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req Wuthering waves


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Posted
On 7/12/2025 at 6:45 PM, Andrew34501 said:

Alright, This one took a while but its finally in a decent enough state to share
好吧,这个花了一段时间,但它终于处于足够体面的状态来分享

Added Basic RabbitFX to  astrais "Lupa Restored (Multi-toggle)" Mod.
astrais“Lupa Restored (Multi-toggle)” Mod 中添加了基本的 RabbitFX。

https://gamebanana.com/mods/604646

although, i did add in a few assets from Shiroho's "Radiant Lupa" Mod.
虽然,我确实从 Shiroho 的“Radiant Lupa”Mod 中添加了一些资产。

https://gamebanana.com/mods/606255

mainly make-up and spear handle texture, i think? I've been working on this for a few days so i forget.
主要是妆容和矛柄质感,我想?我已经为此工作了几天,所以我忘记了。

 

Lots of Red's, Pink's, and Golden glows to go along with her original colors.
许多红色、粉色和金色的光芒与她原来的颜色相得益彰。

 

Anyways, NPC, Sig Weapon, and Spear have all been edited and have RabbitFX Functionality.
无论如何,NPC、Sig Weapon 和 Spear 都经过编辑并具有 RabbitFX 功能。

I've left original textures in the folders in case you'd like to change/revert something.
我在文件夹中保留了原始纹理,以防您想更改/恢复某些内容。

tail can be toggled on/off but flaming forte tail will still show.
尾巴可以打开/关闭,但火焰强项尾巴仍会显示。

Enjoy.   享受。

 

Requires RabbitFX for glow to work.
需要 RabbitFX 才能使发光工作

https://gamebanana.com/mods/527815

 

2025-07-1205_24_57-WutheringWaves.thumb.png.ed7375cc34d421051ac8c2be9451b0cf.png

 

2025-07-1205_25_37-WutheringWaves.thumb.png.9849b48415083c068175ec3a6a4a9f46.png

 

2025-07-1205_05_07-WutheringWaves.thumb.png.919bd9bd2f303aab12e25be240e3ed64.png

 

2025-07-1205_02_22-WutheringWaves.thumb.png.1ef913c490899faf2a0bc3f3f6d37f7c.png

 

2025-07-1205_00_51-WutheringWaves.thumb.png.0a598c177607b7e9c84cc727a59d0666.png

 

2025-07-1205_26_36-WutheringWaves.thumb.png.695d8e595c1793ecb36d11996c18c427.png

(IF YOU'RE LOOKING AT MY TRASH STATS YOU'VE MISSED THE POINT!!!)
如果你在看我的垃圾统计数据,你就错过了重点 !!)

 

2025-07-1205_27_10-WutheringWaves.thumb.png.276a8897eb75a57139c66c774dd82fe6.png

 

Lupa_restored_v1-35-FX.7zUnavailable
Lupa_restored_v1-35-FX.7z 不可用

Can you share MOD again?

Posted (edited)
16 hours ago, Karnasonofsun said:

@IncogACC Bro would it be possible for you to unlock the toggles for this Cartethiya mod? Sorry for bothering you over and over, but you're the only one here who's knowledgeable about this stuff.

https://gamebanana.com/mods/611871

 

6892cb826ffe1.jpg

 

 

It's on my list of things to do but that list is INCREDIBLY long and the reason I haven't been posting for the last few days is because basically ALL of my free time has gone into dev work as I'm rewriting an entire modpack sorting system right now, plus I need to convert some scoob mods, plus I need to update some other UI mods, plus I need to update my Loading screen backend, plus I need to fix one of the scripts, plus I need to deal with the backlog of mods that have piled up while I've been in the coding mines. That last point is where this lands on my priority list, so I can take a look at it but not today... Unless I really crash out and need something to take the edge off.

 

14 hours ago, Sangoku25 said:

 

the mod makers have to fix that themselves.

i can give you a mod that have the fix.

Phrolova Black mk3.zip 83.33 MB · 39 downloads     image.png.e6b159d550fa360a231762deecdcdcce.png

 

I'm gonna be a bit of a downer, I'm sorry, but I feel like this needs to be explained so at least some people don't get the wrong idea.

 

There is no "fix" for the actual Phrolova burst issue.

This isn't a fix for the fundamental issue of dealing with multiple instances of a merged skeleton on screen, this sidestepping the issue by using a namespace and detection hashes to swap the model to a basic nude body that doesn't use a merged skeleton at all. 

This method won't allow existing mods to carry their unique designs and toggle states into the burst animation, it's a bandaid fix and is limited to swapping this kind of simplified model in over the actual mod during the burst.

 

The reason I'm saying this is because I don't want people to look at this and go "Wow they fixed Phrolova burst" then go to other modders and say "These modders fixed Phrolova burst so update your Phrolova mod with fixed burst" because when you say "fixed Phrolova burst (A not buggy model appearing during the burst)", it means something different to what they understand "fixed Phrolova burst (Solving the merged skeleton issue)" to be. 

 

Props to the Chinese and Korean modders who came up with this solution of course, like considering their seemingly only option was to "Wait for Spectrum to magically come up with something," doing this is a lot better than nothing.

I just want to temper expectations somewhat and maybe limit the frustrations some modders might have to deal with from overzealous individuals coming to them demanding "fixes" because they got the wrong idea.

 

Edit: Just need to re-establish the baseline issue a little.

The reason Phrolova mods break in the ult is due to the merged skeleton, mods that don't use a merged skeleton are unaffected.

With current tech, the vast majority of WuWa character mods use merged skeleton because merged skeleton is a lot more performance efficient for mods that use multiple components... which is basically every WuWa mod ever.

There are advantages and disadvantages to using merged skeleton vs not, it's up to the modder to decide and to actually know which method is better for them.

Edited by IncogACC

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