HanaURudel Posted March 20 Posted March 20 15 hours ago, HimothyMcHimerson said: That just reads like a puff piece they forced him to write considering what happened. there is no limit to the glaze. Mihoyo talking about legality like their entire gambling game isnt targeted towards kids. rules for thee not for me this is mihoyo, they have always been like this, the things they did in the past would have gotten them killed multiple times nowadays
BroncoDaFoo Posted March 20 Posted March 20 7 hours ago, cxo404 said: That is completely groundless. KanouSakura was approached by official staff from HoYoverse, and was never imprisoned—so how could there be any mention of being released from prison? He deleted all his mods, including his account, in order to reach a settlement with HoYoverse. The reason he was approached was that his internet presence was too high-profile, and his mods were so well-known that someone else modified them into R18 versions without permission and resold them. The person involved in the resale was later apprehended by the police, who then notified HoYoverse’s official staff. That is why KanouSakura was approached. yup basically they caught a rat sellout and he mentioned kanou after the first slap lol
Jaum Brabaum Posted March 20 Posted March 20 (edited) 18 hours ago, DMwarai said: Genshin allows mods?! Remember about a year ago when genshin had that stupid pop up every 5 mins that returns you to the login screen? I quit then so dont know about now. But pretty sure genshin is way more harsh with mods Likely just the anti-cheat incorrectly flagging 3dMigoto's dll injection. It's in accord to the fact that it gets worse around the beginning of every Stygian Onslaught round. Put simply, it's just collateral damage in HoYo's war against cheating on the mode (or modes, if you include Imaginarium Teather, which recently got its new "Lunar" difficulty) that it's meant to sell the newest characters and/or a lot of Constellations. Don't get me wrong: Neither HoYo nor Kuro will likely ever admit that mods and reshading bring some extra attention to the game (small as it may be)... But that's how it indeed is, and Kuro/HoYo does know about it. As for why they won't admit, it's simple: While having the promise of modded content attached to your game is good for sales, no company wants to be directly associated with a modding community with predominant(?) 18+ content, some of questionable nature at it. So yeah, no "official permit" will ever be issued, because this means acknowledging NSFW content and, because of it, having the public see you as endorsing it. Of course, this is still the corporate world, so you can expect for Kuro/Hoyo to happily throw modders the entire modding community under the bus the moment too much attention is drawn to the fact that their games can be modded with relative ease to include NSFW content. Also, someone in said corporations may take as their job to be as litigious as possible (mostly their own legal teams), and start small wars against modders for the sake of justifying their paychecks. With that in mind, I don't think we got to the point of the first case, and the second one doesn't happen all the time, either. Edited March 20 by Jaum Brabaum
IncogACC Posted March 20 Posted March 20 (edited) 5 hours ago, Lenain said: Updated my portrait mod to v3.2, now including Sigrika. Portraits Team UI - Big Tiddy Cuties v3.2.rar 41.48 MB · 1 download Colour space is correct set to 0, I'd personally add a very slight x offset of -0.02 to centre her portrait, but other than that it's fine. While I have you, a question. Would you be interested in having toggle functionality added to the mod? Along with toggle functionality would naturally come things like auto-toggling and randomisers n such, basically reintroducing a lot of the features from my old animated portrait mods, just for static images, as well as a script for setting it up. Edit: The more I think about it, the more this becomes INCREDIBLY ugly. I shot myself in the foot by adding in the offset controls, it's a really nice addition that removes the need for users to edit their images before using the mod 'cus they can just edit in game, but being able to maintain that function across multiple images is really problematic. I'd either have to make a sacrifice and force users to edit their images manually in order to keep the script simple, or I'd have to go as far as creating a custom editing script that moves all of the editing controls to a GUI which runs as part of the toggle builder, which would make the script WAY more complicated and way harder for me to put together... Edited March 20 by IncogACC 3
Adal01 Posted March 20 Posted March 20 (edited) 2 hours ago, IncogACC said: Colour space is correct set to 0, I'd personally add a very slight x offset of -0.02 to centre her portrait, but other than that it's fine. While I have you, a question. Would you be interested in having toggle functionality added to the mod? Along with toggle functionality would naturally come things like auto-toggling and randomisers n such, basically reintroducing a lot of the features from my old animated portrait mods, just for static images, as well as a script for setting it up. Edit: The more I think about it, the more this becomes INCREDIBLY ugly. I shot myself in the foot by adding in the offset controls, it's a really nice addition that removes the need for users to edit their images before using the mod 'cus they can just edit in game, but being able to maintain that function across multiple images is really problematic. I'd either have to make a sacrifice and force users to edit their images manually in order to keep the script simple, or I'd have to go as far as creating a custom editing script that moves all of the editing controls to a GUI which runs as part of the toggle builder, which would make the script WAY more complicated and way harder for me to put together... Thanks for the answer about the colour space for Sigrika, I was actually able to test it myself as i realized that the portraits are used in the ascendant aces event (the one where you can test characters in the banner.) Don't bother adding toggles for me, you already have plenty on your plate with other mods. I don't intend to use more pictures in this art style. I do have generated more for each girls using various artist styles but if i come to use them and end up wanting to share them, I'll probably just release them as separated mods. I always use the same image size (to a few pixels approx) so i'm not really using the image offset / scale controls, so I don't really mind them. I understand the usefulness in the case of the chibi pictures you used though. Here's an exemple with shorekeeper of other styles I could use. You could argue that having a toggle to change from one style to another could be better than releasing different mods. But first i'm not sure I'll use all those pics i've generated, and second, i'm the kind to stick to the thing I like the best, which is probably the style I used so far, so i would probably not use the toggle myself. But thanks anyway. If you decide to add this toggle on your side, I'll see later if I decide to use it or stick to the mod core as you first designed it. But that would mean that I'd have to go through hundreds of picture for each character to select the most suiting pic...and clearly I do not have the time for that atm. Spoiler Edited March 20 by Lenain 1
pelotalol Posted March 21 Posted March 21 Hello, guys i need some help, When i zoom out the screen, the mods disappear, how can i fix that?
lolman77 Posted March 21 Posted March 21 (edited) 14 hours ago, IncogACC said: Status on the UI mods: We got hit pretty hard. The stuff I care about the most is still fully functional, like the stuff I put a lot of time into, but most of the stuff I maintain has been damaged to some extent. There might be fixes for certain things like NPCs, Echos and Ragunna city's inconsistency issues, but I really hesitate to make a move right now, with modding in general being in flux. I wanna see what approach Spectrum and Co end up settling on first. I'm probably gonna step back from my modding work behind the scenes until then as well. Mods that are completely unscathed (Don't need to redownload these): Changli BP (This thing will never die) Bike mods (Pog, I expected this to die thanks to LoD issues) Achievement mod Pekomama Terminal Mods that have been fixed to 100% (Redownload them): Cartethyia Terminal Map Mods that have been fixed but are missing stuff due to the dynamic atlas' (Redownload them): Backpack - Missing the transparency on the items Guidebook - Missing the claim button artworks and the background colouring Store - Missing the item exchange backgrounds Databank/Synthesis - Missing just a LOT of icons, really gutted this one Mod that should be working but is misbehaving for some unknown reason: Ragunna City + TV - LoDs might be doing something? I think the book changes hash now so that's lost. Everything else is working but you have to run up close to actually get them mod to start. I've tried hunting for distance hashes, but that doesn't seem to be the issue. Mods that didn't need to be fixed, but still lost some stuff (Don't need to redownload these): Character UIs - They lost unique colours and menu button artworks, but all of the stuff that is still moddable hasn't changed hashes or atlas' so I don't actually have to do any work fixing them, they're usable as is. Stuff that isn't my responsibility: Echos - Lmao who the fuck knows, I might work on these but they might also just be a victim of the LoD issue so it might not be worth the effort NPCs - Definitely effected by the LoD issue, most likely fixable with stable textures but that's A LOT of mods to fix and I do not give enough of a shit to deal with that before any potential fix is released. I've updated everything that needs to be updated, I also did the loading screen and portrait mods last night which have already been updated on GB for like 12 hours now. DOWNLOAD Plz don't immediately bury my goodwill behind a pointless flame war. Nobody fucking back-reads. Bro idk but all the Nom Nom are like invincible lmfao. The game has changed so much but it never and will never die lmfao. Like your BP mod. Immortal phoenix typeshiet. Edited March 21 by lolman77
Lasorda Posted March 21 Posted March 21 On 2/15/2026 at 4:47 AM, Caked Jeans said: I will now become what I sought to destroy and gatekeep my reshade shaders from those who want it and only show off my shaders in private telegrams and private discords. Then when people ask for them I will point them to use some instructions from a youtube video knowing they won't have all shaders necessary to replicate my preset. I'm kidding here are all the shaders and my preset I innovated. One disclaimer though. If you are a 4k gamer 3840x2160 this may lock you at 60fps due to the high demand it has for shaders to work. But if you are a 2k/below gamer 1920x1080 you should be fine. Enjoy all. Don't forget to upload your own presets to Reshade's site for presets here. You can also find my presets here as well. Wuther My Waves I also created the tab for WuWa so anyone can post their reshade content here. You can also find presets for other games here as well fyi. Mediafire (File too Big for LoversLab) Copy and paste this file into (XXMI\ReShade\reshade-shaders) and (Wuthering waves\WutheringWavesj3oFh\Wuthering Waves Game\Client\Binaries\Win64) Preset: 4K Wuwa.zip Use this mod for No Outline Ive done everything mentioned here and even editing global pre processor definitions but I still get errors 1
aidan Posted March 21 Posted March 21 On 3/20/2026 at 9:19 AM, knowledge32 said: I find it somewhat amusing when people accuse Kuro of maliciously targeting mods. If Kuro really wanted to ban mods, it could have completely blocked them at the technical level instead of leaving a loophole that could be exploited. They could even go so far as to ban mod creators outright—and I’m not joking: if you think Kuro is targeting mod creators maliciously, just look at Mihoyo next door. They’re currently suing mod creators in China en masse, dragging them to court, sending them to prison, and seeking damages—take the well-known creator KanouSakura, for example. Having mods to play is great—I love it—but if Kuro completely bans mods, there’s nothing we mod players can do about it. Loud protests? Don’t make me laugh, man. This thread has spanned 79 pages from start to finish, with 25 posts per page—that’s 18,225 comments. Yet Kuro sparked a massive war of 100,000 comments in a single day on February 14th, simply because Luuk Herssen posted a Valentine’s Day greeting in the community instead of Aemeath doing so on the official Chinese account. Stop spending and quit the game? My most optimistic estimate is that mod players make up 10% of the total player base. To be honest, I don’t think the spending habits of this 10% can match those of the female player base. Even if the male-to-female character ratio in WUWA reaches 5:1, the male character gacha pools are still primarily funded by passionate female players. I’m pessimistic about whether mod players’ spending power alone can sustain a male character gacha pool. Unfortunately, if all female players and all mod players were to leave wuwa, Kuro would certainly find a way to win back the female players rather than the mod players. Moreover, character skins are another area where Kuro can generate revenue—they just haven’t prioritized it yet. If future skin sales and reception are positive, that’s when the end of the road will truly come for mod players. You're all underestimating the scale of these numbers. 10% of $500 million in revenue is a massive sum that no one is willing to throw away. If all, or even most, mod-using players leave the game, it will deal a significant blow to the profits. No one is going to ban mods out of the blue as long as they don't pose a direct threat to the game's existence.
zjw17925 Posted March 21 Posted March 21 5 hours ago, Lasorda said: 我已尝试了这里提到的所有方法,甚至编辑了全局预处理器定义,但仍然出现错误。 我没出现错误 但是画面差别太大了 我的系统是4070 9700X AOC 2K 屏幕 也下载了作者提供的资源 但是画面就是差别很大
Caked Jeans Posted March 21 Posted March 21 6 hours ago, Lasorda said: Ive done everything mentioned here and even editing global pre processor definitions but I still get errors Show errors please
Caked Jeans Posted March 21 Posted March 21 (edited) 15 minutes ago, Iran0utofnames said: Guys, Are the mods supposed to be broken like this? You've missed a lot but to sum it up Kuro basically disabled modding until we can find a work around. Engine.ini Device profiles.ini all have been locked down so when you zoom out the character model mods do not function unless you zoom in. Some are thinking that Kuro has gotten too greedy hitting the #1 Downloaded Global gacha game and is deliberately trying to stop modding and others think not and they are just optimizing the game for better performance. Kind of a mixed batch honestly but I don't have an issue zooming in on my models because when I pop my ults the mod fixes itself. Only affects me when I newly switch to a character the mod breaks. As long as I got my reshade i'm happy tbh Edited March 21 by Caked Jeans 1
Iran0utofnames Posted March 21 Posted March 21 1 hour ago, Caked Jeans said: You've missed a lot but to sum it up Kuro basically disabled modding until we can find a work around. Engine.ini Device profiles.ini all have been locked down so when you zoom out the character model mods do not function unless you zoom in. Some are thinking that Kuro has gotten too greedy hitting the #1 Downloaded Global gacha game and is deliberately trying to stop modding and others think not and they are just optimizing the game for better performance. Kind of a mixed batch honestly but I don't have an issue zooming in on my models because when I pop my ults the mod fixes itself. Only affects me when I newly switch to a character the mod breaks. As long as I got my reshade i'm happy tbh Well, it was cool while it lasted.
yugiasat Posted March 21 Posted March 21 13 hours ago, lolman77 said: Damn, at least this still works lol. can you send this and any other similar UI mods you have pls
DeadGamerCz Posted March 21 Posted March 21 its not over yet there are already some mods that have fix lod inside from nahcyor and weiwuxc888 but they are paywall but where are some there will follow others.
BroncoDaFoo Posted March 21 Posted March 21 15 hours ago, lolman77 said: Damn, at least this still works lol. pleaaase i need this my ui is kinda homeless
IncogACC Posted March 21 Posted March 21 On 3/20/2026 at 12:57 PM, IncogACC said: Status on the UI mods: We got hit pretty hard. The stuff I care about the most is still fully functional, like the stuff I put a lot of time into, but most of the stuff I maintain has been damaged to some extent. There might be fixes for certain things like NPCs, Echos and Ragunna city's inconsistency issues, but I really hesitate to make a move right now, with modding in general being in flux. I wanna see what approach Spectrum and Co end up settling on first. I'm probably gonna step back from my modding work behind the scenes until then as well. Mods that are completely unscathed (Don't need to redownload these): Changli BP (This thing will never die) Bike mods (Pog, I expected this to die thanks to LoD issues) Achievement mod Pekomama Terminal Mods that have been fixed to 100% (Redownload them): Cartethyia Terminal Map Mods that have been fixed but are missing stuff due to the dynamic atlas' (Redownload them): Backpack - Missing the transparency on the items Guidebook - Missing the claim button artworks and the background colouring Store - Missing the item exchange backgrounds Databank/Synthesis - Missing just a LOT of icons, really gutted this one Mod that should be working but is misbehaving for some unknown reason: Ragunna City + TV - LoDs might be doing something? I think the book changes hash now so that's lost. Everything else is working but you have to run up close to actually get them mod to start. I've tried hunting for distance hashes, but that doesn't seem to be the issue. Mods that didn't need to be fixed, but still lost some stuff (Don't need to redownload these): Character UIs - They lost unique colours and menu button artworks, but all of the stuff that is still moddable hasn't changed hashes or atlas' so I don't actually have to do any work fixing them, they're usable as is. Stuff that isn't my responsibility: Echos - Lmao who the fuck knows, I might work on these but they might also just be a victim of the LoD issue so it might not be worth the effort NPCs - Definitely effected by the LoD issue, most likely fixable with stable textures but that's A LOT of mods to fix and I do not give enough of a shit to deal with that before any potential fix is released. I've updated everything that needs to be updated, I also did the loading screen and portrait mods last night which have already been updated on GB for like 12 hours now. DOWNLOAD Plz don't immediately bury my goodwill behind a pointless flame war. Nobody fucking back-reads. Edit: I'M STUPID AND I FORGOT TO UPDATE THE SODDING SHADEROVERRIDE FILE FUCK MY CHUNGUS LIFE I'm stupid and forgot to update the fucking absolutely necessary ShaderOverride activation file that makes UI mods work so if you downloaded my stuff and nothing worked and was like "this guy is a fucking hack" then you're right, but it's not because I didn't fix the mods, it's because I forgot to upload the MOST important file... It's fixed now, download this and your UI mods should start working again. If you already had both my loading screen and UI mod then I think that actually activates both of the shaders in which case everything would already be working funnily enough. Speaking of which, I'm working on a GUI for the new portrait mod toggles builder and it's actually kinda sick, this is gonna end up being a surprisingly high quality mod when all is said and done. 3
Adal01 Posted March 21 Posted March 21 Is it possible to bring the breast size of this first FRover mod to the second one where she has less cloth and a bit more hips and ass ? Both are from M.tsqn and have some texture edits. Thanks. Spoiler FemaleRoverMod.rar FemaleRoverMod2.rar 2
kurokoi1 Posted March 21 Posted March 21 (edited) funny,mods are working fine when they are npc and directx12 option on Edited March 22 by kurokoi1 1
IncogACC Posted March 21 Posted March 21 2 hours ago, IncogACC said: I'm stupid and forgot to update the fucking absolutely necessary ShaderOverride activation file that makes UI mods work so if you downloaded my stuff and nothing worked and was like "this guy is a fucking hack" then you're right, but it's not because I didn't fix the mods, it's because I forgot to upload the MOST important file... It's fixed now, download this and your UI mods should start working again. If you already had both my loading screen and UI mod then I think that actually activates both of the shaders in which case everything would already be working funnily enough. Speaking of which, I'm working on a GUI for the new portrait mod toggles builder and it's actually kinda sick, this is gonna end up being a surprisingly high quality mod when all is said and done. It is starting to look pretty damn good. I haven't even finished and I'm already feature-creeping the fuck out of the UI itself, I mean look how busy that side bar is, but like, discovering all the functionality of QtGui is just fun, I can do anything and so I might as well add all the bells n whistles I please. The user side should be fairly intuitive, you can click and drag the image around, snapping will help make sure it's lined up with the edges of the portrait slot properly, but you can turn it off for ultra precision. I'm gonna change the hash/character input tomorrow to use a drop down menu instead to reduce the UI clutter. The image panel just scans a selected folder so you can work on all the portraits you want to use within a single project. Projects are a thing, so you can save a set of images per character and it'll pop out a save file you can load to remember all of the positional edits you made to your existing images. Offset controls are self explanatory, they're there so you can numerically dial in the precise coordinates you want if mouse level precision isn't enough for you. Colour overlay and opacity is for visibility against any background. I've gotta make that one change to the UI, but after that it's just the texture array builder which is like 90% shit I've already programmed in python before so I should have this baby out tomorrow no problem. This is WAY too much effort for a niche UI mod lmao, but I can't help myself. 8
Caked Jeans Posted March 22 Posted March 22 (edited) 1 hour ago, Lasorda said: Gacha, basically delete that failing shader and any duplicate ones. That shader was failing for me as well so I deleted it. Errors like that don't technically mean that reshade is not working correctly. Right click the failing shaders and show in folder to shift/delete the file then reload Reshade. Do the same to the duplicate shaders.. Edited March 22 by Caked Jeans
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