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Posted
12 hours ago, synek said:

Anyone have full version of animated character select? The nice Korean gentleman only did it for a few characters image.png.07e0ee3b9c3a4720431bf1c7994bcee3.png

 

No worries, I'm working on it.


I'll probably enter 2026 while undressing Wuwa girls... I'll post it here once it's ready.

 

image_2025-12-31_164037688.png.aee4f62b5ea11596d2316221c146730f.png

Posted
3 hours ago, synek said:

extract archive after download, put mod in WWMI Mods folder. Use Wuwa Mod Importer for lauch game. After login to your game use "L" to open character select. Now u can see only few characters with naked animations. At this moment mod have Augusta, Iuno, Shorekeeper, Phrolova and Roccia. I still hope that someone will finish the work and make it for everyone and in better quality
下载完成后解压文件,将模组放入 WWMI Mods 文件夹。使用 Wuwa Mod Importer 启动游戏。登录游戏后,按“L”键打开角色选择界面。现在你只能看到少数几个带有裸体动画的角色。目前该模组包含 Augusta、Iuno、Shorekeeper、Phrolova 和 Roccia 这几个角色。我仍然希望有人能完成这项工作,并将其制作得更好,供所有人使用。

靠了我也是这么用的但是没有效果

Posted

I'm losing my fucking mind, they HATE the DX11 version I swear...

I'm on a 9800x3d 5070TI build, there really isn't that much higher for me to go and yet even with everything other than LoD bias dropped to medium or lower, this build is still just a flickering, stuttering, screen tearing, buggy mess. 

In the midst of my unbridled rage, I can't help but wonder if Kuro are doing this on purpose.

 

 

Sorry, I had to vent, I wanted to play the story today but instead spent hours tuning settings and changing drivers trying to solve 1 fucking issue among many to no success.

Posted
21 hours ago, ZehelEisheth said:

Can someone help me?

 

It seems a new problem has popped up for me…
The mods weren’t working, but after adding:

[ConsoleVariables]
r.Streaming.UseAllMips=1

to the Engine.ini as “X” said, it was fixed.

The next day the XXMI update came out and added:

[ConsoleVariables]
r.Streaming.UseAllMips=1
r.Kuro.SkeletalMesh.LODDistanceScale=24
r.Kuro.SkeletalMesh.LODDistanceScaleDeviceOffset=-50
r.Streaming.MinBoost=25.0
r.Streaming.PoolSize=0
r.Streaming.LimitPoolSizeToVRAM=0

Which made it so that now, when switching characters, the mod takes a while to load, and of course during a battle the mod barely even says “hi.” I tried deleting the text from Engine.ini, but the XXMI launcher keeps adding it again.

Screenshot2025-12-30160849.png.41981d460b5b9e84408326637efb2068.png

Point 2:

[ConsoleVariables]
r.Streaming.UseAllMips=1

It fixes the mods, but it seems to break others like this:

 

 

r.Streaming.UseAllMips=1                                                    without the variable

Screenshot2025-12-29090655.png.117cb5e1914cb7c6b7215d470b974c1d.png--Screenshot2025-12-29090346.png.4515e6d994e7cb894741b9a02c0ded9a.png


 

Okay, I found the problem with the 1-second delay in texture loading. I'm not a modder, but I am a programmer, and using VS Code's compiler, I was able to analyze the mod.ini file. I used a Danjin mod as a reference, which loads perfectly (link for reference: https://gamebanana.com/mods/563390). By using other mods that only partially load, I was able to infer the technique and replicate it in another mod (encore mod), and it loaded correctly. Since modding isn't my area of expertise, I'll leave exactly what the compiler told me (Cloud Sonnet 4). I hope it helps with future mod versions.

------------------------ Summary of the implemented technique: Dynamic Texture Remapping
Problem identified:
After the game patch, mods that use the standard texture system experience loading delays (~1 second), where the textures initially appear incorrect before loading correctly.

Applied technique (based on Danjin):

1. Custom texture resources:
 

; Instead of just ResourceTexture0, ResourceTexture1, etc.
[ResourceBodyMain]
     filename = Textures/Components-1 t=5395f197.dds

[ResourceBodySecondary]
     filename = Textures/Components-1 t=c26d7da2.dds

[ResourceClothing]
     filename = Textures/Components-1 t=d1df2ed7.dds
 

2. Dynamic remapping during rendering:
 

; Store backup of original texture slot
ResourceTextureBackup = ref ps-t0

; Set optimized body textures
ps-t0 = ResourceBodyMain
ps-t1 = ResourceBodySecondary
ps-t2 = ResourceSharedNormals

; Draw component with correct textures
drawindexed = 7134, 3, 0

; Restore original texture
ps-t0 = ref ResourceTextureBackup

 

Key differences vs. standard system:

Standard System (problematic)           -----       Optimized System (Danjin)
Textures automatically assigned by hash     ----    Manual pre-assignment of specific textures
One texture per slot throughout rendering    ----    Dynamic texture switching per body part
Dependent on game load timing    ----    Full control over which texture is used when

Why it works:

Timing control: By pre-assigning specific textures before each drawindexed, we eliminate dependence on the game's automatic load system.

Specificity: Each body part uses the exact texture it needs at the exact moment it needs it.

Backup and restore: We avoid interfering with other components by maintaining the original texture state.
 

Application in Encore:
Component1 (main body): Dynamic reassignment implemented → Instant loading
Component3 (legs/accessories): Left unmodified → Works flawlessly
⚠️ Other components: Not yet optimized, but not problematic
To apply in other mods:
Identify which textures each main component uses
Create custom resources with descriptive names
Implement dynamic reassignment only on components that handle large body parts
Leave components that work well untouched
Always use backup/restore to avoid conflicts
This technique transforms an automatic loading system (prone to post-patch delays) into a controlled and deterministic loading system.

Posted
43 minutes ago, sshazoxt said:


 

Okay, I found the problem with the 1-second delay in texture loading. I'm not a modder, but I am a programmer, and using VS Code's compiler, I was able to analyze the mod.ini file. I used a Danjin mod as a reference, which loads perfectly (link for reference: https://gamebanana.com/mods/563390). By using other mods that only partially load, I was able to infer the technique and replicate it in another mod (encore mod), and it loaded correctly. Since modding isn't my area of expertise, I'll leave exactly what the compiler told me (Cloud Sonnet 4). I hope it helps with future mod versions.

------------------------ Summary of the implemented technique: Dynamic Texture Remapping
Problem identified:
After the game patch, mods that use the standard texture system experience loading delays (~1 second), where the textures initially appear incorrect before loading correctly.

Applied technique (based on Danjin):

1. Custom texture resources:
 

; Instead of just ResourceTexture0, ResourceTexture1, etc.
[ResourceBodyMain]
     filename = Textures/Components-1 t=5395f197.dds

[ResourceBodySecondary]
     filename = Textures/Components-1 t=c26d7da2.dds

[ResourceClothing]
     filename = Textures/Components-1 t=d1df2ed7.dds
 

2. Dynamic remapping during rendering:
 

; Store backup of original texture slot
ResourceTextureBackup = ref ps-t0

; Set optimized body textures
ps-t0 = ResourceBodyMain
ps-t1 = ResourceBodySecondary
ps-t2 = ResourceSharedNormals

; Draw component with correct textures
drawindexed = 7134, 3, 0

; Restore original texture
ps-t0 = ref ResourceTextureBackup

 

Key differences vs. standard system:

Standard System (problematic)           -----       Optimized System (Danjin)
Textures automatically assigned by hash     ----    Manual pre-assignment of specific textures
One texture per slot throughout rendering    ----    Dynamic texture switching per body part
Dependent on game load timing    ----    Full control over which texture is used when

Why it works:

Timing control: By pre-assigning specific textures before each drawindexed, we eliminate dependence on the game's automatic load system.

Specificity: Each body part uses the exact texture it needs at the exact moment it needs it.

Backup and restore: We avoid interfering with other components by maintaining the original texture state.
 

Application in Encore:
Component1 (main body): Dynamic reassignment implemented → Instant loading
Component3 (legs/accessories): Left unmodified → Works flawlessly
⚠️ Other components: Not yet optimized, but not problematic
To apply in other mods:
Identify which textures each main component uses
Create custom resources with descriptive names
Implement dynamic reassignment only on components that handle large body parts
Leave components that work well untouched
Always use backup/restore to avoid conflicts
This technique transforms an automatic loading system (prone to post-patch delays) into a controlled and deterministic loading system.

Works, thanks bro !

Btw, how to check which slot the resource uses ? I just test it one by one...

Posted

@IncogACCIs there a way to combine your edited mod to be useable with another? I've been using the Iuno mod by Anders until I saw the mod of your edited version for Yukata Iuno and want to use the clothes and hair as toggleable. Would you be willing to help with the ini?

Posted
51 minutes ago, Apig said:

Works, thanks bro !

Btw, how to check which slot the resource uses ? I just test it one by one...

Are you referring to which texture is used in each component?
I also do it one by one, commenting out the drawindexes one by one until I reach the one I want visually by reloading the module in Wuwa (F10), or I look for the file included in the variable assigned to that component, or I rename a texture (by adding something to the beginning) and reload the model (F10). If it appears black (without a texture), then I know which DDS file is used in that component.

Well, that's how I do it. Remember that I don't know much about modding; it's not my thing, but I'm a fan of mods (ThicC Mods XD).

Posted

All my mods are working perfectly, except for this one. I've tried every fix I could find, and nothing works.

Yes, I tried Woju's fix, and it didn't work either.

 

Capturadepantalla2025-12-31080414.png.e39c25b985b11869706d89d6dea11d78.png

Posted
6 minutes ago, Vex_71 said:

 

It’s finally ready. I’ve been working on this for over 12 hours and my brain has completely melted. So, if you encounter some silly bugs, I’m sorry for that, I couldn’t do proper testing. (hope that doesn't happen!)

 

Excluded characters: Buling, Phoebe, Lynae and Skins.

 

Since I don’t know how to use AI, I’m not planning to update this mod for future characters. Completely undressing characters is extremely difficult because the pieces are animated. Editing some important pieces causes the character portraits to break.

 

1.jpg.25357b9db18c3275f621d38c690345ad.jpg2.jpg.61a10eba11b779bb457611ff5f97c673.jpg3.jpg.ae15b1e5ae708e264d56ed8a99dfda34.jpg

 

 

Female Half Nude Splash Art 3.0.zip 59.01 MB · 1 download

wow man that very fast, thanks for ur hardwork, and happy new year🎉🎆

Posted
1 hour ago, Vex_71 said:

 

ついに完成した。12時間以上かけて取り組んでいて、頭が完全に溶けてしまいました。ですので、もし些細なバグに遭遇したら申し訳ありません。適切なテストができませんでした。(そうならないといいのですが!)

 

除外キャラクター:バリング、フィービー、リネイ、スキンズ。

 

AIの使い方がわからないので、今後のキャラクター向けにこのMODを更新する予定はありません。キャラクターを完全に脱がせるのは非常に難しいです。なぜなら、パーツはアニメーションだからです。重要な部分を編集するとキャラクターのポートレートが壊れてしまいます。

 

1.jpg.25357b9db18c3275f621d38c690345ad.jpg2.jpg.61a10eba11b779bb457611ff5f97c673.jpg3.jpg.ae15b1e5ae708e264d56ed8a99dfda34.jpg

 

 

女性の半裸スプラッシュアート3.0.zip 59.01 MB · 1ダウンロード

Wonderful.
Thank you.

Posted

For some reason Kuro decided to change Rover's eyes hash today. Good thing it's an old one so I just tried and it worked.

Female Rover eyes hash: 52c18227

Posted

Mod creators who release their mods and say "Don't NSFW mod this mod please uwu~~" Deserve it to be made NSFW. Literal retards.

Posted
1 hour ago, Satsuk said:

Mod creators who release their mods and say "Don't NSFW mod this mod please uwu~~" Deserve it to be made NSFW. Literal retards.

Not all countries have legalized the pornography industry.

Posted
Just now, asdungh3699 said:

Not all countries have legalized the pornography industry.

Which is a fine enough reason for the modder not to make it but to tell other people they can’t edit it is dumb af

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