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Posted

Could anyone help me figure out why some of my mods are loading correctly while others don't show up at all? The affected mods don't even have texture errors — they just default to the original game skins. What could be causing this?

Posted

I got good news and bad news.

 

The good news: The 2.8 dynamic texture atlas bullshit that killed a bunch of UI modding stuff has been reverted, all of the details lost in the last update can be restored again.

 

The bad news: Portrait mods are dead for the time being, I knew this would happen and it turned out exactly as I predicted it would. The new animated portraits use spine animation so the textures changed and are animated so they can't be directly replaced, rather they now have to be skipped and a new layer has to be drawn over the top of them which requires entirely different tech. I know the theory itself, but I have exactly 0 experience with the tech itself so it'd take a lot of time learning and writing new code if I choose to take this on. 

I'd sooner hold out hope for Kuro to add in the option to toggle the dynamic portraits on/off.

 

Anyway, I kept copies of every single UI mod I worked on from pre 2.8, so I have all of the lost assets ready to be restored, I'll work on getting all the other UI mods done today, though it is Christmas so I don't have infinite free time or anything, I'll let you know when it's all updated.

Posted
5 hours ago, Merdiya said:


I've been looking too and thankfully someone on GameBanana found out the hash that needs to change.


https://gamebanana.com/questions/96062




In the mod.ini file of your female Rover mod folder, scroll down until you see [TextureOverrideComponent] with a number like 0, 1, etc. and change all the hash that has BD26F515 to  06482222.


Here's a screenshot of my female Rover with the changes to get it to appear. 


 

2025-12-25 (1).png

Hello, what Rover mod are you using? I'm using lewdlad's rover mod from gamebanana and the old hash in the mod.ini is different. Still tried to change it though and it messed up the mod a whole lot more. Any suggestions

Posted

I hope there is a better solution than ultra high LOD, because the performance impact is staggering. I remember that ZZMI had a solution to this for the different model qualities in the game. 

Posted
1 hour ago, Sangoku25 said:
They say something needs to be changed in the graphics, but that's not true; the bug remains in the overworld.
 
image.png?ex=694e774f&is=694d25cf&hm=828
 

lod bias ultra

Wuthering Waves   25_12_2025 10_45_35.png

Wuthering Waves   25_12_2025 10_46_38.png

Posted (edited)

If you have performance issues I may suggest to use a custom Engine.ini from here: https://github.com/AlteriaX/WuWa-Configs 

For me it helps a lot. You can also read more about the commands here: https://alteriax.github.io/WuWa-Config-Info/ 

Also I don't recommend to use it with default WWMI optimizations, I had crushes because of it, so better remove and disable it. But see for yourself.

Edited by CrazDy
Posted
3 minutes ago, vanogrando said:

dlss no frame generation option and can't use ray tracing when using xxmi
any help?

Wuthering Waves Screenshot 2025.12.25 - 20.48.27.55.png

Need an FAQ for shit like this. 

Frame gen requires DX12, ray tracing is only enabled on DX12

3dmigoto and by extension WWMI can only run on DX11 which is forced when loading the game via XXMI launcher so all the DX12 options will be missing.

There's no way to get them back unless someone makes a new fork of 3dmigoto that works on DX12 and is stable enough for the XXMI devs to justify moving to DX12.

Posted
5 hours ago, IncogACC said:

I got good news and bad news.

 

The good news: The 2.8 dynamic texture atlas bullshit that killed a bunch of UI modding stuff has been reverted, all of the details lost in the last update can be restored again.

 

The bad news: Portrait mods are dead for the time being, I knew this would happen and it turned out exactly as I predicted it would. The new animated portraits use spine animation so the textures changed and are animated so they can't be directly replaced, rather they now have to be skipped and a new layer has to be drawn over the top of them which requires entirely different tech. I know the theory itself, but I have exactly 0 experience with the tech itself so it'd take a lot of time learning and writing new code if I choose to take this on. 

I'd sooner hold out hope for Kuro to add in the option to toggle the dynamic portraits on/off.

 

Anyway, I kept copies of every single UI mod I worked on from pre 2.8, so I have all of the lost assets ready to be restored, I'll work on getting all the other UI mods done today, though it is Christmas so I don't have infinite free time or anything, I'll let you know when it's all updated.

I was working on a portrait mod...sad, i guess i'll never be able to publish it unless they add the option to switch from animated to fixed portraits...

Posted (edited)

First batch of UI mods are fixed.

 

  • Backpack UI
  • Cantarella Guidebook UI
  • Cartethyia Terminal UI
  • Changli Battlepass UI
  • Lupa Store UI
  • Map squares
  • NSFW Trophies UI
  • Synthesis & Datamerge UI
  • Pekomama Terminal hentai
  • Ragunna City hentai mods

You can download them all from here and remember to get the updated ShaderOverrideUI file or the UI stuff won't work.

 

Unlike 2.8 these have been FULLY restored to their original selves.

I'll be working on the character UIs next, I dunno if I can force them all out today 'cus I kinda got to relearn all of the involved components again and there's quite a lot of them, but I'll try.

 

Edit: Lmao fuck that, the character UIs got absolutely cooked so it's gonna take a while to get them done and I don't have all that much time left in the day, I'll focus on the Loading Screen mod for now and get the Character UIs done tomorrow I guess.

Edited by IncogACC
Posted (edited)
I removed all mods and only loaded hers. The error remains the same; it doesn't work.
Okay, but I was right, there's something wrong with the mod, so they've removed it again. Someone will take a look at it.
 
on the DC a fixed version image.png.47457b64c8c9bc6c435b305f02f2becd.png
 
 
 
Edited by Sangoku25

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