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Posted (edited)

Futa, be careful!

This is my first post here, sorry for the intrusion.
From the texture preview alone, the neck already looks a bit overstretched,
and once applied in-game, the proportion feels even more awkward.

In practice, is this kind of issue usually handled via
vertex / shapekey adjustments rather than direct skeleton scaling in WWMI?
If so, is there a common approach or reference for neck/head proportion fixes?

Any guidance would be greatly appreciated, as I'm having trouble resolving this on my own.

ザニ_Futa_Horse_TM!.zip

Spoiler

image.jpeg.1650f92c9e5a6122b6bd9381443af39f.jpeg

 

Edited by RawLeKluesex
Posted
On 1/1/2026 at 4:43 AM, 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 · 21 downloads

Hi all. I love this. been using it since ever.

But is there a way to disable the animation? or at least a simple way to change the photos?

I have no idea how to mod, but if there is an easy way, I hope u can share with me.

thanks in advance to the creator of this mod and the ones who try to help me too 💖

Posted
On 1/6/2026 at 2:51 PM, AtomicGrievous said:

 

 

I think it will stay this way; I won't be able to keep the original gold. Currently, I don't have enough time to invest in that level of detail. It's too complex to do a gradient painting, starting from gold and transitioning to the color I want to paint, whatever it may be. So, for these reasons, this is what I can do. It's a "simpler" painting, but it still maintains the "gold" in a highlight color on top of the dress's base color.

 



 

So now I'm going to do the color variations. This time I checked the result right away with the first color to understand what would happen in-game.

The colors I'm going to try:

bronze
pink
light pink
red
crimson red
light blue
royal blue
light green
bamboo green
orange
yellow
brown/beige (maybe)
maybe a cursed paint job just for testing, something psychedelic (testing a new type of paint/texture)
black/white (already exists)

If you have any color suggestions that haven't been mentioned above, be quick, after I finish the colors I won't do any more.



 




image.png.d8dbf107f3825654b34882888c6f8879.pngimage.png.5ebab9410060e3aaee06dbb62396642a.png

 

 

any update bro?

Posted
On 1/17/2026 at 6:40 PM, Lynae_Lover said:

Just hit the get content button and after going through the ads you will get redirected to the download site. In the latest post Moonsoon said he took down some mods tho

the website have been change the domain name ,thanks you for show me the way to download ,i have download the mod before the old link death,can you share the new link

 

Posted
On 1/19/2026 at 1:20 AM, hotNess16 said:

What did you do to the ini to get it like this?

Download v1.3,

then open the  mod.ini,

find "drawindexed = 308988, 137796, 0",

change to

"           

;drawindexed = 308988, 137796, 0
drawindexed = 68405, 137796, 0
drawindexed = 6474, 332100, 0

"

Next,

Add " $draw_component_4_back_bow = 0 " under the "[Present]"

 

maybe you'll find some errors, but please ignore it and wait the full version  come out.

Posted
16 minutes ago, Estelle87 said:

I have paid for the mods, but the creator has not replied to me.

 

Ok thank you so much, can you plz share the mods once you recieve them?

Posted
On 1/17/2026 at 1:36 AM, DTK21 said:

Anyone have any idea why this Yvonne mod for Chixia has this face texture issue? I already used the wuwa fixer 3.0 just thought it was worth an ask

Also here's the link for the mod https://huihui168.org/?list_11/1589.htmlimage.png.2f4b4cf8210d1e2b53e565d03cd00449.png

I was helped and so now I must help others.

 

A kind individual on AGMG told me how to fix this and I immediately understood why this even happened. 

 

Inside the ini, you want to find the draw index responsible for drawing the face, it's almost always under Component2, you then want to paste these lines below the component 2 block.

 

[Constants]
global $_1 = 0
global $_2 = 0

 

[CustomShaderCullNone]
cull = none
drawindexed= $_1, $_2, 0
$_1 = 0
$_2 = 0

 

After that, comment out the draw call for the face with a ; and paste these 3 lines below it:

 

        $_1 = x
        $_2 = y
        run = CustomShaderCullNone

 

Replace X with the first number in the draw call and Y with the second. It should look like this:

image.png.e925d071d2288ee3b8961d47ffa7161b.png

 

This draws the component with backface culling off.

Lastly you'll probably need to do the same with the eye draw call as well. Eyes are usually drawn under component 6, so once again, comment out the draw call, paste the block below and transfer the X and Y values like so:

image.png.c7ae8631e34e0a11d5b0ae38bc8bbbca.png

That should fix the issue.

 

Explanation for why:

Idk if it was 3.0 or a change to WWMI, but backface culling was "turned on" by default affecting mods which weren't built for it. What's actually happening to your mod is that the "front face" wasn't correctly defined and so the mod believes that the inside of the face is actually the outside so when backface culling occurs, it doesn't show the face because it believes that you're looking at it from the back.

 

Backface culling is optimisation tech that doesn't draw polygons that aren't facing the camera, like if a character is wearing a closed jacket, the player can't see the inside of the jacket so there's no reason to draw it since that's just wasting rendering resources, therefore that face is "culled" leaving only the outward face of the jacket that the player can actually see. I wouldn't be surprised if it was done on Kuro's end as a part of optimisations for 3.0 and simply wasn't something that modders were dealing with in the past.

 

Hopefully this can help anyone who tossed aside mods thinking they were irreversibly broken.

Posted
1 hour ago, IncogACC said:

I was helped and so now I must help others.

 

A kind individual on AGMG told me how to fix this and I immediately understood why this even happened. 

 

Inside the ini, you want to find the draw index responsible for drawing the face, it's almost always under Component2, you then want to paste these lines below the component 2 block.

 

[Constants]
global $_1 = 0
global $_2 = 0

 

[CustomShaderCullNone]
cull = none
drawindexed= $_1, $_2, 0
$_1 = 0
$_2 = 0

 

After that, comment out the draw call for the face with a ; and paste these 3 lines below it:

 

        $_1 = x
        $_2 = y
        run = CustomShaderCullNone

 

Replace X with the first number in the draw call and Y with the second. It should look like this:

image.png.e925d071d2288ee3b8961d47ffa7161b.png

 

This draws the component with backface culling off.

Lastly you'll probably need to do the same with the eye draw call as well. Eyes are usually drawn under component 6, so once again, comment out the draw call, paste the block below and transfer the X and Y values like so:

image.png.c7ae8631e34e0a11d5b0ae38bc8bbbca.png

That should fix the issue.

 

Explanation for why:

Idk if it was 3.0 or a change to WWMI, but backface culling was "turned on" by default affecting mods which weren't built for it. What's actually happening to your mod is that the "front face" wasn't correctly defined and so the mod believes that the inside of the face is actually the outside so when backface culling occurs, it doesn't show the face because it believes that you're looking at it from the back.

 

Backface culling is optimisation tech that doesn't draw polygons that aren't facing the camera, like if a character is wearing a closed jacket, the player can't see the inside of the jacket so there's no reason to draw it since that's just wasting rendering resources, therefore that face is "culled" leaving only the outward face of the jacket that the player can actually see. I wouldn't be surprised if it was done on Kuro's end as a part of optimisations for 3.0 and simply wasn't something that modders were dealing with in the past.

 

Hopefully this can help anyone who tossed aside mods thinking they were irreversibly broken.

 

This also works to fix issues with the under/backside of clothes not displaying properly, whatever Kuro did with 3.0 introduced backface culling that modders didn't account for, so lots of mods have visual errors like this which can be fixed the exact same way:

image.png.33706d1d14a2b1cc913da9fc31ee60d2.png Before --- After image.png.aa0117fd3ef2ef3604c84d84ad14eb49.png

 

 

Posted

image.png.15579be54ede46e9392b1e93c515d49f.pngimage.png.ff3da37e616f46469d2fd97ea4c07ec8.png



When there is no outline mod available
or
When there is an outline mod available
It seems like there was no problem before, it just happened in an instant. Did I make any changes to the settings or have there been module conflicts?
I don't know why

Battle Angel.zip

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