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Posted
5 minutes ago, Sylvie023 said:

Trying to fix a Mornye mod.

 

3.png.99d9644a0c4664128519484e560d2809.png

 

TSR didn't seem to work on her. And what's special about this mod is her "clothes", aside from the colors extracted from a texture, they use almost the same material as her legs. Perhaps the two things are related.

 

She doesn't have many textures, so I laid out all the texture slots and started inserting them one by one. Honestly, the process was even a little fun. And my final result is this:

 

        ps-t0 = null
        ps-t1 = ResourceTexture_main
        ps-t2 = ResourceTexture_main
        ps-t3 = ResourceTexture_main
        ps-t4 = null
        ps-t5 = ResourceTexture_normal
        ps-t6 = null
        ps-t7 = null
        ps-t8 = ResourceTexture_normal
        ps-t9 = ResourceTexture_normal
        ps-t10 = ResourceTexture_main
        ps-t11 = ResourceTexture_transparent
        ps-t12 = null
        ps-t13 = null
        ps-t14 = null
        ps-t15 = null
        ps-t16 = null

 

4.png.789b685885df5e4f456ce6b594bbd528.png

 

Well, she wasn't completely fixed. The legs I got are clearer, like glass. These legs (including her entire hip area) become almost transparent in bright light, but at the same time retain their original color.

 

1.png.268541e02e5cfc09e6db1d25d55ca08d.png

 

2.png.0d80c9e6696ea5c4af4ceefc86548afe.png

 

I think it's pretty. So I kept this result.

 

You can download her from huihui (here:https://huihui168.org/?list_11/7803.html), and then use Moonholder's tool to update the hashes.

 

Or you can use these slots I listed, continue adjusting them to see if you can find an effect you prefer.

 

(oh I swear I've seen some really pretty pale pinks, I'm going to find them!)

 

Moryne comp 4 is broken with the public version of RabbitFX yeah (You can probably guess why I would say the public version, but you didn't hear anything from me)

The reason the legs look a little off is 'cus you got the exact slots wrong.

It'd be one thing for me to simply tell you which slot is which, but I think it's more interesting if you learn how to determine which slot is which for yourself.

 

The best method for doing it is frame dumping. If you can parse frame dumps then not only can you determine which slot is which, but you can start to read individual draw calls which can lead to some more interesting things in the future.

 

First, check your d3dx.ini and make sure that your dump options (analyse_options) include all of the arguments like this:

image.png.cb80ba36d342dd6b061d2722724ec0c4.png

You need to do a full dump for this.

 

I assume you already know how to frame dump, but the TLDR is turn on hunting (green text) via the hunting toggle key and press F8, do it in a place with as few objects as possible like the character menu or if you need to be in overworld for characters like Denia, then do it in a place like a forgery challenge domain where there's not much going on.

The important thing here is that you do your dump with the DEFAULT character, you can just press F6 and that'll count.

 

Once you have your frame dump, open the folder (in your WWMI root folder) and search "o0".

This is the fun part, o0 will show the output of every individual draw call that occurs within a frame visualised as an image, so you can see the frame being built one draw call at a time. Scroll down the list of o0 images until you find the image where the legs are first drawn, the file will have a name like "000123-ps blah blah blah," the number at the front is the important part, it's the draw call where the legs are drawn, you can use that number to search the frame dump folder for the contents of that exact draw call.

You'll get something like this:

image.thumb.png.66398733d491f8baf7de6c8551fa29f7.png

 

This is every single asset that was loaded during a single draw call, this isn't for Moryne legs (I don't wanna give the game away), but the principle is the same.

The highlighted lines are the textures and you can see in the file names that each texture is labelled with a texture slot. This is how you determine which texture goes into which slot.

 

I did pick a bad example, this is an eye draw call so it doesn't have a normal or materialmap but you get the point, from here you can visually identify which texture is which and see what slot they're supposed to be a part of based on the names each texture has.

 

This is useful tech to know if you're having to manually asign slots for other characters, or if you simply need to grab hashes for something. It's a little excessive having to do full dumps, but the o0 visualisation makes parsing dumps SO much easier that I think it's worth the extra waiting time vs using deduped.

 

 

Posted (edited)

image.png.9d0f45c3e0e60497aa54bae052fd1a0d.png

image.png.674cd132d9ac46d800cbae3b27409692.png

 

guess we have more top 10 character art later 

sadge lupa didnt make the cut, guess the whole list is just purely META 

Edited by nelson969
Posted
7 hours ago, sp198 said:

Is there any fix for npc distant i use the moonholder fix and set lod to ultra but the npc mod still force me to go really near them for the mod to take effect without the discord group i dont know if there any fix around ?

I setting LOD to Low some mods worked but some mod broke because they required LOD ultra setting and reinstalling RabbitFX most of the broken mods returned to normal but maybe need waiting update

Posted
5 hours ago, IncogACC said:

 

Moryne comp 4 is broken with the public version of RabbitFX yeah (You can probably guess why I would say the public version, but you didn't hear anything from me)

The reason the legs look a little off is 'cus you got the exact slots wrong.

It'd be one thing for me to simply tell you which slot is which, but I think it's more interesting if you learn how to determine which slot is which for yourself.

 

The best method for doing it is frame dumping. If you can parse frame dumps then not only can you determine which slot is which, but you can start to read individual draw calls which can lead to some more interesting things in the future.

 

First, check your d3dx.ini and make sure that your dump options (analyse_options) include all of the arguments like this:

image.png.cb80ba36d342dd6b061d2722724ec0c4.png

You need to do a full dump for this.

 

I assume you already know how to frame dump, but the TLDR is turn on hunting (green text) via the hunting toggle key and press F8, do it in a place with as few objects as possible like the character menu or if you need to be in overworld for characters like Denia, then do it in a place like a forgery challenge domain where there's not much going on.

The important thing here is that you do your dump with the DEFAULT character, you can just press F6 and that'll count.

 

Once you have your frame dump, open the folder (in your WWMI root folder) and search "o0".

This is the fun part, o0 will show the output of every individual draw call that occurs within a frame visualised as an image, so you can see the frame being built one draw call at a time. Scroll down the list of o0 images until you find the image where the legs are first drawn, the file will have a name like "000123-ps blah blah blah," the number at the front is the important part, it's the draw call where the legs are drawn, you can use that number to search the frame dump folder for the contents of that exact draw call.

You'll get something like this:

image.thumb.png.66398733d491f8baf7de6c8551fa29f7.png

 

This is every single asset that was loaded during a single draw call, this isn't for Moryne legs (I don't wanna give the game away), but the principle is the same.

The highlighted lines are the textures and you can see in the file names that each texture is labelled with a texture slot. This is how you determine which texture goes into which slot.

 

I did pick a bad example, this is an eye draw call so it doesn't have a normal or materialmap but you get the point, from here you can visually identify which texture is which and see what slot they're supposed to be a part of based on the names each texture has.

 

This is useful tech to know if you're having to manually asign slots for other characters, or if you simply need to grab hashes for something. It's a little excessive having to do full dumps, but the o0 visualisation makes parsing dumps SO much easier that I think it's worth the extra waiting time vs using deduped.

 

 

 

Yes I've used frame dumps a few times, and my poor old laptop doesn't like it very much...

 

I just installed an extension called SageThumbs to display thumbnails of DDS files in Windows Explorer. This o0 trick is incredibly useful! However, I still had trouble identifying which image was the one where "her legs were first drawn." The skeleton inside her legs was drawn separately first, then her upper body, and then finally her actual legs. I think the leg number I finally found was 000492.

 

1.png.e2797e3542abe5711f4c852f8ab4e197.png

 

I kept a few minor changes, so it's not exactly the same as the original.w

 

Thank you, Professor!

Posted

what are the good seting for WWMI, in some boss fight the camera is zooming out and the skin reverse to vanilla

Posted
11 hours ago, nelson969 said:

image.png.9d0f45c3e0e60497aa54bae052fd1a0d.png

image.png.674cd132d9ac46d800cbae3b27409692.png

 

guess we have more top 10 character art later 

sadge lupa didnt make the cut, guess the whole list is just purely META 

Surprising to see some Mornye but not Lynae in the top ten 

Posted

Does anyone know why always get this black area under the neck when I replace a character’s face DDS?

It happens whether I use a face from another mod or edit and recolor the DDS myself.

No matter what I do, this black area keeps showing up.

Anyone know what might be causing this?

2026-08-15 16 22 47.png

2026-08-15 16 22 58.png

Posted
On 8/12/2026 at 10:31 AM, jeanne88x said:

need full version of this

I have full version of this mod but can't share any files before 17 aug ;-;
if no one shares it by then i'll drop it here
and sadly i can't check lucilla mod in overworld because i don't have her 

 

Posted (edited)

Anyone had any issues with WWMI today? It auto-updated this morning and I'm suddenly getting crashes when trying to load into the game past the title screen

I got it to work once, but I'm curious if anyone experienced this and if maybe it's possible or recommended to roll back the XXMI version for now?

This is the first time I've ever had a crash without an error, and the game also didn't fully close even after I got it to work, since it was still running when I tried to log back in

Edited by Aphrødite
Posted (edited)
13 minutes ago, Aphrødite said:

Anyone had any issues with WWMI today? It auto-updated this morning and I'm suddenly getting crashes when trying to load into the game past the title screen

I got it to work once, but I'm curious if anyone experienced this and if maybe it's possible or recommended to roll back the XXMI version for now?

This is the first time I've ever had a crash without an error, and the game also didn't fully close even after I got it to work, since it was still running when I tried to log back in

Say, do you using amd gpu?

Edited by Ad Line

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