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Posted (edited)
3 hours ago, jinacho said:

I double-click the .py file but nothing happens

Edited to include a .bat file for execution, double click the .bat file instead and it should work. 

 

Portrait Builder.rar

Edited by IncogACC
Posted (edited)
21 hours ago, 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

are you sure yours running on dx12 ?
go to setting then select view device info...there should be listed which system you are running...dx11 or dx12

Edited by blackpain
Posted
2 hours ago, IncogACC said:

@Lenain When you have a sec, give this script a shot for me. It's the "hopefully" completed version of the toggle builder for the portrait mod. You'll also need to update the portrait driver if you wanna test it in game.

Double click the py to run it, I won't give any instructions beyond that because I'm hoping that it's intuitive enough for you to just figure it out.

 

The ini isn't necessarily final yet, I still might add one more toggle mode, but for now it has support for auto-random swapping and manual swapping. Auto random is toggled using alt + / in the team menu, manual swapping is done using the key you set up with the builder.

 

If anything breaks, then tell me. I'm kinda expecting the initial setup to break 'cus I couldn't test it properly but if you report nothing back then I'll push it live on GB officially.

 

Edit: Updated both to include the final control scheme. 

 

/ - Auto mode (Will automatically swap to the next image every time you open the menu)

Alt / - Auto Random mode (Will auto swap to a random image every time)

Ctrl / - Shadow (Same as before, just moved it to ctrl + /)

 

Manual swapping is handled by the letter + arrow combo you decide on in the builder, that combo + shift goes back.

This should be the final feature set. I just need to confirm that the initial install is working and it'll be ready for live.

 

PortraitDriver.rar 332.63 kB · 1 download

Portrait Builder.rar 378.87 kB · 0 downloads

 

I've made a backup of my portrait mod and downloaded the portraitdriver you sent and replace it in the test mod folder,

I then downloaded the last portrait builder you shared ( the one with the .bat file.)

I'm sorry to say I was unable to run anything, .bat file, py file, or even apps (texassemble or texconv). No matter which one I try to open, a console command briefly pops and immediately closes.

I tried putting the folder at a random place, inside the mod folder, mod main folder, specific character folder...same results everytime.
I tried running it on another computer (the one I use to generate the pics where I'm sure I have python installed), same result.
Surely there is some prerequisite to run this ???

Posted
5 hours ago, IncogACC said:

image.png.2e20568cbf4c41f77347e9be698e5d64.png

If you set WWMI's start method to manual, then you can load the game with Kuro's launcher and WWMI will then hook onto that. That's how GIMI V7 worked before XXMI launcher was a thing.

 

Even loading this way, XXMI should still be forcing DX11 even if the DX11 option isn't clicked, so I'm fairly sure they ARE in DX11 mode even if the launcher makes it look like DX12, so if @kurokoi1 wants to prove that it's absolutely DX12, then they'll have to post evidence of DX12 specific features being active with mods at the same time.

 

A gif showing DX12 only features in the graphics menu then closing the menu and showing modded characters within the same session would prove it absolutely, but if you don't have MFG or RT options then it's just plain ol' DX11.

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.

Posted (edited)
43 minutes ago, Lenain said:

 

I've made a backup of my portrait mod and downloaded the portraitdriver you sent and replace it in the test mod folder,

I then downloaded the last portrait builder you shared ( the one with the .bat file.)

I'm sorry to say I was unable to run anything, .bat file, py file, or even apps (texassemble or texconv). No matter which one I try to open, a console command briefly pops and immediately closes.

I tried putting the folder at a random place, inside the mod folder, mod main folder, specific character folder...same results everytime.
I tried running it on another computer (the one I use to generate the pics where I'm sure I have python installed), same result.
Surely there is some prerequisite to run this ???

Edit: I forgot to re-add the bloody PySide guard, that error is because PySide isn't installed and my script isn't doing anything about that.

I've tested it on my end, uninstalling and reinstalling PySide several times now, so it should be working.

Portrait Builder.rar

Edited by IncogACC
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

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