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Posted
2 minutes ago, MitoMitoMito said:

Huihui is the best choice.

If you build a community on TG or Discord, you risk losing access to your data when the channel gets banned.

If you build your own website, most hosting providers will still allow you to recover your data even if the site is taken down.

Correct me if im wrong but it only has free versions of mods or free mods, like GB, no?

Posted
5 hours ago, Sepi4 said:

Then you're just using this situation to gripe about a modder like a child.

Either you are slap or you don't recognize that there are many people in this community in the know. Not everyone has to admit to what they did or didn't do in the public forum.

Posted (edited)
1 hour ago, Mayer22 said:

Correct me if im wrong but it only has free versions of mods or free mods, like GB, no?

No. Its downside is that updates are relatively slow. Free mods are usually updated immediately, while others have to wait until the site collects and adds them. Some authors‘ mods are also not available there right away, for example, Chinese authors (Chinese site after all). The fastest updates usually come from TG channels.

Edited by MitoMitoMito
Posted

Can anyone explain how difficult it is for someone with zero modding experience to mix and match mods? Some mods have parts that I like so much that I would like it to be mashed up into one mod.

 

For example, of the 3 mods I have attached, how difficult would it be to use the body of Race Queen, the face/makeup of Training Expert, and the clothes of Iridescent? 

 

If this isn't something too difficult to do, could someone explain what needs to be done to merge the mods? I suspect the clothes may be an issue mapping onto a different body, but since the faces are relatively similar if not the same, the makeup shouldn't be too hard to move over.

Iridescent Lynae Thicc Heavy NSFW.zip Lynae-SM Training Expert v1.0.zip Race Queen Lynae NSFW.zip

Posted (edited)
Spoiler

Patch hits > The lemmings flood in droves going "Is it just me or are mods broken?" > The "philosophers" who believe themselves to "be in the know" show up dropping walls of text about how the whole thing is actually a conspiracy by Kuro to torture mod users (They need someone to be angry at) > The counter "philosophers" show up to defend Kuro and a pointless flame war starts > The one or two people who are genuinely trying to help get hilariously drowned out by all the chaos.

 

Safe zone gets nuked > The lemmings flood in droves going "Is safe zone dead? New discord link? +1 +1 +1" > The "Philosophers" who believe themselves to "be in the know" show up and start dropping walls of text about how "paid mods bad" and Slap is a virus of Satan (They need someone to be angry at) > The counter "philosophers" show up to defend Slap > The one person who is genuinely trying to inject some semblance of rational thought gets hilariously drowned out by all the chaos.

 

Ahh, the predictability of human behaviour.

 

1 hour ago, Xcelrate said:

Can anyone explain how difficult it is for someone with zero modding experience to mix and match mods? Some mods have parts that I like so much that I would like it to be mashed up into one mod.

 

For example, of the 3 mods I have attached, how difficult would it be to use the body of Race Queen, the face/makeup of Training Expert, and the clothes of Iridescent? 

 

If this isn't something too difficult to do, could someone explain what needs to be done to merge the mods? I suspect the clothes may be an issue mapping onto a different body, but since the faces are relatively similar if not the same, the makeup shouldn't be too hard to move over.

Iridescent Lynae Thicc Heavy NSFW.zip 178.11 MB · 1 download Lynae-SM Training Expert v1.0.zip 105.53 MB · 1 download Race Queen Lynae NSFW.zip 59.32 MB · 1 download

TLDR: You can't.

 

Most WuWa mods use "merged skeleton" which ties the vertex groups of all components together, it's a convenient system that makes modding MUCH easier for the modder 'cus it allows them to weight paint everything at once instead of having to try and match things component by component.

Since merged skeletons bind everything together though, it means that trying to replace a component with another component will break the mod.

 

In your case, lets say the body is on Comp 3 of Mod A, and your clothes are on Comp 4 of Mod B.

If you disable Comp 4 on Mod A, and disable Comp 3 on Mod B, then you technically aren't overlapping components because each mod makes up for the other's deactivated component, but the problem is that both mods expect specific vertex data from those Components as a part of the merged skeleton, and so when they receive data from a different mod, it screws the pipeline causing a vertex explosion, aka the mod breaks.

So you can't just "mash" 2 mods together unless both mods are "per-component" where each individual component is handled separately. In that case, you can sorta get away with it, but it has its own issues.

 

You also can't just transfer mesh data from one mod to another. Mesh data is applied to all components, so even if you did try to setup a complicated toggle/resource system to swap meshes in order to introduce a specific draw call (the clothes for example), it'd fuck up the rest of the component in the process, since the shared resources path (part of the mod loading process) will just apply the donor mod's mesh data to the WHOLE component while the toggle condition is true.

 

The ONLY way you can actually transfer components from one mod to another without both of them being per-component, is to reverse both mods into Blender and manually port the clothes onto the other mod's body mesh, but from there you'd have to merge the UVs, edit the clothes so they actually fit the new body properly and thus re-weight everything by which point you've put in enough effort to just be a modder yourself. 

 

The face/makeup part is fine though, as long as the face doesn't have a custom mesh (that's like 99.9% of mods so you're probably fine) then you can just drop in replace the face texture. Copy the face texture (It'll be Component 2 blah blah blah) and paste it into the textures folder of the mod you want the face texture on, make sure you're REPLACING the existing texture, the new texture has to have the exact same name as the old one otherwise the .ini won't recognise it.

 

Modding can be complicated so keep this in mind when asking for shit: Mesh edits are a no-go, never ask anyone to do mesh edits for you because the answer will always be no, texture edits are doable but can take a lot of effort.

Edited by IncogACC
Posted
49 minutes ago, IncogACC said:
  Reveal hidden contents

Patch hits > The lemmings flood in droves going "Is it just me or are mods broken?" > The "philosophers" who believe themselves to "be in the know" show up dropping walls of text about how the whole thing is actually a conspiracy by Kuro to torture mod users (They need someone to be angry at) > The counter "philosophers" show up to defend Kuro and a pointless flame war starts > The one or two people who are genuinely trying to help get hilariously drowned out by all the chaos.

 

Safe zone gets nuked > The lemmings flood in droves going "Is safe zone dead? New discord link? +1 +1 +1" > The "Philosophers" who believe themselves to "be in the know" show up and start dropping walls of text about how "paid mods bad" and Slap is a virus of Satan (They need someone to be angry at) > The counter "philosophers" show up to defend Slap > The one person who is genuinely trying to inject some semblance of rational thought gets hilariously drowned out by all the chaos.

 

Ahh, the predictability of human behaviour.

 

TLDR: You can't.

 

Most WuWa mods use "merged skeleton" which ties the vertex groups of all components together, it's a convenient system that makes modding MUCH easier for the modder 'cus it allows them to weight paint everything at once instead of having to try and match things component by component.

Since merged skeletons bind everything together though, it means that trying to replace a component with another component will break the mod.

 

In your case, lets say the body is on Comp 3 of Mod A, and your clothes are on Comp 4 of Mod B.

If you disable Comp 4 on Mod A, and disable Comp 3 on Mod B, then you technically aren't overlapping components because each mod makes up for the other's deactivated component, but the problem is that both mods expect specific vertex data from those Components as a part of the merged skeleton, and so when they receive data from a different mod, it screws the pipeline causing a vertex explosion, aka the mod breaks.

So you can't just "mash" 2 mods together unless both mods are "per-component" where each individual component is handled separately. In that case, you can sorta get away with it, but it has its own issues.

 

You also can't just transfer mesh data from one mod to another. Mesh data is applied to all components, so even if you did try to setup a complicated toggle/resource system to swap meshes in order to introduce a specific draw call (the clothes for example), it'd fuck up the rest of the component in the process, since the shared resources path (part of the mod loading process) will just apply the donor mod's mesh data to the WHOLE component while the toggle condition is true.

 

The ONLY way you can actually transfer components from one mod to another without both of them being per-component, is to reverse both mods into Blender and manually port the clothes onto the other mod's body mesh, but from there you'd have to merge the UVs, edit the clothes so they actually fit the new body properly and thus re-weight everything by which point you've put in enough effort to just be a modder yourself. 

 

The face/makeup part is fine though, as long as the face doesn't have a custom mesh (that's like 99.9% of mods so you're probably fine) then you can just drop in replace the face texture. Copy the face texture (It'll be Component 2 blah blah blah) and paste it into the textures folder of the mod you want the face texture on, make sure you're REPLACING the existing texture, the new texture has to have the exact same name as the old one otherwise the .ini won't recognise it.

 

Modding can be complicated so keep this in mind when asking for shit: Mesh edits are a no-go, never ask anyone to do mesh edits for you because the answer will always be no, texture edits are doable but can take a lot of effort.

Thanks for your explanation. I kinda expected that I would have to go into blender to have the clothes work, but it's nice to know for sure.

 

I was able to get the makeup texture to work from Training Expert to Racing Queen, so thanks for the tip. I had no idea which component the face texture was so that was helpful.

 

On another note, do you or anyone else know what the hash is for Lynae's skirt shadow? The mod author for Racing Queen doesn't know the updated hash so the shadow has just been kinda glitching in and out.

Posted

I don't know if Kuro will take action against a specific modder, if you report him. Worse that can happen is Kuro taking action against modding in its whole, making a program to detect mods and banning users using them. No more mod user = no more modders making paying mods (or free ones). Kuro wins, we lose. That's why I said to be careful of unplanned consequences.

Posted
8 hours ago, ashleygrahamm said:

At this point I'm gonna try report SLAP to KURO...
If CAPCOM can do that to Modder, imagine for Chinese Developer do that...
He think he's good in the game since it's Chinese Developer...
Remember, WUWA Selling Skins...

Best to not do that since Kuro might just end up targeting all mods in general.

Posted
1 minute ago, josh367 said:

Well, RIP the safe zone died. Where is the new discord server for WUWA mods? pls DM me

There isn't afaik. Best option is using the chinese sites.

Posted
10 hours ago, lamaboy58 said:

The only Mods I've felt that are definitely worth paying for were KanouSakura's. No offence to the other authors, but KS's mods were incredible. :(

yh his mods looked premium af 

Posted
58 minutes ago, Adal01 said:

I don't know if Kuro will take action against a specific modder, if you report him. Worse that can happen is Kuro taking action against modding in its whole, making a program to detect mods and banning users using them. No more mod user = no more modders making paying mods (or free ones). Kuro wins, we lose. That's why I said to be careful of unplanned consequences.

there's no need to report to kuro since he's also making other games mods you guys can report via other games

Posted
5 hours ago, IncogACC said:
  Reveal hidden contents

Patch hits > The lemmings flood in droves going "Is it just me or are mods broken?" > The "philosophers" who believe themselves to "be in the know" show up dropping walls of text about how the whole thing is actually a conspiracy by Kuro to torture mod users (They need someone to be angry at) > The counter "philosophers" show up to defend Kuro and a pointless flame war starts > The one or two people who are genuinely trying to help get hilariously drowned out by all the chaos.

 

Safe zone gets nuked > The lemmings flood in droves going "Is safe zone dead? New discord link? +1 +1 +1" > The "Philosophers" who believe themselves to "be in the know" show up and start dropping walls of text about how "paid mods bad" and Slap is a virus of Satan (They need someone to be angry at) > The counter "philosophers" show up to defend Slap > The one person who is genuinely trying to inject some semblance of rational thought gets hilariously drowned out by all the chaos.

 

Ahh, the predictability of human behaviour.

 

TLDR: You can't.

 

Most WuWa mods use "merged skeleton" which ties the vertex groups of all components together, it's a convenient system that makes modding MUCH easier for the modder 'cus it allows them to weight paint everything at once instead of having to try and match things component by component.

Since merged skeletons bind everything together though, it means that trying to replace a component with another component will break the mod.

 

In your case, lets say the body is on Comp 3 of Mod A, and your clothes are on Comp 4 of Mod B.

If you disable Comp 4 on Mod A, and disable Comp 3 on Mod B, then you technically aren't overlapping components because each mod makes up for the other's deactivated component, but the problem is that both mods expect specific vertex data from those Components as a part of the merged skeleton, and so when they receive data from a different mod, it screws the pipeline causing a vertex explosion, aka the mod breaks.

So you can't just "mash" 2 mods together unless both mods are "per-component" where each individual component is handled separately. In that case, you can sorta get away with it, but it has its own issues.

 

You also can't just transfer mesh data from one mod to another. Mesh data is applied to all components, so even if you did try to setup a complicated toggle/resource system to swap meshes in order to introduce a specific draw call (the clothes for example), it'd fuck up the rest of the component in the process, since the shared resources path (part of the mod loading process) will just apply the donor mod's mesh data to the WHOLE component while the toggle condition is true.

 

The ONLY way you can actually transfer components from one mod to another without both of them being per-component, is to reverse both mods into Blender and manually port the clothes onto the other mod's body mesh, but from there you'd have to merge the UVs, edit the clothes so they actually fit the new body properly and thus re-weight everything by which point you've put in enough effort to just be a modder yourself. 

 

The face/makeup part is fine though, as long as the face doesn't have a custom mesh (that's like 99.9% of mods so you're probably fine) then you can just drop in replace the face texture. Copy the face texture (It'll be Component 2 blah blah blah) and paste it into the textures folder of the mod you want the face texture on, make sure you're REPLACING the existing texture, the new texture has to have the exact same name as the old one otherwise the .ini won't recognise it.

 

Modding can be complicated so keep this in mind when asking for shit: Mesh edits are a no-go, never ask anyone to do mesh edits for you because the answer will always be no, texture edits are doable but can take a lot of effort.

on the topic of modding i wanna steal a bit of your time and ask is there tutorial of sort i can watch i just started learning and got pretty confused on the whole match weight paint thing. let say i wanna use my body over the og but keep the head do i have to match all the vertex groups of the og body on mine?

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