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Posted

@Tiktok_ you asked me in dm to share the Rover mod I use, I can't send it via dm so I'll post it here.
The original mod is from Mtsqn, a clothes texture recolor shared on gamabana, and a skin texture edit also shared on gamebanana, all 3 mixed together.

 

rover.jpg.b948875b32e08afc21fe9dada141d004.webp

FemaleRoverMod.rar

Posted
On 9/12/2026 at 3:53 PM, jadeseal said:

Hey, it has been a while since I last played the game and it worked, I am greatful for that. Now I wanted to know how to fix the mods myself if you or anyone else doesn't mind explaining. From what I say you only have to edit the .ini file. I'd like to know what I have to change and how. 

 

I will thank you in advance and apologise for troubling you again.

Posted
6 hours ago, ahlinudemod said:

guys anyone can access huihui168

apparently the hosting issue require you to use china VPN
but after I use the china VPN
it ended up 404 error

huihui168.org

i assumed they got nuked. the panic set in just now after seeing 404 pop up

Posted
8 hours ago, Frustrated_Mod_Man said:

我以为他们被核弹炸了。刚才看到404错误页面后,我才开始恐慌。

How do I log in to this website? I can't access it now.

Posted
On 9/19/2026 at 8:24 AM, IncogACC said:

1. Where it says "cull = none" change that "none" to "back" so it's "cull = back".

2. Uncomment the offending draw call.

 

image.png.5e7440e031e4c96bb7d6c403798006f9.png

 

Basically, what this "fix" is doing is removing culling from the draw call so both sides of the mesh are displayed, but in some cases the issue is the inverse where the mod needs to have backface culling and doesn't, in which case you can force it with the cull command.

In this specific case, what we're doing is drawing the face with default behaviour via the offending draw call, plus we're doing an additional draw of the face with backface culling on to patch up the broken chin part.

 

In the guide, I only showed one possibility because I wanted to keep things simple for 95% of cases which just need their culling removed, but technically there are 6 possible combos with 3 culling options and the option of keeping the original draw call on or off. Different cases will require different combinations of these and I suppose I do need to provide those options, even if they seem overwhelming to the average user.

 

Point being, by playing around with those 2 "levers" (Keeping the draw call on/off and setting cull to none/front/back) you should be able to find a working solution for like 99% of broken mods. That last 1% is a super edge case where a single draw call is partially broken in a way where none of the 6 combos can fully fix the draw call, in which case you have to split it into 2 calls and fix them individually, something that goes WELL beyond the scope of "fixing your own mods for the average user."

 

Oh I encountered this once while fixing my jellyfish glider. I commented out the `cull=front` line, and that fixed it. Didn't really understand the underlying reason, though.

Posted (edited)
9 hours ago, Sylvie023 said:

 

Oh I encountered this once while fixing my jellyfish glider. I commented out the `cull=front` line, and that fixed it. Didn't really understand the underlying reason, though.

How the "backface cull" fix works is that it replaces an existing draw call with one that has the culling option applied to it, so if there's a draw call with wrongly applied or missing culling, we can use this method to overwrite the existing culling behaviour with the "correct" behaviour in order to make that part of the mesh render properly.

 

To begin with, what is culling?

 

Culling is a optimisation technique that reduces the number of rendered polygons based on the direction the camera faces, anything that's not within the camera will be "culled" in order to save on GPU resources in a way that shouldn't be visible to the player.

In the context of 3d character models, they obviously look very complete from the outside where you'd naturally be looking at them from, but if that model has backface culling enabled and you place the camera inside that character model, then from the inside it'd be like looking through a window, you might see some edges but otherwise the model would mostly disappear as all of the internal facing polygons, the backface polygons, aren't being drawn in order to cut down the number of necessary draws.

 

How does the culling fix work?

 

We can go section by section.

 

[Constants]

global $_1

global $_2

 

First up we just establish some variables, we're going to use this for our draw call later.

 

[CustomShaderCull]

cull = none

 

First up we have "cull = none." Cull has 3 possible options; None means NO culling, so no polygons are hidden based on the camera, Front will hide polygons facing the camera and Back will hide polygons facing away from the camera. Most instances of improper culling can be fixed by just setting it to none, since most mods are built to work without culling at all.

In some cases though, a mod will rely on culling and due to optimisations on Kuro's end that changes certain backend behaviours, the culling behaviour can change in a way that breaks that intended culling, which is when we need to restore that culling by forcing it via the "cull =" option, setting it to front or back.

 

drawindexed = $_1, $_2, 0

$_1 = 0

$_2 = 0

 

Next up is the draw call. Like I said at the start, the idea behind the cull fix is to take a draw call with broken culling and replace it with a draw call with fixed culling, this is that fixed draw call, or rather it's what will become that fixed draw call.

The idea here is that rather than hard-coding in draw values for X and Y, we instead use variables that are then immediately reset after, which allows this single draw call line to be reused for many draw calls without having to make copies of the block for every individual draw call with broken culling. The reason it works is... complicated and I won't get into it here.

 

;drawindexed = X,Y,Z

$_1 = X

$_2 = Y

run = CustomShaderCull

 

Lastly, we disable the bad draw call, take its draw call values (X and Y) and call to our shader. "run =" calls happen in place, so if you imagine that all of the code is being executed in order from top to bottom, this "run =" will pause that natural flow and tell the interpreter to go handle the specified section first, meaning that running this Custom Shader call is the same as directly replacing that drawindexed line with the CustomShaderCull code from earlier.

 

We plug in our X and Y values into the template drawindexed line from our custom shader in order to replicate the broken draw call in an environment where our custom cull option takes priority over whatever the default behaviour is, that way we force that draw call to behave with the cull behaviour we want in order to make it display properly.

 

 

Lastly, the reason why your mod worked when you commented out the "cull =" line is because that mod didn't need the culling fix to begin with. If you remove the "cull =" line, then what you have is literally just a normal-ass draw call, all you're doing is running a draw call from inside a CommandList, literally nothing about it has been changed or modified compared to the original and since CommandLists run in place like I mentioned before, there's no timing difference either, so yeah by removing cull, you've disabled the of the shader altogether which proves that the mod, or at least that draw call, didn't have any culling problems to begin with.

 

Modding is fun when everything just lines up, very satisfying.

Edited by IncogACC
Posted
21 hours ago, Caesar.julius.2085 said:

Hey, it has been a while since I last played the game and it worked, I am greatful for that. Now I wanted to know how to fix the mods myself if you or anyone else doesn't mind explaining. From what I say you only have to edit the .ini file. I'd like to know what I have to change and how. 

 

I will thank you in advance and apologise for troubling you again.

Most outdated mods -including the 2 u sent- are fixable with Moonholder fix just run the fix and choose "Add Derived Hashes"

And check Incog's FAQ he covered a lot of modding issues and how to fix them

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