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Posted (edited)
16 hours ago, Aaddyy said:

I gotchu you


Just FYI : the mod dev separated all the different body types and SFW/NSFW into separate mods, so when you use one, just use ONE of them, do not add the entire folder into your mod folder, will probably break your game
 

== Toggles ==

Ctrl + 4 = Shoes

Ctrl + 5 = Leg Accesories

Ctrl + 6 = tacet Mark

Ctrl + 7 = Necklace

Ctrl + 8 = Coat

Ctrl + 9 = headphones and Tie

Ctrl + 0 = Clothing Options

Alt + 5 = Hair

Alt + 6 = Mask

(Have to add mega link, cause its a total of 6 mod folders total)
https://mega.nz/file/3YkR3YqR#dkkouWToanU2P88R2QE1CvdII5p9IoAxyStf_h-9MJ4

 

Dude thank you so much!

The download gets stuck at 71%, could you re-upload it or try it on on google drive?

Edited by NitPicking1
Posted
5 hours ago, NitPicking1 said:

Dude thank you so much!

The download gets stuck at 71%, could you re-upload it or try it on on google drive?

the individual mods (based on size and sfw/nsfw) were posted to thesafezone discord also under the ww-mod-request channel. 

 

I had the same problem on the mega link, worked off the discord with no issue.

Posted
11 hours ago, IncogACC said:

Later means now I guess. Okay.

 

How to fix Mornye mods that break in Huanglong/ToA

This fix is just updating the merged skeleton code to match the new standards of WWMI tools 1.5.1, this only needs to be done for merged skeleton mods, per-component already works.

 

1. Open mod.ini for the mod you want to fix, I know this is the scariest part...

 

2. Under [Constants], add the following block of variables:

global $merge_status_id = 0
global $merge_status_id_0 = 0
global $merge_status_id_1 = 0
global $merge_status_id_2 = 0
global $merge_status_id_3 = 0
global $merge_status_id_4 = 0
global $merge_status_id_5 = 0
global $merge_status_id_6 = 0
global $merge_status_id_7 = 0

  Hide contents

Before: image.png.3cbefe9cd801159e85078c05445e1527.png  After: image.png.5ffed895788a96ff7c7112418048e43b.png

3: Replace [CommandListUpdateMergedSkeleton] with the following:

[CommandListUpdateMergedSkeleton]
$merge_status_id_0 = 0
$merge_status_id_1 = 0
$merge_status_id_2 = 0
$merge_status_id_3 = 0
$merge_status_id_4 = 0
$merge_status_id_5 = 0
$merge_status_id_6 = 0
$merge_status_id_7 = 0
ResourceMergedSkeleton = copy ResourceMergedSkeletonRW
ResourceExtraMergedSkeleton = copy ResourceExtraMergedSkeletonRW
run = CommandListRemapMergedSkeleton

  Hide contents

Before: image.png.4708d52b061b9c3369c65d4f87bddb48.png After: image.png.00a657b8438084dd7ab6ac7d917abb16.png

4: Replace [CommandListMergeSkeleton] block with the following:

[CommandListMergeSkeleton]
if $merge_status_id == 0
    if vs-cb4 == 3381.7777
        cs-cb8 = ref vs-cb4
        cs-u6 = ResourceMergedSkeletonRW
        $\WWMIv1\custom_mesh_scale = 1.00
        run = CustomShader\WWMIv1\SkeletonMerger
        $merge_status_id = 1
    endif
endif
if $merge_status_id == 1
    if vs-cb4 == 3381.7777 && vs-cb3 == 3381.7777
        cs-cb8 = ref vs-cb3
        cs-u6 = ResourceExtraMergedSkeletonRW
        $\WWMIv1\custom_mesh_scale = 1.00
        run = CustomShader\WWMIv1\SkeletonMerger
        $merge_status_id = 2
    endif
endif

  Hide contents

Before: image.png.85f2b2c5284afb7751531b3f0e91e713.png After: image.png.a54aad3df566243ade48bc663d277891.png

5: Add this line to [CommandListTriggerResourceOverrides]:

CheckTextureOverride = ps-t8

  Hide contents

Before: image.png.abbaa2680f6cc81a6bbe9d6f03b67ffb.png After: image.png.0c1c4822b7ef03da788f50dac497d9d4.png

6: Replace [CommandListOverrideSharedResources] with the following:

[CommandListOverrideSharedResources]
ResourceBypassVB0 = ref vb0
ib = ResourceIndexBuffer
vb0 = ResourcePositionBuffer
vb1 = ResourceVectorBuffer
vb2 = ResourceTexcoordBuffer
vb3 = ResourceColorBuffer
if ResourceBlendBufferOverride === null
    vb4 = ResourceBlendBuffer
    if vs-cb4 == 3381.7777
        vs-cb4 = ref ResourceMergedSkeleton
        if vs-cb3 == 3381.7777
            vs-cb3 = ref ResourceExtraMergedSkeleton
        endif
    elif vs-cb3 == 3381.7777
        vs-cb3 = ref ResourceMergedSkeleton
    endif
else
    vb4 = ref ResourceBlendBufferOverride
    if vs-cb4 == 3381.7777
        vs-cb4 = ref ResourceMergedSkeletonOverride
        if vs-cb3 == 3381.7777
            vs-cb3 = ref ResourceExtraMergedSkeletonOverride
        endif
    elif vs-cb3 == 3381.7777
        vs-cb3 = ref ResourceMergedSkeletonOverride
    endif
endif
vb6 = null

  Hide contents

Before: image.png.8e0691efdce7cad54a593369c883b213.png After: image.png.178fe9c02a404bc2bbd8dafa12dbe1a8.png

7: Under each Component block, there will be 3 lines with "$state_id" variables, replace them with the following:

    if $merge_status_id_X != 2

"X" refers to the component number, so for component 0, the line will look like "if $merge_status_id_0 != 2"

  Hide contents

Before: image.png.ef0507fc3aa5f72c4303bc99ae1c8310.png After: image.png.b2afa2ec0a24504229effeb770fade87.png

8: Replace run = CommandListMergeSkeleton with the following:

        $merge_status_id = $merge_status_id_X
        run = CommandListMergeSkeleton
        $merge_status_id_X = $merge_status_id

Once again with "X" being the number of the component you're working on.

  Hide contents

Before: image.png.5ffcaf02a4b0d407ab67153cc58d03b2.png After: image.png.52e47b081636d2cce5f5ffdae3f54b64.png

9: Repeat steps 7 and 8 for all of the component blocks, making sure that X matches the value of the component block you're updating.

 

10: Profit.

 

You can use the template file I've attached to make copy and pasting easier, it includes the instructions as well.

I am not doing this for you. Don't even ask.

It's not my job to babysit you or anyone else. If you can't be bothered to put in the slightest amount of effort for your own sake, then you don't deserve for your mods to be fixed.

To everyone who will actually try this for themselves, good luck and I hope it helps.

FixMornyeTemplate.txt 2.84 kB · 1 download

Thank you so much man. This makes it much less intimidating to go through and I can manually fix the Mornye mod myself. Cheer!

Posted
12 hours ago, IncogACC said:

Later means now I guess. Okay.

 

How to fix Mornye mods that break in Huanglong/ToA

This fix is just updating the merged skeleton code to match the new standards of WWMI tools 1.5.1, this only needs to be done for merged skeleton mods, per-component already works.

 

1. Open mod.ini for the mod you want to fix, I know this is the scariest part...

 

2. Under [Constants], add the following block of variables:

global $merge_status_id = 0
global $merge_status_id_0 = 0
global $merge_status_id_1 = 0
global $merge_status_id_2 = 0
global $merge_status_id_3 = 0
global $merge_status_id_4 = 0
global $merge_status_id_5 = 0
global $merge_status_id_6 = 0
global $merge_status_id_7 = 0

  Hide contents

Before: image.png.3cbefe9cd801159e85078c05445e1527.png  After: image.png.5ffed895788a96ff7c7112418048e43b.png

3: Replace [CommandListUpdateMergedSkeleton] with the following:

[CommandListUpdateMergedSkeleton]
$merge_status_id_0 = 0
$merge_status_id_1 = 0
$merge_status_id_2 = 0
$merge_status_id_3 = 0
$merge_status_id_4 = 0
$merge_status_id_5 = 0
$merge_status_id_6 = 0
$merge_status_id_7 = 0
ResourceMergedSkeleton = copy ResourceMergedSkeletonRW
ResourceExtraMergedSkeleton = copy ResourceExtraMergedSkeletonRW
run = CommandListRemapMergedSkeleton

  Hide contents

Before: image.png.4708d52b061b9c3369c65d4f87bddb48.png After: image.png.00a657b8438084dd7ab6ac7d917abb16.png

4: Replace [CommandListMergeSkeleton] block with the following:

[CommandListMergeSkeleton]
if $merge_status_id == 0
    if vs-cb4 == 3381.7777
        cs-cb8 = ref vs-cb4
        cs-u6 = ResourceMergedSkeletonRW
        $\WWMIv1\custom_mesh_scale = 1.00
        run = CustomShader\WWMIv1\SkeletonMerger
        $merge_status_id = 1
    endif
endif
if $merge_status_id == 1
    if vs-cb4 == 3381.7777 && vs-cb3 == 3381.7777
        cs-cb8 = ref vs-cb3
        cs-u6 = ResourceExtraMergedSkeletonRW
        $\WWMIv1\custom_mesh_scale = 1.00
        run = CustomShader\WWMIv1\SkeletonMerger
        $merge_status_id = 2
    endif
endif

  Hide contents

Before: image.png.85f2b2c5284afb7751531b3f0e91e713.png After: image.png.a54aad3df566243ade48bc663d277891.png

5: Add this line to [CommandListTriggerResourceOverrides]:

CheckTextureOverride = ps-t8

  Hide contents

Before: image.png.abbaa2680f6cc81a6bbe9d6f03b67ffb.png After: image.png.0c1c4822b7ef03da788f50dac497d9d4.png

6: Replace [CommandListOverrideSharedResources] with the following:

[CommandListOverrideSharedResources]
ResourceBypassVB0 = ref vb0
ib = ResourceIndexBuffer
vb0 = ResourcePositionBuffer
vb1 = ResourceVectorBuffer
vb2 = ResourceTexcoordBuffer
vb3 = ResourceColorBuffer
if ResourceBlendBufferOverride === null
    vb4 = ResourceBlendBuffer
    if vs-cb4 == 3381.7777
        vs-cb4 = ref ResourceMergedSkeleton
        if vs-cb3 == 3381.7777
            vs-cb3 = ref ResourceExtraMergedSkeleton
        endif
    elif vs-cb3 == 3381.7777
        vs-cb3 = ref ResourceMergedSkeleton
    endif
else
    vb4 = ref ResourceBlendBufferOverride
    if vs-cb4 == 3381.7777
        vs-cb4 = ref ResourceMergedSkeletonOverride
        if vs-cb3 == 3381.7777
            vs-cb3 = ref ResourceExtraMergedSkeletonOverride
        endif
    elif vs-cb3 == 3381.7777
        vs-cb3 = ref ResourceMergedSkeletonOverride
    endif
endif
vb6 = null

  Hide contents

Before: image.png.8e0691efdce7cad54a593369c883b213.png After: image.png.178fe9c02a404bc2bbd8dafa12dbe1a8.png

7: Under each Component block, there will be 3 lines with "$state_id" variables, replace them with the following:

    if $merge_status_id_X != 2

"X" refers to the component number, so for component 0, the line will look like "if $merge_status_id_0 != 2"

  Hide contents

Before: image.png.ef0507fc3aa5f72c4303bc99ae1c8310.png After: image.png.b2afa2ec0a24504229effeb770fade87.png

8: Replace run = CommandListMergeSkeleton with the following:

        $merge_status_id = $merge_status_id_X
        run = CommandListMergeSkeleton
        $merge_status_id_X = $merge_status_id

Once again with "X" being the number of the component you're working on.

  Hide contents

Before: image.png.5ffcaf02a4b0d407ab67153cc58d03b2.png After: image.png.52e47b081636d2cce5f5ffdae3f54b64.png

9: Repeat steps 7 and 8 for all of the component blocks, making sure that X matches the value of the component block you're updating.

 

10: Profit.

 

You can use the template file I've attached to make copy and pasting easier, it includes the instructions as well.

I am not doing this for you. Don't even ask.

It's not my job to babysit you or anyone else. If you can't be bothered to put in the slightest amount of effort for your own sake, then you don't deserve for your mods to be fixed.

To everyone who will actually try this for themselves, good luck and I hope it helps.

FixMornyeTemplate.txt 2.84 kB · 1 download

First i would like to say thanks you for the fix. Tho i hate it now that mornye boobs are flat af after the fix.

Posted
On 1/30/2026 at 11:03 PM, Aaddyy said:

I gotchu you


Just FYI : the mod dev separated all the different body types and SFW/NSFW into separate mods, so when you use one, just use ONE of them, do not add the entire folder into your mod folder, will probably break your game
 

== Toggles ==

Ctrl + 4 = Shoes

Ctrl + 5 = Leg Accesories

Ctrl + 6 = tacet Mark

Ctrl + 7 = Necklace

Ctrl + 8 = Coat

Ctrl + 9 = headphones and Tie

Ctrl + 0 = Clothing Options

Alt + 5 = Hair

Alt + 6 = Mask

(Have to add mega link, cause its a total of 6 mod folders total)
https://mega.nz/file/3YkR3YqR#dkkouWToanU2P88R2QE1CvdII5p9IoAxyStf_h-9MJ4

 

i can't with this bro, one hour stuck like this, can you upload to gofile or bunkr? or an actual downlaod site
image.png.49ec45b728c47275b50e6f48e1f52a5a.png

Posted
3 hours ago, Musashi_Swimsuit said:

i can't with this bro, one hour stuck like this, can you upload to gofile or bunkr? or an actual downlaod site
image.png.49ec45b728c47275b50e6f48e1f52a5a.png

See my reply above, get the specific mod config you want off the discord. 

Posted
On 1/26/2026 at 11:26 PM, Krysha said:

 you wont find him anymore
in short copy paste from the old discord
 

Kanou deleted all mod content from all platforms and also deleted said platforms, They are safe but might face fines and compensation from Hoyo, though they did not get arrested thankfully.

 

more info
it is because of his ZZZ mods 
players are not affected only the creators
why i cannot say that, i only know this much

sadly 1 of the best creator is gone

kind of wondering if there is a place i can get all his collection, that is still saved
diving here gonna take lot of time

Posted
13 hours ago, zyak said:

kind of wondering if there is a place i can get all his collection, that is still saved
diving here gonna take lot of time

yup on safe zone discord, there's a section for creator collection.

Posted
On 1/31/2026 at 12:56 PM, NitPicking1 said:

Dude thank you so much!

The download gets stuck at 71%, could you re-upload it or try it on on google drive?

 

On 1/31/2026 at 10:18 PM, Musashi_Swimsuit said:

i can't with this bro, one hour stuck like this, can you upload to gofile or bunkr? or an actual downlaod site
image.png.49ec45b728c47275b50e6f48e1f52a5a.png


Weird, i never had that problem, but heres the google drive link
https://drive.google.com/file/d/19J4Ti0CltIq-U2cOqmmD1jRKa8_oIWzb/view?usp=sharing

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