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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

Posted (edited)
13 hours 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.

 Ok so is this after using the 3.0 wuwa fix? Because my numbers are different from yours. Also not sure what I did wrong but even with the numbers I had , and when I used the same format you sent and with the numbers in my mod.ini I didn't have any different results

Edit: I forgot to add in the "run = CustomShaderCullNone" line lol. Got it working now, so thanks for the input

Edited by DTK21
Posted (edited)
2 hours ago, Domino128 said:

alguien tiene un mods de trasparencia que me pase ?

 

en que sentido?quieres quitar la transparencia como tranparency filter,rabbitfx(este come bastante fps)?ó quieres mods que tengan transparencia?

Edited by kurokoi1
Posted
6 hours ago, dawnchoice said:

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 96.4 MB · 0 downloads

You're having the exact same problem, read the post I've quoted below and you can fix it. Hair is almost always on Component 2. 

 

19 hours 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.

 

Posted (edited)
1 hour ago, IncogACC said:

You're having the exact same problem, read the post I've quoted below and you can fix it. Hair is almost always on Component 2. 

 

 

image.png.c50a4d3e35e1d66b00ff5df1045872c0.pngimage.png.1ff6438836b8f04fb54ee947d8987b59.png


The result is the same
did I do something wrong? I have never learned this before………

 

 

Edited by dawnchoice
Posted
33 minutes ago, dawnchoice said:

image.png.c50a4d3e35e1d66b00ff5df1045872c0.pngimage.png.1ff6438836b8f04fb54ee947d8987b59.png


The result is the same
did I do something wrong? I have never learned this before………

 

 

Since you posted the mod, it's easier for me to just do it and explain.

 

First thing, I misspoke, hair is split under component 0 and 1, face is component 2. That's my bad, I mixed them up 'cus I was fixing face mods before this.

 

The process is like this, find the draw call for the part that is broken, you do this by commenting out lines and checking in-game to see what disappears. Then you apply the fix code.

image.thumb.png.9c7f020d77ae9eb494e883df7a8a95de.png ---------> image.thumb.png.0358d80fcb4cf28ab9fe43614ab6e0df.png

 

It only works if you apply the highlighted 3 lines to the exact draw call that's broken, so you have to make sure you're working with the correct draw call first. I'll take the blame for misguiding you though, that's my B.

Battle Angel.rar

Posted
13 minutes ago, IncogACC said:

Since you posted the mod, it's easier for me to just do it and explain.
既然你发了模组,我直接做解释会更容易。

 

First thing, I misspoke, hair is split under component 0 and 1, face is component 2. That's my bad, I mixed them up 'cus I was fixing face mods before this.
首先,我说错了,头发在组件0和1下面分开了,脸部是组件2。这是我的错,我搞混了,因为之前我一直在修复面部模组。

 

The process is like this, find the draw call for the part that is broken, you do this by commenting out lines and checking in-game to see what disappears. Then you apply the fix code.
过程是这样的,找到坏掉的部分的绘制调用,你通过注释删除行并在游戏中查看哪些部分消失。然后应用修复代码。

image.thumb.png.9c7f020d77ae9eb494e883df7a8a95de.png ---------> image.thumb.png.0358d80fcb4cf28ab9fe43614ab6e0df.png

 

It only works if you apply the highlighted 3 lines to the exact draw call that's broken, so you have to make sure you're working with the correct draw call first. I'll take the blame for misguiding you though, that's my B.
只有当你把高亮的3条线应用到那个出错的绘画调用上时才有效,所以你得先确认作的是正确的绘画调用。不过我会承担误导你的责任,这就是我的缺点。

Battle Angel.rar 79.64 MB · 0 downloads
战斗 Angel.rar 79.64 MB · 0 下载量

I understand, thank you.
The key is to find the wrong part. By deleting the code for Component X. Then go to the game to check if the disappearing part of this mod is the wrong part we are looking for.
Find the corresponding part code and use your method again,right?
The creators who fix mods are really hardworking, they have to investigate line by line. Thank you very much

Posted

Since I spent yesterday going through my entire mod library looking for mods that needed fixing due to backface culling, I did some cleaning up and also found plenty of mods that could be modified to have toggles. I'll spend the day processing them, starting with this one, a very old Jinhsi casual mod.

You can tell it's old because the original toggle variation of this used several individual mods joined via a namespace rather than the outfit compiler method.

 

Toggles: 6

 

Up - Jacket

Down - Shoes

Left - Top

Right - Shorts

 

Alt Left - Tattoo

Alt Right - Thighhighs

 

image.thumb.png.d1857e8f46029ab710289eb2997b3666.pngimage.thumb.png.aa66c9b4521579bc064bb2dd1d207897.pngimage.thumb.png.c7a1f9124da689f5ec33c23dbe28558e.png

 

I don't expect any of these to be particularly popular though, since they're almost all for older characters from before I had the modifying skills that I do now. Still, work is work and it'd be stupid if I didn't share them. Imagine if I knew how to do this shit back in the day...

JinhsiDolphinShorts.rar

Posted
23 hours 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.



You're always contributing something amazing to the community.
thx!

Posted

KanouSakura's Lupa Mod belt disappeared after the recent update. I tried using the 3.0 repair tool but it didn't work. Does anyone know how to fix it?BQACAgEAAxkDAAEBXgxpcOwQwk5yzdy5T2r-wCaA

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