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Posted (edited)
On 12/31/2025 at 9:04 PM, 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.

hi bro can u make vid pls how to for stupid ppl i read it many times still no idea how 

nvm this completely fixed textures deley during switching chars on 9800x3d-5070ti

[ConsoleVariables]
r.Kuro.SkeletalMesh.LODDistanceScale=20
r.Streaming.PoolSize=16384
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.MinBoost=15.0
r.Kuro.SkeletalMesh.LODDistanceScaleDeviceOffset=-50
r.Streaming.UseAllMips=0
r.Streaming.UseFixedPoolSize=1

 

Edited by yuukino9
Posted (edited)
16 hours ago, muqiuxingyu said:

now I'm sure that the question is come from NVDIA DLSS,but i don't know how to solve it.

i dont know why this question disappeared suddenly.....maybe my computer is unhappy that i alway use loli mods.....i decide to download some big boobs mod

Edited by muqiuxingyu
Posted
7 hours ago, captoppai said:


Hi Bro, 

any update on the fixes for your potrait mod?

Asking that as a reply to me actively crashing out is crazy.

 

And I've already answered that before, no, I can't fix them because the way they work fundamentally has changed to spine textures instead of flat textures so it's not possible to replace them with a flat texture. If I learnt how to write a custom HLSL and wrote some code to handle coordinate designation based on hashes then I could potentially write a custom shader that draws over the top of the portrait boxes, but that is outside of what I can do right now and I don't even know if I want to put that kind of effort into this. I'm just waiting to see if Kuro adds the option to turn off the animation portraits in the future.

Posted (edited)
38 minutes ago, IncogACC said:

Asking that as a reply to me actively crashing out is crazy.

 

And I've already answered that before, no, I can't fix them because the way they work fundamentally has changed to spine textures instead of flat textures so it's not possible to replace them with a flat texture. If I learnt how to write a custom HLSL and wrote some code to handle coordinate designation based on hashes then I could potentially write a custom shader that draws over the top of the portrait boxes, but that is outside of what I can do right now and I don't even know if I want to put that kind of effort into this. I'm just waiting to see if Kuro adds the option to turn off the animation portraits in the future.

same pc i feel u seeing fps dropping to 52 from 120 is crazy i also noticed 3.0 map dont seem to save cache every launch using anything drop to 40 with cpu jumping to 60-80-%

Edited by yuukino9
Posted
3 hours ago, IncogACC said:

Asking that as a reply to me actively crashing out is crazy.

 

And I've already answered that before, no, I can't fix them because the way they work fundamentally has changed to spine textures instead of flat textures so it's not possible to replace them with a flat texture. If I learnt how to write a custom HLSL and wrote some code to handle coordinate designation based on hashes then I could potentially write a custom shader that draws over the top of the portrait boxes, but that is outside of what I can do right now and I don't even know if I want to put that kind of effort into this. I'm just waiting to see if Kuro adds the option to turn off the animation portraits in the future.

after testing i found the problem is WWMI itself not RabbitFX that tank fps dx11 vanilla only drop to 105 with WWMI  drop to 60 even without any mod adding can help with stuttering 

r.MeshDrawCommands.DynamicInstancing=1
fx.FixNiagaraDDCNotChange=1
r.ShaderCompiler.EnableLatestDXC=0
r.AsyncComputePSO=1
FX.AllowGPUParticles=1

Posted

1 draw call split into 62 draw calls. 1 FUCKING DRAW CALL, INTO 62 INDIVIDUAL DRAW CALLS.

I'm so sick of working on this guy's mods... My schedule for today is completely fucked. It fitting the new years theme is the only reason I even bothered.

 

Toggles:

 

Up - Front ribbon*

Down - Sleeves

Left - Top*

Right - Bottom*

 

Alt Up - Back ribbon*

Alt Down - Shoes

Alt Left - Sash

Alt Right - Panties

 

* Parts are connected to the sash, if you remove the sash, then these will come off as well.

 

image.thumb.png.834d0af1788c0d7a42258df174a96794.pngimage.thumb.png.9f6125f3cbdab6b08508b75616f14eea.pngimage.thumb.png.2d1941f651207097496826ac17461b99.pngimage.thumb.png.94a2116ecaa7dcbb61d3ae0ec3ee224a.png

ChangliShortKimono.rar

Posted

I'm not even gonna use this mod but for some dumb reason I separated it anyway.

 

Toggles: Only 4 this time, there wasn't much separation possible.

 

Up - Hair ties

Down - Panties

Left - Shirt

Right - Skirt

 

image.thumb.png.be5758bce45c362a652c943d7015ffbe.pngimage.thumb.png.e0a77246d0affa2ce6ddbe3bafb0975e.pngimage.thumb.png.8178d77b418331852e52b29ce6614d1d.png

CartethyiaOL.rar

Posted
17 hours ago, yuukino9 said:

hi bro can u make vid pls how to for stupid ppl i read it many times still no idea how 

nvm this completely fixed textures deley during switching chars on 9800x3d-5070ti

[ConsoleVariables]
r.Kuro.SkeletalMesh.LODDistanceScale=20
r.Streaming.PoolSize=16384
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.MinBoost=15.0
r.Kuro.SkeletalMesh.LODDistanceScaleDeviceOffset=-50
r.Streaming.UseAllMips=0
r.Streaming.UseFixedPoolSize=1

 

hi where i need to paste that lines to stop mod deley ?

 

Posted (edited)
On 12/29/2025 at 6:51 AM, AtomicGrievous said:



image.png.e3abb350ac47972b487abb677834af9a.png

Hello. I recently got hold of a different version of this mod with oily skin, but it has some problems. The first one is quite obvious: the breasts. The second one is with the toggles: Skin(oily/normal,) hair color, and stockings share the same toggle key (=). On top of that—this is not a problem per se, just me nitpicking—some things are missing, like the purple hair, the patterned stockings, and other weapon skins(the one in the mod I got here is not bad actually.) I know this is too much to ask, but any help would be very appreciated.

image.png.3d16c7d21e962400076b47087475b921.png

Augusta Formal Dress v1.02.7z

Edited by Ashewz
Posted

Is there a guide on how to use RabbitFX. The ones around are old and use rabbitfxfixer.exe. I don't know how to make use of the updated ones (eg: the contents of the v616_fed2f.zip file.)

Posted
On 12/31/2025 at 12:04 PM, 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.

I do apologize but I am a bit of a goof when it comes to this, for this I would replace the:
 

[ResourceBodyMain]
     filename = Textures/Components-1 t=5395f197.dds

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

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

with:
 

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

In the Mod Ini correct? Would I need to change any of this for day other character mods? If so what?

I know this seems like a dumb question but I want to know before I start doing edits and mess something up.

Posted
4 hours ago, Ashewz said:

Hello. I recently got hold of a different version of this mod with oily skin, but it has some problems. The first one is quite obvious: the breasts. The second one is with the toggles: Skin(oily/normal,) hair color, and stockings share the same toggle key (=). On top of that—this is not a problem per se, just me nitpicking—some things are missing, like the purple hair, the patterned stockings, and other weapon skins(the one in the mod I got here is not bad actually.) I know this is too much to ask, but any help would be very appreciated.

image.png.3d16c7d21e962400076b47087475b921.png

Augusta Formal Dress v1.02.7z


I didn't quite understand what you meant, but the breasts are like that even in the original mod. Blender is beyond my capabilities at the moment; I'm studying and practicing, so for now any kind of structural "adjustment" is off the table. But adding that "oily skin" is quite easy; you can do it just through the .INI file.

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