Jump to content

req Wuthering waves


Recommended Posts

Posted
3 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

I have the same problem, when changing character takes 1sgs to load textures correctly
RTX 4060 8Gb

Posted
Just now, sshazoxt said:

Eu tenho o mesmo problema, ao trocar de personagem leva 1 segundo para as texturas carregarem corretamente.
RTX 4060 8GB

This is my engine, try it, it works perfectly fine here.

 

r.Kuro.SkeletalMesh.LODDistanceScale=24
r.Streaming.MinBoost=20.0
r.Streaming.PoolSize=0
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.UseFixedPoolSize=1
r.Streaming.UseAllMips=1
r.Kuro.SkeletalMesh.LODDistanceScaleDeviceOffset=-50
 

Posted
3 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

can you share this ty

Posted
8 hours ago, Dothack2 said:

 

image.png

20251230133732.png

Another masterpiece! Changli I guess? Could you plz share it? I really enjoy all your works, would love to see Yinlin and Fleurdelys as well

Posted
On 12/29/2025 at 8:26 PM, AtomicGrievous said:




my silver version

I know this is too much of a reach since the creator of the mod strictly said no NSFW modifications allowed. But is there a way to toggle her underwear, or a hero that can provide a file?

Posted
1 hour ago, Kyliel said:

我知道这有点异想天开,因为mod作者明确表示不允许任何NSFW(不适宜工作场所观看)的修改。但是有没有办法可以切换她的内衣穿着状态,或者有没有哪位大神可以提供相关文件?

This is the original version.The author doesn't want to create NSFW content, as it might get the police after him.If you have created NSFW content related to it, please do not share it. Enjoy it by yourself.

奥古斯塔 银湾流夜v1.1.zip

Posted
2 hours ago, BQBOBO said:

不起作用啊,兄弟你是怎么使用这个mod的?

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

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?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...