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Posted
1 hour ago, LunaNoStar said:

When attempting to download/view these mods through the links you provide, usually I'm met with "Can't access item."

Is there anyway around this, or is that just how it is?

Screenshot 2026-02-23 193120.png

Idk if you have signatures turned on so I'll just provide the link directly, try going through my modified mods drive and navigate to it manually. Everything in this file structure should be accessible to anyone with a link. If that still doesn't work, well the site seems to be running at a decent speed right now so I might actually be able to attach the mods here.

Posted (edited)

I need to vent. 

 

What is it with me and taking on stupid niche projects that next to no one cares about, then putting myself through dev hell just to optimise it to the max, again for basically no one. Why do I do this to myself?

 

This is like the 5th time I've "fixed" the bike mods, the last "fix" was absolutely terrible and didn't take a bunch of stuff into account.
I wanna list the issues just to show how shit of a modder I've been:

Spoiler

 

  1. No shader filtering - This means that the modified shader I'm using to drive the animations is acting on everything it can, including shaders it's definitely not supposed to be touching. This lead to some fun visual bugs like the fucking flashbang while jumping and character specific broken outlines. Also less fun visual bugs like the whole "specific liveries just break when using the mod."
    image.png?ex=699d7b65&is=699c29e5&hm=5dfa787ee9824ba132b4e077d9a99124cc2ca9dde97cd649ef322d45f0f4f7bd&image.png?ex=699d7b64&is=699c29e4&hm=cfd530d72ae8b475922d179883239f827a00fec3e6bf9b17b6a1522e2c64c718&
     
  2. Incorrect texture loading - Loading a texture is as simple as "this = ResourceTexture" or "ps-tX = ResourceTexture" if you wanna be more correct about it. How can one screw that up? Well where you load the texture matters as well and I made the mistake of loading the Textures directly via the component which tried to apply the custom animated texture over ALL bike liveries instead of just the black one. Doing it this way, unaware of my own stupidity, lead me to setting up an entire exception system to handle Lynae's bike related combat animations in order to avoid overlapping when the fact that liveries were overlapping was entirely due to my own stupid mistake.
    This also contributed to the "specific liveries just break when using the mod" issue...
     
  3. Poorly written draw calls - The bike livery is drawn across 3 components, components 0-2. I however, made the stupid mistake of condensing those 3 draw calls into 1 draw call, then ran that one draw call via a custom shader which was called to from Component 0. This caused an issue where multiple instances of the bike would appear and have desynced motion if I allowed the original draw calls to run. You can see how there are 2 copies of the side plate overlapping and the texture appears broken as a result.
    image.png?ex=699d8e5a&is=699c3cda&hm=933fb3a6b48e8223731dff41ba246b0be5f329697f3f051edd6f8bd34ba08575&
    My solution was to just delete the original draw calls and have the livery drawn via my custom shader which gets rid of the overlap... except all instances of the bike share the same model regardless of what livery you use, so by deleting the draw calls and having the custom shader draw the livery instead, it left every other bike in the world a little naked...
    image.png?ex=699d8c90&is=699c3b10&hm=5a078c4320c52dbe6b9a207df7f368413c25c6974dc74571c286c66215ff1bff&
     
  4. Using Merged skeleton - To be clear, Merged skeleton is good, it has good reason to exist, but situationally it's also pretty problematic like when you have 2 of the same thing existing in the world. Merged skeletons apply the motion data of any given object to all instances of that object, which is why Phrolova's ult breaks on many mods and why mods in coop or multiple instances of Rover in cutscenes tend to break horribly. The same problems applied here, and the new area has bikes sitting around, so all of them had their wheels spinning as I drove around and all of their handle bars would move as I turned despite them simply sitting in place. It's distracting to say the least.

 

All of this to say that due in part to my own laziness (Copy pasting code from my UI animation stuff without properly adapting it to a 3d model) and in part due to my own stupidity (Trying to rewrite the shader without any HLSL knowledge when the answer was just filtering, something I'm already experienced with), I ended up releasing shit mods that were broken and poorly tested while claiming they were fixed multiple times, it's frankly embarrassing to have blundered this many times in a row.

 

But thankfully I managed to pull my head out of my ass for long enough to  ACTUALLY fix the issues:

 

Spoiler
  1. Shader filtering - Using a simple filter index, the animation code is only ran on the bike itself, fixing the outline and flashbang issues, as well as other minor lighting/normal issues on unrelated liveries.
     
  2. Loading the texture to ONLY the black livery - No more overlapping textures, the mod now only affects the black livery and nothing else so all of the Lynae exception code could safely be discarded, cutscenes with multiple bikes will now work just fine and the default/Lynae bikes won't be accidentally modded, it should only affect your bike.
     
  3. Individual CustomShaders for each component - By separating the CustomShader call from the Animation command list and giving each component their own individual CustomShader call with their own accurate draw calls to work with, all 3 parts of the bike livery are now drawn properly with no overlap AND the original draw calls directly under the components still exist allowing for all other bikes to have their liveries drawn. This separation also means that I can individually mod liveries of different colours letting me mix and match if I wanted to, which I might for Towa Itabike mk2.
     
  4. Using per-component instead of merged skeleton - Self explanatory, this is the final piece that truly separates the player bike from the NPC bikes when combined with the fix above. Now the two act as completely separate entities despite still being linked via the chassis. 

 

TLDR: Bikes fixed fr fr

Plus as a bonus, I can start mixing and matching liveries for fun. With a little bit of ini coding and hash detection, I could make multiple different animations that can be swapped via the in-game livery swapping mechanic so you can place them on whichever side you want, have both be the same or different, a nice little bit of extra customisation potential. Hopefully I didn't miss anything this time...

 

qF4vTt1.gif

Edited by IncogACC
Posted
1 hour ago, IncogACC said:

I need to vent. 

 

What is it with me and taking on stupid niche projects that next to no one cares about, then putting myself through dev hell just to optimise it to the max, again for basically no one. Why do I do this to myself?

 

This is like the 5th time I've "fixed" the bike mods, the last "fix" was absolutely terrible and didn't take a bunch of stuff into account.
I wanna list the issues just to show how shit of a modder I've been:

  Reveal hidden contents

 

  1. No shader filtering - This means that the modified shader I'm using to drive the animations is acting on everything it can, including shaders it's definitely not supposed to be touching. This lead to some fun visual bugs like the fucking flashbang while jumping and character specific broken outlines. Also less fun visual bugs like the whole "specific liveries just break when using the mod."
    image.png?ex=699d7b65&is=699c29e5&hm=5dfa787ee9824ba132b4e077d9a99124cc2ca9dde97cd649ef322d45f0f4f7bd&image.png?ex=699d7b64&is=699c29e4&hm=cfd530d72ae8b475922d179883239f827a00fec3e6bf9b17b6a1522e2c64c718&
     
  2. Incorrect texture loading - Loading a texture is as simple as "this = ResourceTexture" or "ps-tX = ResourceTexture" if you wanna be more correct about it. How can one screw that up? Well where you load the texture matters as well and I made the mistake of loading the Textures directly via the component which tried to apply the custom animated texture over ALL bike liveries instead of just the black one. Doing it this way, unaware of my own stupidity, lead me to setting up an entire exception system to handle Lynae's bike related combat animations in order to avoid overlapping when the fact that liveries were overlapping was entirely due to my own stupid mistake.
    This also contributed to the "specific liveries just break when using the mod" issue...
     
  3. Poorly written draw calls - The bike livery is drawn across 3 components, components 0-2. I however, made the stupid mistake of condensing those 3 draw calls into 1 draw call, then ran that one draw call via a custom shader which was called to from Component 0. This caused an issue where multiple instances of the bike would appear and have desynced motion if I allowed the original draw calls to run. You can see how there are 2 copies of the side plate overlapping and the texture appears broken as a result.
    image.png?ex=699d8e5a&is=699c3cda&hm=933fb3a6b48e8223731dff41ba246b0be5f329697f3f051edd6f8bd34ba08575&
    My solution was to just delete the original draw calls and have the livery drawn via my custom shader which gets rid of the overlap... except all instances of the bike share the same model regardless of what livery you use, so by deleting the draw calls and having the custom shader draw the livery instead, it left every other bike in the world a little naked...
    image.png?ex=699d8c90&is=699c3b10&hm=5a078c4320c52dbe6b9a207df7f368413c25c6974dc74571c286c66215ff1bff&
     
  4. Using Merged skeleton - To be clear, Merged skeleton is good, it has good reason to exist, but situationally it's also pretty problematic like when you have 2 of the same thing existing in the world. Merged skeletons apply the motion data of any given object to all instances of that object, which is why Phrolova's ult breaks on many mods and why mods in coop or multiple instances of Rover in cutscenes tend to break horribly. The same problems applied here, and the new area has bikes sitting around, so all of them had their wheels spinning as I drove around and all of their handle bars would move as I turned despite them simply sitting in place. It's distracting to say the least.

 

All of this to say that due in part to my own laziness (Copy pasting code from my UI animation stuff without properly adapting it to a 3d model) and in part due to my own stupidity (Trying to rewrite the shader without any HLSL knowledge when the answer was just filtering, something I'm already experienced with), I ended up releasing shit mods that were broken and poorly tested while claiming they were fixed multiple times, it's frankly embarrassing to have blundered this many times in a row.

 

But thankfully I managed to pull my head out of my ass for long enough to  ACTUALLY fix the issues:

 

  Reveal hidden contents
  1. Shader filtering - Using a simple filter index, the animation code is only ran on the bike itself, fixing the outline and flashbang issues, as well as other minor lighting/normal issues on unrelated liveries.
     
  2. Loading the texture to ONLY the black livery - No more overlapping textures, the mod now only affects the black livery and nothing else so all of the Lynae exception code could safely be discarded, cutscenes with multiple bikes will now work just fine and the default/Lynae bikes won't be accidentally modded, it should only affect your bike.
     
  3. Individual CustomShaders for each component - By separating the CustomShader call from the Animation command list and giving each component their own individual CustomShader call with their own accurate draw calls to work with, all 3 parts of the bike livery are now drawn properly with no overlap AND the original draw calls directly under the components still exist allowing for all other bikes to have their liveries drawn. This separation also means that I can individually mod liveries of different colours letting me mix and match if I wanted to, which I might for Towa Itabike mk2.
     
  4. Using per-component instead of merged skeleton - Self explanatory, this is the final piece that truly separates the player bike from the NPC bikes when combined with the fix above. Now the two act as completely separate entities despite still being linked via the chassis. 

 

TLDR: Bikes fixed fr fr

Plus as a bonus, I can start mixing and matching liveries for fun. With a little bit of ini coding and hash detection, I could make multiple different animations that can be swapped via the in-game livery swapping mechanic so you can place them on whichever side you want, have both be the same or different, a nice little bit of extra customisation potential. Hopefully I didn't miss anything this time...

 

qF4vTt1.gif

I've been using the Raimei bike for the longest time lmao, ran into an issue probably during 3.1 debut. But I fixed it with moonholder's fix.

...Was I not supposed to do that? My bad

Posted (edited)
1 hour ago, Imintoasses said:

I've been using the Raimei bike for the longest time lmao, ran into an issue probably during 3.1 debut. But I fixed it with moonholder's fix.

...Was I not supposed to do that? My bad

If you didn't notice any issues then that's fine lmao. I'd still recommend getting the latest update of the mod so you don't get jumpscared by random bugs in the future, but ultimately it's up to you.

 

There was a hash change but everything else in terms of "fixes" were fixes for my own code/mistakes rather than fixing actually broken hashes or whatever:

  • Red outlines - Character dependant
  • Flashbang issue - I never actually released a version with this bug, it's just that the fix I was using was a bad one that could have caused issues down the line, the only person who dealt with this was me during development
  • Lynae bike stuff - Every version I released had a functioning workaround for this, with varying degrees of consistency so if you didn't know what to look for, it wouldn't have been hard to miss it the bug in the middle of combat.
  • Merged skeleton - It's only in the new version that there are a bunch of bikes around and since the bike doesn't have big obvious animations, the effect of merged skeleton is nowhere near as noticeable as.

Basically all the issues I listed were either issues I patched out with each version (albeit poorly) or issues that were barely noticeable, the latest and hopefully final update has ironed out all of those issues to a point I'm satisfied with, no more cope solutions.

 

Also it means it's in a state where I can start establishing an actual workflow for bike mods and maybe even release stuff to GB.

Edited by IncogACC
Posted (edited)


I'll be sending it here soon, I'm just making a few more minor adjustments.

The weapon is animated.

 

Regarding the weapon, I intend to make a red version of it, as well as an all-black and all-white version.

image.png.85946dd0a76ef0a3e409d8e94bedf452.png


In 4 color variations, I don't know if I'll also include all black and all white, maybe.
image.png.6a522fd0bae7505da15fde00b798d143.png



This is the result for now. If anyone has a color suggestion, feel free to share it with me.

Edited by AtomicGrievous
Posted
11 hours ago, AtomicGrievous said:


I'll be sending it here soon, I'm just making a few more minor adjustments.

The weapon is animated.

 

Regarding the weapon, I intend to make a red version of it, as well as an all-black and all-white version.

image.png.85946dd0a76ef0a3e409d8e94bedf452.png


In 4 color variations, I don't know if I'll also include all black and all white, maybe.
image.png.6a522fd0bae7505da15fde00b798d143.png



This is the result for now. If anyone has a color suggestion, feel free to share it with me.

Full black & white may look mental 😮 maybe add some purple ?

Posted (edited)
4 hours ago, AtomicGrievous said:






Mornye - Beach Cardigan (NSFW)

 

titulo.png.63ed29719d59f6dee9824db56b702aee.png



Toggle:

NUMPAD 1    Beach Cardigan
NUMPAD 2    Bikini
NUMPAD 3    Chain Waist
NUMPAD 4    Necklace
NUMPAD 5    Choke
NUMPAD 6    Leg Lace
NUMPAD 7    Legs Inside

, & .                Legs/Socks Colors
⭠ & ⭢           Bikini Colors
9 & 0              Beach Cardigan Colors
⭣ & ⭡             Weapon Colors

 

 

All Clothes Colors:
coresroupa.thumb.png.35e618854097d129fe3b521a8c21a019.png

 

 

All Sig Weapon Color With Animation:
armacores.thumb.png.496abc22c9afa1a1234f485f4d800710.png

Mono Color Combinations:
todasascores.thumb.png.e6dd321e90334a858a7c3277ed1a52c7.png

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Note:
Known Bugs:
I don’t know what causes this issue with the eyes only when you zoom in a lot in camera mode; outside of camera mode the eyes look normal as they should.
imagem_2026-02-24_050102990.png.418058d493f75d5f1306f852e7709f68.png



Anyway, I hope you have fun.

Enjoy!


 

Mornye - Beach Cardigan (NSFW) (B8 - W5).rar 72.8 MB · 1 download

Fixed the 

NUMPAD 6    Leg Lace
NUMPAD 7    Legs Inside

 

mod.7z

Edited by Barron-Monster
Posted
22 hours ago, IncogACC said:

If you didn't notice any issues then that's fine lmao. I'd still recommend getting the latest update of the mod so you don't get jumpscared by random bugs in the future, but ultimately it's up to you.

 

There was a hash change but everything else in terms of "fixes" were fixes for my own code/mistakes rather than fixing actually broken hashes or whatever:

  • Red outlines - Character dependant
  • Flashbang issue - I never actually released a version with this bug, it's just that the fix I was using was a bad one that could have caused issues down the line, the only person who dealt with this was me during development
  • Lynae bike stuff - Every version I released had a functioning workaround for this, with varying degrees of consistency so if you didn't know what to look for, it wouldn't have been hard to miss it the bug in the middle of combat.
  • Merged skeleton - It's only in the new version that there are a bunch of bikes around and since the bike doesn't have big obvious animations, the effect of merged skeleton is nowhere near as noticeable as.

Basically all the issues I listed were either issues I patched out with each version (albeit poorly) or issues that were barely noticeable, the latest and hopefully final update has ironed out all of those issues to a point I'm satisfied with, no more cope solutions.

 

Also it means it's in a state where I can start establishing an actual workflow for bike mods and maybe even release stuff to GB.

Cheers man, now I can add spacetrek onto the main body, looks so cool with the raimei liveries.

Also I tried to run bad apple bike in the middle of the academy, and my game turned into a power point lmao

Posted
1 hour ago, AtomicGrievous said:

fixed on post

Do you think you can make the sword mod for Discord weapon too ? cause most of f2p use this weapon and didnt get her sig, thanks in advance :)

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