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Posted
8 minutes ago, IncogACC said:

That sounds like you're getting an error on start up, but it's closing before you can actually see it. The way to avoid that is to run it via terminal.

 

It doesn't matter where you put the portrait file as long as it's not in your mods folder for now, I'll fix that later. 

For now, inside the portrait builder folder, click the address bar at the top and type CMD to open a terminal in that directory, then paste this exact line:

python "./Generate Portrait Toggle.py"

That will run the the script in an environment where the window won't instantly close upon hitting an error. Report whatever error you get back to me and I can try to fix it, it's most likely to do with the PySide6 installation which is the one thing I can't test because I already have it installed.

 

Yes it is as you said :

Generate Portrait Toggle.py", line 9, in <module>
    from PySide6.QtCore import QPointF, QRectF, QSize, Qt
ModuleNotFoundError: No module named 'PySide6'

 

I sent you a private message on loverslab.

Posted
23 hours ago, IncogACC said:

 

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. 

image.png.1724fc102d4239440158e221eb3d6cd7.png

 

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.

 

Toggle update is up on GB

 

New stuff:

  • Toggle support
  • Toggle builder GUI
  • Auto toggling every time you open the menu
  • Randomiser
  • Auto randomised toggling

This should be the ultimate version of the portrait mod that not only restores what was once lost, but has added more functionality than ever before.

The only thing I absolutely refuse to do is create tools for animated portraits, that "secret" stays with me for 1 reason and 1 reason alone. I simply CANNOT make a script idiot-proof enough for GB.

 

Oh and of course chances are there are bugs with this, I tested it as much as I could but my PC is only 1 environment so if you run into any bugs, let me know and try to make your report as detailed as you can so I have a good place to start working from.

Posted
49 minutes ago, IncogACC said:

 

Toggle update is up on GB

 

New stuff:

  • Toggle support
  • Toggle builder GUI
  • Auto toggling every time you open the menu
  • Randomiser
  • Auto randomised toggling

This should be the ultimate version of the portrait mod that not only restores what was once lost, but has added more functionality than ever before.

The only thing I absolutely refuse to do is create tools for animated portraits, that "secret" stays with me for 1 reason and 1 reason alone. I simply CANNOT make a script idiot-proof enough for GB.

 

Oh and of course chances are there are bugs with this, I tested it as much as I could but my PC is only 1 environment so if you run into any bugs, let me know and try to make your report as detailed as you can so I have a good place to start working from.

Alright, i did a test run, since you initialy don't gave much instruction, i decided to go without reading the documentation on GB.

Bat file now opens properly and download what i was lacking to run it at the 1st start.
Interface is pretty intuitive at the exception of "Save project" and "Export portrait". I thought the 1st one was to save all the files needed for the mod to work and that the second was to save a cropped version of the picture. After checking the files and trying it in game, i realised my error. (i read the documentation later on and it is clearly specified).

Once I exported all portraits I wanted to check, i tried the toggles, they are all working as intend.

Only little annoyance i found is that characters starting with the letter L will close the menu when trying to do individual swap. Not a big matter since you can change the shortcut in the toggle builder. (I play with a controler so i'm not used to UI shortcuts on keyboard, wasn t expecting L to open close team menu).
I read the documentation on GB and every instructions seems pretty straight forward.

 

Hope this helps.

Thanks for you work once again.

Posted
On 3/21/2026 at 6:06 PM, kurokoi1 said:

funny,mods are working fine when they are npc and directx12 option on

Wuthering Waves   21_3_2026 17_11_46.png

Wuthering Waves   21_3_2026 17_15_23.png

Running 3Dmigoto on DX12 shouldn't be possible without major changes that would take thousands of combined work hours from talented programmers. Maybe it just fell back to DX11 automatically and you think it's DX12, but by having selected DX12, you also activated something that made the NPC mods stable.

Posted
8 hours ago, blackpain said:

你确定你的设备运行的是DX12吗?
进入设置,然后选择查看设备信息……那里应该会列出你当前运行的系统是DX11还是DX12。

他理解错了 其实还是DX11 只是没勾选DX11 让他误解成是DX12

Posted
4 hours ago, Jaum Brabaum said:

Running 3Dmigoto on DX12 shouldn't be possible without major changes that would take thousands of combined work hours from talented programmers. Maybe it just fell back to DX11 automatically and you think it's DX12, but by having selected DX12, you also activated something that made the NPC mods stable.

Yep. Launching in DX 12 gives only black screen.

Posted (edited)
16 hours ago, kurokoi1 said:

i say,I always used xxmi, but before version 3.2 I needed to have that option enabled for mods to work, and many people come here saying that even with that option enabled,they didn't work for them,regardless of the game version.

u dont need to do that u can just add 

 

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX11

 

in Engine.ini game will always launch in dx11

Edited by yuukino9
Posted (edited)
2 hours ago, kazuto02 said:

Please share the full version of this mod. Thanks!
Any hero out there? @IncogACC, can you crack it? Please.
link 

https://gamebanana.com/mods/661965

https://www.patreon.com/c/DaisyMeow

image.png

Chisa-DaisyMeow-SFW.rar 37.07 MB · 1 download

 

The stockings/tights are done with a mixture of mesh and texture edits.

The stockings themselves are a mesh with their own UV mapping, the 2 tights variants are done via the texture instead, with their texture being mapped to the body's UVs. 

This means that in order to toggle between tights, tights with an opening and stockings, I need to have the 2 extra body diffuse textures and for the first time ever, DaisyMeow actually protected their own mod by discarding the extra 2 textures meaning that I shouldn't be able to restore them...

 

Luckily, the tights are a copy and paste from their Evelyn ZZZ mod and so while it's definitely scuffed compared to the real thing, a little photoshop magic let me recolour the tights from that mod into white for this one.

I had to go dig up the premium version of that Evelyn mod, which luckily is hosted on Huihui's ZZZ section, so I was able to get the proper textures I needed and I also learnt some useful Photoshop tricks along the way, so not too bad for all the time I spent on this.

 

Naturally the rest of the mod was piss easy as usual, though one of the body draw calls had been deleted. If this means DaisyMeow is gaining some actual sentience then I may not be able to crack their mods forever, but I doubt that end will happen all that soon.

[DaisyMeow]Chisa Shrine Maiden Cracked.rar

Edited by IncogACC
Posted (edited)
7 hours ago, PartyBoy1979 said:

WuWa Mod Woju Fix For WuWa 3.2 | WWMI Mod Stable Textures Fix

 

It only fixes a few mods; this is explained in the video. Read it and watch carefully to see how everything works.

WuWa_MOD_WojuFixer_v3.2.0_win-x64.zip 64.87 MB · 1 download

Rover work whit the rabbit fix Zani not ol same error. image.png?ex=69c3c7d8&is=69c27658&hm=ec5

image.png.6903dbbfbde2adafec4afb6b9e455f06.png  Please use this with caution, as it contains many errors. Furthermore, some files don't have a fix even though it's listed.

 

 

Zani Buling Carlotta Kostüm Changli Skin Chisa   These are things that won't be fixed. + the list that is still missing

 

Edited by Sangoku25
Posted
2 hours ago, Sangoku25 said:

Rover work whit the rabbit fix Zani not ol same error. image.png?ex=69c3c7d8&is=69c27658&hm=ec5

 

 

can you even fix her with the fix tools? i have her but even after using the tool after every update, shes still broken, some strange bumby texture.

Posted (edited)
41 minutes ago, eightballblaze said:

can you even fix her with the fix tools? i have her but even after using the tool after every update, shes still broken, some strange bumby texture.

That's the problem^^ The fixer still needs an upgrade + the rest of the missing characters need to be added + 1 isn't on the list^^

In the new area work the fixer not

image.png?ex=69c3e4a2&is=69c29322&hm=3af

Edited by Sangoku25
Posted

Hi Everyone! Is there a modder willing to help me how to install mods I made into Wuwa, please?  I'm fairly familiar with Blender and was able create a mod tweaking Male Rover's Academy jacket. I have it saved in FBX format, but not sure the next steps are. Any help is greatly appreciated

 

2026-03-24 (5).png

2026-03-24 (6).png

Screenshot 2026-03-24 130534.png

MRoverAcademy.7z

Posted

When the camera is too far away, the mod stops working properly,
but when I move the camera closer, it works fine. Is there a way to fix this?

Wuthering Waves Screenshot 2026.03.25 - 13.19.07.88.png

Wuthering Waves Screenshot 2026.03.25 - 13.19.12.70.png

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