, only remove a few of the components like the cape and the 2 straps at her waist.

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