Jump to content

req Wuthering waves


Recommended Posts

Posted
3 hours ago, blkguy said:

image.png.b3aefdb655341d08045fbfebfa5a5bd0.png

For Buling mods, what I have seen is you need the apply stable texture option from moonholder fix. There is some new _LIBERATION section that old mod inis didn't have, and would not be addressed by hash replacement. 

For the LOD thing, adding this to your Engine.ini may fix it at normal distances, but I still haven't been able to fix it for bosses with giga zoom out like Hyvatia or the new weekly boss.

[SystemSettings]
r.Streaming.HiddenPrimitiveScale=25
 

Never needed to use this setting before... 

 

Stupid question but where is the Engine.ini Located again lol

Posted
30 minutes ago, eightballblaze said:

Never needed to use this setting before... 

 

Stupid question but where is the Engine.ini Located again lol

 

 

You can easily open it from the WW tab of XXMI.

Posted

Help! I'm having an issue with the new version of this mod. After using Mod Fixer, the textures are glitching, but they look fine in the character interface. I haven't used TSR to stabilize the textures, because doing so seems to cause lighting issues. Can anyone tell me what's causing this? Is there a way to fix it?

00043654-4115-48ee-883c-3b35a638a287.jpg

4ec42f15-265e-4a6e-8c41-42a8ebea2c97.jpg

fc2e5e45-179b-47c6-b675-9829ebb4aada.jpg

白丝焯水土豆.zip

Posted
1 hour ago, Tenshi_050 said:

Tengo el siguiente problema: todas las modificaciones se ven normales en la galería de personajes, pero cuando las selecciono en el mundo del juego y alejo la cámara, parecen rotas. ¿Hay alguna solución para esto?

I've solved it: go to your XXMI and click the gear icon, then click "Open Engine.ini," scroll down until you see `[SystemSettings]`, paste "r.Streaming.HiddenPrimitiveScale=25" right below it, then save and exit.

 

A problem with character mods persists even after applying the fix.

Whenever I switch from Character A to Character B and then back to Character A, Character A's mod appears to break briefly before loading correctly again.

Steps to reproduce:

  1. Load Character A (the mod works normally).
  2. Switch to Character B.
  3. Switch back to Character A.
  4. Character A's mod appears to break for a brief moment before loading correctly.

This happens every time I switch between characters.

Posted
1 hour ago, Boganuchiha said:

请各位帮忙修复一下旧模组。我还是不知道该怎么解决这个问题。 

image.png.a6fb6596c52598c1ebf2b58c3a999290.pngimage.png.447de541d6ffef8ae6768a858b447cc3.png

Posted

Guys I need help. I haven't seen anybody else encounter this on the thread so far but basically this ONLY happens to my Lucilla mods. The character mod works fine while roaming the map but only gets affected when I go into my character overview menu. You can't really see it on the screenshot for some reason but it basically has all scribbly lines all over the screen and it seems to be happening only for Lucilla. I've tried using different mods, tried latest fixes and even tried setting "r.Streaming.HiddenPrimitiveScale=25" from 25-45. Nothing seems to work. HELP!!

Untitled.jpg

Posted
5 hours ago, Tenshi_050 said:

I've solved it: go to your XXMI and click the gear icon, then click "Open Engine.ini," scroll down until you see `[SystemSettings]`, paste "r.Streaming.HiddenPrimitiveScale=25" right below it, then save and exit.

 

A problem with character mods persists even after applying the fix.

Whenever I switch from Character A to Character B and then back to Character A, Character A's mod appears to break briefly before loading correctly again.

Steps to reproduce:

  1. Load Character A (the mod works normally).
  2. Switch to Character B.
  3. Switch back to Character A.
  4. Character A's mod appears to break for a brief moment before loading correctly.

This happens every time I switch between characters.

Aun se me siguen rompiendo las texturas cuando alejo la camara , me equivoque? 

ayuda porfavor.... 

imagen_2026-07-22_033622126.png

Captura de pantalla 2026-07-22 032906.png

Posted
14 hours ago, Barron-Monster said:

and do you think their we'll be a fixer to convert mod without tsr to tsr ?

The Woju fix already exists. The reason I wrote that mini-guide is for people who tried to apply TSR with the Woju fix and got stuck with a crappy result 'cus the Woju fix sucks at applying TSR properly.

Moonholder fix has very limited support for applying TSR but it exists as an option for a few characters.

I wouldn't expect a dedicated TSR applier with support for all characters any time soon, if ever. TSR is something better applied manually anyway, since doing it properly can require different things from character to character and even from mod to mod.

 

If you don't understand TSR, don't want to use RabbitFX because it makes your game lag or don't want to have to do any manual work, then don't bother trying to use it.

If you're willing to learn though, use the Woju fix with "Stable textures" selected, then use the fix method from the post you quoted. 

 

13 hours ago, GuyInDogSuit said:

I don't even know what TSR is lmao

TSR = Stable textures.

Stable textures is that one thing from RabbitFX that does things with textures n stuff probably, maybe idk and TSR is like that, but, like new and fancy, dunno what it stands for though.

Spoiler

TSR is "Texture slot replacement", it's the updated version of RabbitFX's "Stable textures" which was an alternative and frankly better way to apply textures to characters.

 

Stable textures was first introduced in RabbitFX 6.4 back in like 2.8 and was the answer to Chisa's problematic textures.

Chisa automatically forces her damage state texture even if you have damage outfits turned off in the in-game settings, meaning that Chisa dumps were incomplete and extra hashes had to be hunted and manually added after the fact.

 

Because Stable Textures loads directly to the components texture slots instead of using standard texture hashes, Stable textures was able to bypass the need to deal with hunting extra hashes, or rather bypassed needing to hunt texture hashes at all, making it an incredibly attractive offer for Chisa and Cantarella.

 

The reason it didn't catch on more wide spread was twofold.

1. People have a hate boner for RabbitFX due to performance issues around 6.12-6.15 which turned a lot of people against the mod and made forcing a RabbitFX requirement for your mod kind of a contentious decision even if it was the correct one.

2. RabbitFX isn't a core library package for WWMI and WWMI tools doesn't have an option to export textures and write them to the ini using Stable Textures syntax, meaning that it's something that modders strictly have to go out of their way to add after the fact and since most character modders are ini illiterate, that's more effort than the vast majority of modders are willing to put in.

 

TSR is the newest iteration of Stable textures that ironed out a lot of Stable textures' issues, improving performance, consistency and reducing texture leaks, being renamed to TSR to more accurately represent what it's actually doing, Texture slot replacement.

 

TSR has a lot of benefits vs standard texture replacement:

  • Better performance and faster loading times from removing all of the unnecessary Texture replacement blocks
  • Immunity to texture hash changes
  • No/Reduced texture loading delay when swapping characters
  • Doesn't rely on texture LoDs
  • Isolates only the necessary textures so garbage left in from the dump can be disposed of cleanly to reduce filesize by potentially huge amounts (I've had mods go from like 500mb down to less than 100 after cleaning out the junk)

But as long as it relies on RabbitFX, adoption won't be all that wide-spread, it's implementation isn't straight forward as it can vary from character to character or even mod to mod and it's still the early days of TSR, it has blind spots and incorrect slot mapping which needs to be ironed out with updates moving forward. 

If you don't know what it is then you probably don't need it.

Posted
12 hours ago, Tenshi_050 said:

Tengo el siguiente problema: todos los mods se ven bien en la galería de personajes, pero cuando los selecciono en el juego y alejo la cámara, aparecen rotos. ¿Hay alguna solución?

You need rabbitfx 7.3 versión and some edition in wmii launcher, in the woju chanel from YouTube you can see the steps

Posted
On 7/18/2026 at 12:11 AM, park99-99 said:

+1,hope someone can fix it.Even though I have used fix tools, the skin still black

+2

Posted
21 hours ago, Nakagiri said:

嗨——

 

现在有个问题,所有模组在角色画廊里看起来都很正常,但当我在世界里选择它们时,它们看起来是坏的。还有一个问题是一些纹理断裂,头发变蓝,但移除RabbitFX后这些问题就消失了。
 

请帮帮我,也许有人知道怎么解决这个问题?

+1

Posted
23 hours ago, IncogACC said:

Okay. Baby mode it is then.

 

How to fix your stupid TSR mod after the Woju "fix" fucked it all up.

 

This is a component block with TSR lines:

image.png.7088dccf1be7573f0aa9a8088b57b8e2.png

If your mod has these inside of it, then it has had TSR applied to it. 

If you DON'T want to use TSR, then you can just delete those lines, that's it.

 

This is what standard texture replacement looks like.

image.png.d59db801ce97839b763d1e6c634dd8af.png

This is what every mod comes with by default.

 

If you have BOTH of these (TSR and standard), then you're going to run into problems, the point of TSR is that it replaces standard texture replacement.

If you want to use TSR, then you have to comment out the resource calls like this:

  Reveal hidden contents

image.png.24cfe2b4fdd3518636621e575d420608.png

 

You can do that easily in notepad by pressing Ctrl+H and putting in the following:

image.png.c15f4ff21a76b6cc5d978e0f4f6a5a97.png

That will turn off ALL standard texture replacement blocks, which means that TSR can function without competing with standard texture replacement.

 

If you're still having issues with TSR even after turning of standard texture replacement and your character came out during 3.X  (Any character after Lynae including Lynae herself) then you'll have to add the Materialmap TSR line yourself, blame Woju fix for being trash.

 

Your TSR block will look something like this, with only 3 resource lines:

image.png.8be78ecbd9aa32708e6ce7dba816f047.png

 

Copy one of the resource lines and paste it below the normal map line, then change it from "Normalmap" to "Materialmap"

image.png.13a23de6490dfa9f7274631fa2708e35.png

 

Now you have to go find your Materialmap. Look at the component number for the block you're working on, lets say component 3:

image.png.4908c1ace4c1105ffc150fb48ab9513a.png

 

Go open your textures folder and in the searchbar at the top of the window, search the number 3. This will show only textures with 3 in the name which will include ALL of the component 3 textures and probably some extra bits we don't care about.

 

Materialmaps have 3 different "styles"

  1. The black with a little bit of grey, this is the most common type.
    image.png.306101a6b91869cd7a80f97b1f1aa1f3.png
  2. The all black square, not as common but lazy modders do this.
    image.png.d2ff1529054d634799909b0382ca1e1e.png
  3. The weird  black and white one, quite rare.
    image.png.7b08ec02c8b522534ea9467de602f6ed.png

A good hint is that they're usually jpgs whereas most textures are usually dds, if you see a jpg black square then it's probably the materialmap

 

Once you've found your Materialmap for your component, copy the name of the file and search it in the mod ini using Ctrl + F. That will take you to a Resource block:

image.png.80e2b61da702d0f334683405c5875703.png

 

This Materialmap is texture number 19, the last step is to plug that number into your TSR materialmap line:

image.png.be6501fe6b9240437b72dee17d68018c.png

 

And wham bam your mod works now. Congratulations!... Unless you're Hiyuki, or Denia, or Moryne, or any of the other annoying characters with character specific fix requirements that the mod fixers weren't programmed to handle in which case you should just give up on TSR.

 

 

Professor! I followed your tutorial and tried adding TSR to my Aemeath. I found it very difficult to identify each DDS, like, does this belong to component 3 or 4? Is this diffuse or light? The process was as agonizing as a puzzle game.

 

1.png.aaffd569bc97baf3f1554e752a9611a2.png

 

But I finally finished it, mostly. However, there are still a few color patches on her skin. I remembered the material texture you mentioned, and I tried adding it to every component, then I found it only works in component 4.

 

2.png.ddd5d5735dd30f33b7927f28d4850da2.png

 

It did reduce some of the color patches, but there are still a few that I can't remove. Like these blue on her left shoulder in the image below.

 

3.png.4fd24e58f9003abb0b5dcb77c0dc8ace.png

 

And though it's insignificant, some effects have permanently disappeared, and I can't find them at all. Like that bukkake...

Posted

ezgif-650528bed5a5c3fb.pngDoes anyone have a fixed version of this mod? Or does anyone know how to fix it? I've already tried the Woju fixer and the mod fixer, but neither works. this mod is by Kanousakura

Posted (edited)
1 hour ago, Sylvie023 said:

 

Professor! I followed your tutorial and tried adding TSR to my Aemeath. I found it very difficult to identify each DDS, like, does this belong to component 3 or 4? Is this diffuse or light? The process was as agonizing as a puzzle game.

The most basic identification of textures:

Diffuse - It will look like a flat map of all the parts, the colours will more or less match what the colours look like in game, albeit usually with a transparency effect over it.

Normal - Will almost always be a yellowish-green with blue and sometimes red highlights.

Lightmap - Can vary a bit, but will either be green and orange (for older characters) or pink and yellow (newer characters). Sometimes they'll appear as pure white or black squares because their alpha is inverted, if you open it in paint.net and press ctrl + I to invert alpha, it'll reveal the colours.

 

The textures are usually named "Component-X" with X being the comp number, so component-4 will be a texture intended for comp 4.

It's not always gonna be the case, if modders share textures over multiple components or simply rename things, then it can get more complicated, but every texture tends to have a tell.

If you're dealing with non-standard naming, you can often tell by looking at the texture itself, most diffuse textures tend to have the original default texture as a part of it, so if you see the default comp 4 texture as part of the image, then even if the texture is renamed you can probably assume it's for comp 4.

From there, you can find the corresponding lightmap and normalmap just by visually comparing.

 

For example, here's are 2 Zani textures:

image.png.d012467e763f4dd7518da0a6a7e2a89f.pngimage.png.1ee86220113ba474b528b6a9e66267ee.png

The top left square is the default texture for comp 3 and comp 4 respectively, so even if they had non-standard names, I'd be able to tell which comp they're attached to, and for the light/normalmap:

image.png.d59f6d826b4cf442595477481918388b.png image.png.d012467e763f4dd7518da0a6a7e2a89f.png image.png.f11487026bbf6c4941338f3cb95543f8.png

If you line the light/normal map next to the diffuse, you can see how they share the same sort of lines and edges, so you can visually match them this way.

Work from the diffuse to get the light/normalmaps. As long as the materialmap has details and isn't just a black square, you can do it with materialmaps as well.

 

1 hour ago, Sylvie023 said:

 

1.png.aaffd569bc97baf3f1554e752a9611a2.png

 

But I finally finished it, mostly. However, there are still a few color patches on her skin. I remembered the material texture you mentioned, and I tried adding it to every component, then I found it only works in component 4.

Honestly I don't have any concrete evidence for this, but as far as I can tell, Comp 3, 4 and 5 will usually have materialmaps, comp 6 is the eyes for MOST new characters and comp 7 is a wildcard, but this can also vary from mod to mod and character to character.

 

If a component ONLY has default parts in it, like for example Aemeath comp 5 usually has her heart, halo and glowing bracelets because they all use the same glow effect, then you can actually forgo applying TSR to that component entirely because it will just fall back to the default textures which will line up and function just fine.

 

So the general rule for materialmaps is that if the component has actually been modified using non-default meshes, then you'll need to load a materialmap via TSR for it to look right, but if the comp is using ONLY default parts, you don't need to use TSR on it AT ALL. 

Lastly, you'll be able to tell if a component needs a material map or not because it'll look off without it, you'll see blotches where the clothing/skin looks discoloured, usually redder than it should look. If it looks off, then chances are you need the materialmap to round it out.

 

1 hour ago, Sylvie023 said:

 

2.png.ddd5d5735dd30f33b7927f28d4850da2.png

 

It did reduce some of the color patches, but there are still a few that I can't remove. Like these blue on her left shoulder in the image below.

So this one is most likely not a texture problem, but an effect problem, something that's a lot more common on newer characters.

I don't know if you've ever seen this before, but back when Augusta came out, there was an "issue" with some of her mods where random parts of her body would glow when she had her forte, and that's simply because Augusta expects an effectmap texture that tells the slot where to display the glow effect when her forte is active and mods without an effect map would have the glow appear in some weird place and arrangement.

This might be the same sort of thing, where an effect texture from Aemeath is appearing somewhere where it shouldn't.

You can test this easily, go to the component where the body is drawn and paste this "ps-t0 = null" above your TSR lines.

F10 and see what happens, from there just increase the number from 0 onwards and test each slot, see what disappears and if the blue effect disappears before you hit like ps-t11, then you know that it's an effect texture in which case you can just keep the ps-tX = null line to turn it off, or you can load an effectmap texture if your mod has one.

1 hour ago, Sylvie023 said:

 

3.png.4fd24e58f9003abb0b5dcb77c0dc8ace.png

 

And though it's insignificant, some effects have permanently disappeared, and I can't find them at all. Like that bukkake...

So this is the part where it gets especially annoying and requires you to have some understanding of how mods tend to work.

Toggles that effect the skin, like skin tone changing, body writing, bukkake in this case, eye colour, hair colour, all of that sort of thing is handled by swapping textures rather than swapping meshes, so if a texture toggle exists to swap the body diffuse to one with cum on it, then you need to restore that toggle when setting up the TSR lines.

For example:

image.png.e1d69f7b3b66fd9df7bbbbf3d63223c7.png

This Zani mod (Kanou Sakura Suit lady Zani mod) has a tights texture toggle that needs the diffuse, normal and lightmap to change, so I setup the toggle with a variable in the ini and make sure to reference the two different sets of textures. If tights is 1, then load the ripped tights textures, else if the tights aren't 1, load the non-ripped textures.

 

You'll need to replicate this with you mod, find the diffuse for that component as well as the alternate diffuse with the slightly altered body texture and set up a variable to toggle between the two. Just like this mod, you might also need to change the normal/lightmap as well.

 

Great job getting as far as you did though, doing this much alone already means you have better ini literacy than the vast majority of mod users, just a little more to go.

Good luck! 

 

Edit: Something I wanna tack on the end real quick.

Sometimes you're going to run into issues where for some reason it doesn't seem like TSR is working, for example, Moryne's eyes/legs. 

TSR is still in its early days and not all the slots are setup correctly, so instead of using the TSR line, you have to load directly into the slot instead.

Remember what I said about "ps-tX = null" earlier? Instead of using TSR, you use that, so "ps-t4 = ResourceEyeTexture" as an example. I say ps-t4 because that's commonly what works when dealing with broken eyes.

 

I had to do a manual fix for Chisa just now and it came to mind as something I should probably give a heads up for.

If you're considering doing Denia mods in the future, they have this same problem but to a more complicated degree, her texture slots change during her ult while still using the same mesh, so she needs some extra special care to get working properly.

I already made a post about that, so if you do plan on adding TSR to Denia mods down the line, keep this bookmarked.

 

Last thing to keep in mind. TSR will eventually update to fix a lot of these mismatch slots, so make a note of which characters/components you needed to load using ps-tX so you can swap them to TSR in the future once it's updated. ps-tX replacement works as a good stop-gap, but it's less than ideal, texture applications aren't always clean (backface culling can cause broken underside textures) and there's a chance of texture bleeding as well.

Edited by IncogACC
Posted

Anyone into blender here? Is it possible to import an existing mod into blender not having fmt files that blender is asking me about? :( I would like to learn how to make some changes or make outlines thicker but first I need to import a mod but how??? AI giving me bullshit and on Internet there is not a single tutorial. Everything is about importing the raw model of a character but I want to edit a mod. Any help?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...