Merdiya Posted December 25, 2025 Posted December 25, 2025 20 minutes ago, Raison.D'tre said: seems new update kinda changed rover code again, anyone know what binary number to change for the female rover? 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. 8
attgsh22 Posted December 25, 2025 Posted December 25, 2025 anyone have this ciaccona mod? https://www.patreon.com/posts/129587471
likhyt Posted December 25, 2025 Posted December 25, 2025 Cartethyia & Zani mods form KanaoSakura are broken now, any tips?
Raison.D'tre Posted December 25, 2025 Posted December 25, 2025 1 hour 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. Thank youu, you are a lifesaver
nelson969 Posted December 25, 2025 Posted December 25, 2025 and everyone mod has been over written hahahahaha
AtomicGrievous Posted December 25, 2025 Posted December 25, 2025 i'm real lucky guy Quote 10 pulls on cartethya banner Quote 30 pulls: I got my C2 finally, but..... just when I thought it was good... Quote It just happened. and with +6 pulls on the standard banner: only wins!!!!!!
AtomicGrievous Posted December 25, 2025 Posted December 25, 2025 【WWMI】Hide UI UID FOG and Coordinates Update! https://gamebanana.com/mods/535644 2
IncogACC Posted December 25, 2025 Posted December 25, 2025 I've only found 2 characters that are actually broken in any way. FRover component hash bd26f515 >06482222 Zani Normalmap hash 612a235b > d1c1a195 Everyone else is fixed by changing graphics settings to the new "Ultra high" LoD bias setting. All you have to do for hash replacement is open the ini in notepad > press Ctrl + H to open find and replace > put the old hash in the top box and put the new hash in the bottom box > Click replace all > Save and close. That's it. As for UI stuff, well I can do a full damage report in a bit. 7
likhyt Posted December 25, 2025 Posted December 25, 2025 9 minutes ago, IncogACC said: I've only found 2 characters that are actually broken in any way. FRover component hash bd26f515 >06482222 Zani Normalmap hash 612a235b > d1c1a195 Everyone else is fixed by changing graphics settings to the new "Ultra high" LoD bias setting. All you have to do for hash replacement is open the ini in notepad > press Ctrl + H to open find and replace > put the old hash in the top box and put the new hash in the bottom box > Click replace all > Save and close. That's it. As for UI stuff, well I can do a full damage report in a bit. Yeap, changing LOD Bias to ultra high worked for me👍
NobetaLove Posted December 25, 2025 Posted December 25, 2025 我剛剛去BANANAGAME研究了 重點是把畫面細節調到極高 希望大家可以享受! 3
ArisuKuonji Posted December 25, 2025 Posted December 25, 2025 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?
IncogACC Posted December 25, 2025 Posted December 25, 2025 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. 18
RomCrim Posted December 25, 2025 Posted December 25, 2025 anyone know if faces hash are bugged? it seems that my modded skins faces dont move at all
Yuforya Posted December 25, 2025 Posted December 25, 2025 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. 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
Sangoku25 Posted December 25, 2025 Posted December 25, 2025 (edited) for the german player Merry Christmas Edited December 25, 2025 by Sangoku25
Jafmo Posted December 25, 2025 Posted December 25, 2025 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.
kurokoi1 Posted December 25, 2025 Posted December 25, 2025 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. lod bias ultra
Sangoku25 Posted December 25, 2025 Posted December 25, 2025 13 minutes ago, kurokoi1 said: lod bias ultra Yes, I understand now, thanks^^. But it still says the mod launcher needs a fix. It works without it too^^.
CrazDy Posted December 25, 2025 Posted December 25, 2025 (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 December 25, 2025 by CrazDy
Σηαρλκ Posted December 25, 2025 Posted December 25, 2025 3 hours ago, SergeyDuginov said: No Lynae mods yet? is it a joke? Check Gamebanana, there is one with bunny girl asuna, and some sliders now
Astraea0821 Posted December 25, 2025 Posted December 25, 2025 anyone know changli skin hash ? mod can't work :(
IncogACC Posted December 25, 2025 Posted December 25, 2025 3 minutes ago, vanogrando said: dlss no frame generation option and can't use ray tracing when using xxmi any help? 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. 2
Adal01 Posted December 25, 2025 Posted December 25, 2025 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...
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