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Posted
6 hours ago, Nero183 said:

But it did break my other mods—like this. It's as if I didn't use any of the other mods, but you can actually see subtle differences from the original model, which is proof that I used mods. Could this be because the Denia-mod uses too much VRAM?

z2AOS0aV.pnguTIO02Wd.pngm1a2o93r.png

If you run out of VRAM, then XXMI will just start using system memory (normal RAM) instead, if you run out of normal RAM as well, then DX11 will start unloading assets to avoid crashing your game/system. The only way to actually break the game via too much memory consumption is if a singular asset was bigger than your entire VRAM+RAM buffer.

Source: I've tested this extensively back when I used to make Genshin card mods

 

There's nothing in this Dania mod that should disable other mods, my Hiyuki and Mornye mods are working just fine, so instead of guessing at the problem go turn on errors and see what pops up. You turn on errors by opening d3dx.ini and changing the LAST line in the file from 0 to 1, that turns on warnings.

Posted
1 hour ago, IncogACC said:

If you run out of VRAM, then XXMI will just start using system memory (normal RAM) instead, if you run out of normal RAM as well, then DX11 will start unloading assets to avoid crashing your game/system. The only way to actually break the game via too much memory consumption is if a singular asset was bigger than your entire VRAM+RAM buffer.

Source: I've tested this extensively back when I used to make Genshin card mods

 

There's nothing in this Dania mod that should disable other mods, my Hiyuki and Mornye mods are working just fine, so instead of guessing at the problem go turn on errors and see what pops up. You turn on errors by opening d3dx.ini and changing the LAST line in the file from 0 to 1, that turns on warnings.

I used the version 1.1 and then problem solved. Thank you.

Posted

Anyone had any nice and lewd mod for base Sanhua? Most mods I can find are either broken or for her skin(which I don't have)

Posted
16 hours ago, synek said:

 Catch  my file if u want, lckz droped for free on patreon for path 3.3 (contains Denia, Hiyuki etc). I just replaced the boys with graphics from Wuwa School, always u can change with tool --> https://gamebanana.com/mods/658343  <--, its easy to use rly. I hope your Denia will be happy now. And I hope someone finally leaks SUSUJI's wedding dress portraits.

Zrzut ekranu 2026-06-01 224318.png

MS Portraits changed.zip 31.94 MB · 1 download

for me only changli skin dont work?
what i have to change? the hash look correct

Posted

Fuckin' wasting away cracking kongxinrumeng's Dania mod, it's a pain as one would expect from a Dania mod but the issue is, of course, the shapekeys and for some reason my dumbass decided to spend like an hour + trying to cope getting the shapekeys functioning at least partially only to remember the patch is in less than a week and I'd be better off just ignoring this mod for my own sanity.

 

I'm not gonna bother cracking it until I hear something from Spectrum on the topic of custom shapekeys, whether it be them being fixed or that Spectrum has a plan to fix them.

If someone desperately needs specifically this default toggle and can't make do with origin toggle, then I'll crack it ONLY under the acceptance that the sliders won't work.

 

This is me throwing in the towel for my own sanity.

Posted (edited)
2 hours ago, IncogACC said:

Fuckin' wasting away cracking kongxinrumeng's Dania mod, it's a pain as one would expect from a Dania mod but the issue is, of course, the shapekeys and for some reason my dumbass decided to spend like an hour + trying to cope getting the shapekeys functioning at least partially only to remember the patch is in less than a week and I'd be better off just ignoring this mod for my own sanity.

 

I'm not gonna bother cracking it until I hear something from Spectrum on the topic of custom shapekeys, whether it be them being fixed or that Spectrum has a plan to fix them.

If someone desperately needs specifically this default toggle and can't make do with origin toggle, then I'll crack it ONLY under the acceptance that the sliders won't work.

 

This is me throwing in the towel for my own sanity.

Is it at all possible through ini editing to change what the default boob size is in the overworld even if we can't adjust it through sliders in-game? I ask because my Aemeath mod by kong is able to change body shape in overworld but I can't get the same results with Denia

 

Edit: Double checking Denia mod and just noticed the nipple size in the overworld appear to be fixed to the max size but I can't see what in the ini is causing that

Edited by HotaOsh708
Posted
1 hour ago, HotaOsh708 said:

Is it at all possible through ini editing to change what the default boob size is in the overworld even if we can't adjust it through sliders in-game? I ask because my Aemeath mod by kong is able to change body shape in overworld but I can't get the same results with Denia

 

Edit: Double checking Denia mod and just noticed the nipple size in the overworld appear to be fixed to the max size but I can't see what in the ini is causing that

Yes it's possible, you just have to override the shapekey updater block with a static value instead of taking input from the slider, you're looking for this line "$\WWMIv1\shapekey_value = $BoobsSize" and you replace the variable with a static value between 0 and 1 depending on the size you want, but the problem is that shapekeys are broken right now so you're going to be stuck with inconsistent results.

 

From my very limited knowledge, WWMI uses the existing shapekey pipelines to overwrite default shapekey applications with the custom ones so it requires perfect detection of when WuWa applies shapekeys in order to properly apply custom shapekeys.

Up until 3.3 WuWa kept that shapekey pipeline open all the time so it was "easy" to constantly update custom shapekeys but that changed in 3.3 and now shapekeys can only be applied to certain animations which is why they don't work consistently in overworld.

 

The patch is in less than a week and I'd assume that Spectrum is just waiting to see how WuWa's shapekey behaviour changes before making any decisions about what to do, and until that happens I don't really see any point messing with shapekeys.

Posted
22 minutes ago, IncogACC said:

Yes it's possible, you just have to override the shapekey updater block with a static value instead of taking input from the slider, you're looking for this line "$\WWMIv1\shapekey_value = $BoobsSize" and you replace the variable with a static value between 0 and 1 depending on the size you want, but the problem is that shapekeys are broken right now so you're going to be stuck with inconsistent results.

 

From my very limited knowledge, WWMI uses the existing shapekey pipelines to overwrite default shapekey applications with the custom ones so it requires perfect detection of when WuWa applies shapekeys in order to properly apply custom shapekeys.

Up until 3.3 WuWa kept that shapekey pipeline open all the time so it was "easy" to constantly update custom shapekeys but that changed in 3.3 and now shapekeys can only be applied to certain animations which is why they don't work consistently in overworld.

 

The patch is in less than a week and I'd assume that Spectrum is just waiting to see how WuWa's shapekey behaviour changes before making any decisions about what to do, and until that happens I don't really see any point messing with shapekeys.

I just gave it a try but doesn't seem to work. I tried increasing boob size and reducing nipple size but neither were affected. Oh well I guess I'll just keep my fingers crossed for a quick update after next patch. 

 

Thanks for the reply though:)

Posted
6 hours ago, Krysha said:

for me only changli skin dont work?
what i have to change? the hash look correct

image.thumb.png.5f354b6cbb7ee21db5e44af0952a770e.pngMaybe u use Changli with skin version. Normal version works as u see. I havn't skin for testing hashes, maybe they are old and no works in your game. Nothing else comes to mind

Posted

I wasn't going to grouch about it, but I'm grouching a little.

This mod was hard, the textures are absolutely fucked and I ran into a stupid issue at the end which wasted a bunch of time. The "pussy texture" if you can even call it that is literally split over 4 separate areas in UV space, what I managed looks like absolute shit but it's better than literally nothing. If you think you can do better, be my guest.

 

Quite pleased with how the toggles turned out in the end though, it was only right at the end that I started to feel that way, her liberation form is just too hot my god.

 

Toggles: 14

 

Up - Hat

Down - Arms

Left - Bunny suit / Nipple pasties

Right - Collar

 

Alt Up - Ears

Alt Down - Wrist frills

Alt Left - Corset / Tail

Alt Right - Shoulder straps

 

Ctrl Up - Headband

Ctrl Down - Rings

Ctrl Left - Pussy / ass pasties

Ctrl Right - Arm bands

 

Shift Up - Heart

Shift Down - Doll

 

image.thumb.png.716f68dfde2d1bd5553c72b90c92a325.pngimage.thumb.png.2b58067275ad8c6c13020f84000423ab.pngimage.thumb.png.cd82186893a8c7438f6adf98225fc9f4.pngimage.thumb.png.7ff81d570f2385d7bb537a1073517aef.png

Somehow I have ONLY uploaded Dania bunny mods so far... I'm not complaining, if anything it's all according to the agenda, bunnygirl supremacy!

Download

Posted

Oh and question for anyone with access to Huiyoo mods, what's the difference between V1.0, V1.1 and V1.2 for the all accessories version? "Optimised version of V1.0" doesn't really tell me anything, is he just working on trying to solve the Dania liberation and textures issues or are there actual physical additions to V1.1 and V1.2 compared to V1.0?

 

I just wanna know if it's worth me spending time doing my usual edits/rewrites on V1.0 or if I should wait for a version with more toggles. 

Posted
15 hours ago, synek said:

image.thumb.png.5f354b6cbb7ee21db5e44af0952a770e.pngMaybe u use Changli with skin version. Normal version works as u see. I havn't skin for testing hashes, maybe they are old and no works in your game. Nothing else comes to mind

 

 

alright i fixed it

 

if someone want it 

 

.Portraits.rar

Posted
2 hours ago, IncogACC said:

哦,还有个问题想请教一下有Huiyoo mod的朋友,全配件版的V1.0、V1.1和V1.2有什么区别?“V1.0的优化版”这个说法让我很困惑,他只是在努力解决Dania的解放和贴图问题,还是V1.1和V1.2相比V1.0有实际的新增内容?

 

我只是想知道,是否值得我花时间对 V1.0 进行常规的编辑/重写,还是应该等待一个具有更多切换功能的版本。 

Nothing new has been added in V1.1 and V1.2. You can wait for a new version. 

By the way, I am waiting for Hiyuki's Blossom Moonveil mod 1.1 full toggle version.

Can you share with me if you have it? Thank you very much.

 

Posted (edited)

So I'm doing a little test.

 

I updated all of my "old" animation code to fit the new portrait system so I can make portraits again. I won't bore you with all the tech details but quite a lot changed on the back end and so I have to do some testing in order to find an ideal between quality and filesize.

 

One thing we can all agree on is that my old portraits were WAY too long and WAY too big for the team menu. You spend like what, a maximum of 10 seconds in this menu at a time? And yet I was making minute long animations, so this time I've shortened things to a much more suitable length which has also chopped down the filesize a fair bit.

 

However, I'm struggling to decide on a balance between quality and size, so I've made 2 versions of an Augusta portrait, one scaled to my 1440p monitor and one scaled to 1080p.

 

1440p

CK7A1ta.gif

1080p

CK7AGoJ.gif

 

It's gonna be impossible to tell from the images here, the gif is scaled down as is so if you have like 3 minutes of free time and want to help me out a little, you can download the two versions, take a look at the difference in quality and let me know what you think.

 

Big version

Small version

You'll need this for the portraits to work at all

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

So I'm doing a little test.

 

I updated all of my "old" animation code to fit the new portrait system so I can make portraits again. I won't bore you with all the tech details but quite a lot changed on the back end and so I have to do some testing in order to find an ideal between quality and filesize.

 

One thing we can all agree on is that my old portraits were WAY too long and WAY too big for the team menu. You spend like what, a maximum of 10 seconds in this menu at a time? And yet I was making minute long animations, so this time I've shortened things to a much more suitable length which has also chopped down the filesize a fair bit.

 

However, I'm struggling to decide on a balance between quality and size, so I've made 2 versions of an Augusta portrait, one scaled to my 1440p monitor and one scaled to 1080p.

 

1440p

CK7A1ta.gif

1080p

CK7AGoJ.gif

 

It's gonna be impossible to tell from the images here, the gif is scaled down as is so if you have like 3 minutes of free time and want to help me out a little, you can download the two versions, take a look at the difference in quality and let me know what you think.

 

Big version

Small version

You'll need this for the portraits to work at all

I wanted to test this out but it's telling me there are no items in the ShaderOverrideUI.rar download link

 

Edited by HotaOsh708

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