Jump to content

req Wuthering waves


Recommended Posts

Posted
8 hours ago, IncogACC said:

The latest update to XXMI removed all of the dead settings from Engine.ini and as I've said in my FAQ, the only XXMI setting that has actually mattered in the past 3 versions of the game is mesh LoD FoV which has nothing to do with this. With the introduction of the new resource versions and the pivot towards using RabbitFX for textures (Which is the case here) the actually difference between your setup and my setup, at a system level, is very little. At worst, we're using different LoD bias which doesn't make a difference for RabbitFX.

 

That is to say, that any issue experienced on your end that isn't experienced on my end will come from your installed mods, not settings, not anything else, purely from one or possibly multiple mods. That Hsin mod still works just fine with the Xiangliyao mod active on my end, so clearly there's something else to this problem of yours.

 

Nothing inside the mod itself looks suspect except for maybe direct slot load that could be leaking somehow, but I HIGHLY doubt it since it's applying to ps-t17 of all things, so probably not the issue and like I said before, if I can't replicate the issue then I can't test it and fix it.

The only thing I can do is properly apply TSR to the mod and see if that magically solves the problem, if not then I don't have anything I can offer you.

 

One side note, this "portrait" thing was clearly made by a clueless idiot, because not only does it do absolutely nothing (Trying to overwrite a dynamic atlas which is impossible) it's also actively sucking up performance while doing nothing, so delete it.

image.png.2287d88e2a28a40169b07c686a252b99.png

XiangliYao TS actually fixed.rar 42.77 MB · 0 downloads

Thank you very much! After using this version of xiangliyaomod, the previous issues indeed haven't recurred. Your fix was highly effective!

Posted
58 minutes ago, huishui said:

Why does my Rover become like this after switching to UHD? Anyone know how to fix it?image.thumb.png.8c71517858ae3d283b5626e5ab3281ab.png

If I remember right the latest update for xxmi said to have the game set to hd.

Posted
4 hours ago, huishui said:

Why does my Rover become like this after switching to UHD? Anyone know how to fix it?

image.thumb.png.8c71517858ae3d283b5626e5ab3281ab.png

Your Rover looks like that because texture hashes are different between resource versions and that mod was either made before 3.7, or was made for HD, not UHD.

 

The "solution" is to play on HD and add "r.Streaming.UsingNewKuroStreaming=0" to engine.ini under [SystemSettings].

That's a cope solution though and the real solution is to use RabbitFX TSR to make your mods immune to texture breaks from hash changes, but adding TSR requires at least a single brain cell so I don't like recommending it to the average mod user.

 

If you want to stick to UHD, then you'll need TSR which means going and downloading RabbitFX and using Moonholder's fix with "Stable textures" selected, though I don't actually know if it works for Rover in 3.7 since Rover's Comp hash changed. If it doesn't, then you'd have to apply it manually and that requires like 4 brain cells so I'd just give up at that point.

3 hours ago, xombibakura said:

If I remember right the latest update for xxmi said to have the game set to hd.

WWMI functions on all resource versions, UHD isn't broken or missing functions in the slightest, nor is HD required to play mods for any reason, it's literally just that HD has a lot of texture hashes from 3.6 and UHD has all new hashes.

No one has hunted the new UHD hashes yet so people are sticking to the version that has more stuff working out of the box, plus HD has access to that engine.ini command while UHD doesn't appear to. For the time being, HD is simply more convenient for users and thus modders using hash based replacement will continue to cater to that version until something breaks.

Posted (edited)

About the New Hui Hui Station 
The owner of the original Hui Station has lost contact. 
In response to requests from many friends, the group administrators have built a new Huiyue Station.
Due to data migration, some MOD resources have been lost. We will do our best to preserve the style of the original Hui Station and continue operating the site. Thank you for your understanding.
If you're interested in discussing or exchanging information, you can join the group: 1097961631

 

--------------

 

Oh God, I was too optimistic when I said HuiHui was at least still breathing. 
I didn't expect him to suddenly lose contact like this. 
hope he's okay.

 

 

2026-10-07 15 47 35.png

Edited by sss19451450
Posted
1 hour ago, IncogACC said:

Your Rover looks like that because texture hashes are different between resource versions and that mod was either made before 3.7, or was made for HD, not UHD.

 

The "solution" is to play on HD and add "r.Streaming.UsingNewKuroStreaming=0" to engine.ini under [SystemSettings].

That's a cope solution though and the real solution is to use RabbitFX TSR to make your mods immune to texture breaks from hash changes, but adding TSR requires at least a single brain cell so I don't like recommending it to the average mod user.

 

If you want to stick to UHD, then you'll need TSR which means going and downloading RabbitFX and using Moonholder's fix with "Stable textures" selected, though I don't actually know if it works for Rover in 3.7 since Rover's Comp hash changed. If it doesn't, then you'd have to apply it manually and that requires like 4 brain cells so I'd just give up at that point.

WWMI functions on all resource versions, UHD isn't broken or missing functions in the slightest, nor is HD required to play mods for any reason, it's literally just that HD has a lot of texture hashes from 3.6 and UHD has all new hashes.

No one has hunted the new UHD hashes yet so people are sticking to the version that has more stuff working out of the box, plus HD has access to that engine.ini command while UHD doesn't appear to. For the time being, HD is simply more convenient for users and thus modders using hash based replacement will continue to cater to that version until something breaks.

can u share mods u did with tsr especially for hard mods on 3.0+ chars for reference? i tried fallowing ur guides but only was able to make old/simple mods work any mod with many toggles or have 2 forms i fail

Posted
4 hours ago, IncogACC said:

你的Rover看起来是因为不同资源版本的贴图哈希不同,而且那个模组要么是在3.7之前做的,要么是为高清制作的,而不是为高清而非超高清。

 

“解决办法”是用高清模式,然后在[SystemSettings]下添加“r.Streaming.UsingNewKuroStreaming=0”engine.ini。

不过这只是个应对方案,真正的解决办法是用RabbitFX TSR让你的模组免于哈希变化带来的纹理断裂,但加入TSR至少需要一点脑力,所以我不太愿意推荐给普通模组用户。

 

如果你想坚持用UHD,那就需要TSR,也就是说要去下载RabbitFX,并用Moonholder的修复并选中“稳定纹理”,不过我其实不确定3.7版Rover是否能用,因为Rover的Comp哈希值已经改了。如果不行,那你就得手动应用,这需要大约4个脑细胞,所以我建议你放弃。

WWMI在所有资源版本上都能运行,UHD没有坏掉或缺失功能,玩模组也不需要高清,只是高清有很多3.6版本的纹理哈希,而UHD有全新的哈希。

还没人专门去寻找新的UHD哈希,所以大家都坚持用开箱即用功能更多、而且高清能用engine.ini命令的版本,而UHD似乎没有。目前来看,高清版对用户来说更方便,因此使用基于哈希的替换的模组制作者会继续迎合该版本,直到出现故障。

Fine, I’m reverting to HD to continue playing🙃

Posted
5 hours ago, yuukino9 said:

can u share mods u did with tsr especially for hard mods on 3.0+ chars for reference? i tried fallowing ur guides but only was able to make old/simple mods work any mod with many toggles or have 2 forms i fail

This is about as extreme as it can get right now, it has toggle states changing textures, DSR bullshit to compensate for Suisui's forte and effect texture replacement that's not covered by RabbitFX, so basically all the exceptions to the normal rules rolled into a single mod. You're probably going to find this near incomprehensible if you don't understand the basics properly.

 

I hesitate to teach about things like this because these are inherently cope solutions used as a stop gap while RabbitFX is updated for these edge cases, the method is inherently unstable and leads to texture bleeding that can affect other mods and the implementation forcibly goes against Rabbit's advised rules for TSR due to needing to include the set textures AFTER run = CommandListOverrideSharedResources which is ill-advised. 

 

Yes, this Suisui mod does work during her forte, it does overcome all the stupid conditions and limitations set by both the modder and the game, but this is NOT something that anyone should make a habit of doing unless you REALLY know how this stuff works.

 

I can write an actual guide for TSR that goes as far as explaining the exact steps to do it correctly and that'll probably solve about 99% of your issues, but it won't include how to cope with edge cases like this.

Whispers of the Black-Veiled Butterfly.rar

Posted
33 minutes ago, IncogACC said:

This is about as extreme as it can get right now, it has toggle states changing textures, DSR bullshit to compensate for Suisui's forte and effect texture replacement that's not covered by RabbitFX, so basically all the exceptions to the normal rules rolled into a single mod. You're probably going to find this near incomprehensible if you don't understand the basics properly.

 

I hesitate to teach about things like this because these are inherently cope solutions used as a stop gap while RabbitFX is updated for these edge cases, the method is inherently unstable and leads to texture bleeding that can affect other mods and the implementation forcibly goes against Rabbit's advised rules for TSR due to needing to include the set textures AFTER run = CommandListOverrideSharedResources which is ill-advised. 

 

Yes, this Suisui mod does work during her forte, it does overcome all the stupid conditions and limitations set by both the modder and the game, but this is NOT something that anyone should make a habit of doing unless you REALLY know how this stuff works.

 

I can write an actual guide for TSR that goes as far as explaining the exact steps to do it correctly and that'll probably solve about 99% of your issues, but it won't include how to cope with edge cases like this.

Whispers of the Black-Veiled Butterfly.rar 44.22 MB · 1 download

ty reading TextureOverrideComponent3 make me even more confused xdd and in depth guide wo the cope for TSR will be super helpful i can cope for problematic mods using normal hash until  RabbitFX fix em

Posted
11 hours ago, huishui said:

我的Rover切换到UHD后为什么会变成这样?有人知道怎么解决吗?image.thumb.png.8c71517858ae3d283b5626e5ab3281ab.png

Hello, could you share this with me?UHD and HD use different textures and require dedicated hash .

Posted
2 hours ago, yuukino9 said:

ty reading TextureOverrideComponent3 make me even more confused xdd and in depth guide wo the cope for TSR will be super helpful i can cope for problematic mods using normal hash until  RabbitFX fix em

 

How to RabbitFX TSR properly 

Learn how to have a functioning brain.

 

With all the bullshit that Kuro keeps pulling, killing forced Texture LoD methods and introducing resource versions with more hash variance than ever, there is no better time to swap your mods to TSR than now.

 

What the fuck is RabbitFX TSR?

 

TSR (Texture Slot Replacement) is a method for loading textures that DOES NOT rely on texture hashes.

This means that mods with TSR applied properly will NOT have their textures break every patch.

 

Remember 3.5 when every single texture hash in the game was changed and it took WEEKS of waiting for Moonholder fix to update while coping with broken ahh Woju fix?

TSR completely solves that problem.

You want to play on UHD but don't want to have to hunt textures yourself?

TSR completely solves that problem

 

Beyond that, TSR still has more benefits over standard hash based texture replacement:

  • Loads ONLY necessary textures, cutting down on VRAM usage compared to hash based replacement which loads a bunch of redundant shit by default.
  • Exposes useless textures that get caught in dumps and only take up space, letting you delete them and cut down on file size without risking breaking the mod.
  • Reduces texture loading delays when swapping characters

How the fuck do I RabbitFX TSR?

 

image.thumb.png.b27f59ce2772457f9a7aa53dee4785dd.png Noooo my Yangyang mod looks like shit, someone fix it for me~

 

Level 1: The Easy method

This is for people who don't want to think and love to gamble, so perfect for gacha thread.

  1. Download Moonholder fix, or Woju fix if you're a masochist I guess.
  2. Open the fix tool and drag your mod folder onto the interface
    image.png.d80d3cfc8d8f90042f34b4140f9366b4.png
  3. Check the "Apply Stable Texture" option and press "Start Fix"
    "Fix done, wow pog!" 
  4. Press F10 in game and enjoy your working mo- huh?
    image.thumb.png.54937861a1a505f07a0954cc86dfd5c1.png I did the moonholder fix and it's still broken?! Why is it still broken?! Someone fix it for meeeeeeeee
    (Look at how disappointed she is..)

    Moonholder fix is NOT perfect, it doesn't cover every character and it applies TSR incorrectly leading to errors.
    For older characters (Pre 3.0) Moonholder fix will usually do just fine, but between incorrect/missing hash data, materialmaps and the lower error tolerances as each patch goes on, newer characters tend to suffer from more breaks, or are entirely incompatible with Moonholder fix.

    Moonholder fix is a good starting place, but you need to know how to finish the job yourself when the fix doesn't do it properly.

    If this step did fix your mod, then you're done, you can stop reading here.
    If you still have issues, then continue reading.

Level 2: Finishing the job

Moonholder fix has left our mod in a semi-complete state, now we have to finish the job.

  1. Open the mod.ini (Scary, I know)
  2. Scroll down until you see "[TextureOverrideComponent0]" This is the start of the Override section and is where we'll be working.

    image.png.0aedd1ae5ed0704506393a6cce619e76.png

    Like I said, Moonholder fix did part of the job, these highlighted lines are our RabbitFX TSR lines, they are loading textures to Component 0.
    But if I scroll down...?

    image.png.732cf7ad44498c45d06186830db55dbe.png

    There aren't any TSR lines applied to Component 3. What does this mean for the mod?
    Well first off we need a slight understanding of what each Component does.

    "Components" are just a fancy way of saying body parts, the body is split into anywhere between 5 and 7 pieces which are loaded individually with their own individual textures and behaviours.
    The general rule of thumb for what each "Component" means:

    Component 0 - Bangs (Front hair that covers the forehead)
    Component 1 - Hair (Back and top of the head)
    Component 2 - Face
    Components 3, 4 and 5 - Body (The body itself, clothing and any extra accessories including hair accessories)
    Component 6 - Eyes
    Component 7 - Extra stuff (More clothing/body stuff, but will usually come with some special effect like transparency)

    Our Component 3 doesn't have any TSR lines, so part of the body/clothing isn't getting any textures loaded to it.
    We need to determine which textures we need to load to this section in order to fix our mod.
     
  3. Open the mod's "Textures" folder, it'll be full of .dds image files, don't worry if there's a lot of them, it'll get simpler very soon.
  4. Type "3" into the search bar in the top right corner, then press this little icon in the bottom right corner of the window and it'll give you something that looks like this:

    image.png.224aaeba5375d8b4bfab77305e5c1ff1.png

    That's a lot less images than before and is much easier to process.
    We determined above that Component 3 is the one that's missing the TSR lines, mod textures are very conveniently named after their Components, so we search "3" in order to bring up all the textures associated with Component 3.
     
  5. Add TSR lines to the broken Component.

    We need to setup our RabbitFX TSR lines so we have something to plug our textures into.
    In our Component 3 block, we're looking for the line "handling = skip", this line is our marker for where we're going to add our TSR lines.
    Copy the lines below and paste them directly below the "handling = skip" line.

        Resource\RabbitFX\Diffuse = ref ResourceTexture
        Resource\RabbitFX\Lightmap = ref ResourceTexture
        Resource\RabbitFX\Normalmap = ref ResourceTexture
        Resource\RabbitFX\Materialmap = ref ResourceTexture
        run = Commandlist\RabbitFX\SetTextures

    image.png.b14c21e80198e94cd62032297ca5b235.png
     
  6. Find the right textures.

    This is going to take a little explaining.
    Every Component has textures assigned to it, but the number will vary depending on the Component and sometimes dependant on the character as well.
    Most of the time you'll be dealing with Components 3, 4 and 5, which all share the same common number of 3-4 textures.

    There's an easy way to know if your Component 3 has 3 or 4 textures:
    Any character from before 3.0 will have 3 textures (So all characters up to and including Chisa)
    Any character from 3.0 onwards will have 4 textures (All characters released after and including Lynae)
    The textures are:

    Diffuse: image.png.4fb18aa462c8040d59756bc457a247b9.png

    The Diffuse texture is the most important one and is what carries the colours and patterns of the mod, it is the paint on the canvas and is easy to identify as it will look like a flat map of your character's modded outfit and body.

    Normalmap: image.png.8d805703c3d3a7719da9e08695942bb3.png image.png.8bfea9749958d1f8b3e11a7ae2ba6b8a.png

    Also easy to identify, Normalmaps are either a greenish yellow with bits of red, or are blue with bits of pink. These textures affect the surface of the clothes and body, they make clothing and skin look smooth

    Lightmap: image.png.ea42ce61cde0c0fc7f60a650aa57f523.png

    Lightmaps aren't as easy to identify as they have a lot more variance compared to Normals and Diffuses, but typically they'll mostly be Red, Pink and White. Lightmaps, as the name suggest, affect the way that the mod responds to light.

    Materialmap: image.png.24fde4974b076765fe784e1459d2c65d.png

    Materialmaps are ONLY used on 3.0+ characters/skins and Rover. These are easy to identify as they're almost always .jpg instead of .dds'. They'll always be monochrome, usually a black background with white and grey spots. Materialmaps are a factor in determining both the colouring and light response for the mod.

    image.png.12eac9591f8fe554de0e006756c405e5.png But what if there are multiple of each kind of texture?

    As you can see, we have multiple textures here that overlap, 2 Diffuses, 2 Normalmaps and 2 Lightmaps. 
    The highlighted textures are our modded textures and the remaining textures are default textures. These textures are worthless to us.

    How do you know which is which?

    Scroll back up to the Diffuse texture from earlier and look at the way it's split into a bunch of squares.
    Modded textures will typically take the base texture and add an additional texture next to it, creating a texture with multiple squares next to each other, no default texture will ever do this.
    If a texture has a nude body in it then it's modded as no default texture has a complete body.
    Look at the clothing patterns on the diffuse, if it looks like your modded outfit then it's probably your modded texture.

    Once you figure out the diffuse, the Normal, Light and Materialmaps will be easy to spot as they'll have the same shape and patterns as the diffuse.
     
  7. Match the Textures to the Resource Names in the .ini

    Now that we've identified the correct textures, we need to search for their names inside the ini so we can get the resource ID and plug them into our TSR lines.

    image.png.e4ccc903a3f383d5e510d190866e3f75.png

    Click on the Diffuse texture to highlight it, then click on the filename to open up the text box.
    Copy the name from the box and inside the .ini, use Ctrl + F (search) to search for the Texture name. This will take you to the Resource call:

    image.png.239d335b671d17cb05ab87fdd6d0bcc2.png

    Our Component 3 Diffuse Texture is recognised as "ResourceTexture34" inside the .ini, we now have something to into our TSR lines.
    The other Textures will usually be close by, you can search like you did for the Diffuse, or you can just look at the nearby Resource blocks for filenames that match the other texture names.

    In this case, we have:
    Diffuse - ResourceTexture34
    Lightmap - ResourceTexture36
    Normalmap - ResourceTexture37
    Materialmap - ResourceTexture35
     
  8. Plug the ResourceTexture names into TSR

    The template I gave you already has "ResourceTexture" typed out, so all you need to do is add the numbers to the end.

    image.png.643b046443542cbe1b6e3afa04b8950e.png

    Save, F10 in game and you've now added TSR

    image.thumb.png.66b44a8199ea259d854b348e1bafef3c.png She's fixed! Well done!

From this point on, you can repeat the above steps for each of the broken components until your mod is working again.

Congratulations, you've successfully applied TSR to a mod manually.

 

Now, there is still a chance that your mod isn't working by this point, even after you've applied TSR to every component, don't worry, we have a few clean-up steps that'll hopefully fix any remaining problems.

 

Level 3: Clean-up (Making sure the mod doesn't break)
Most mods will be working by this point, if you don't care about doing things properly then you can just stop here and pray that nothing breaks, but if you've made it this far, then clearly you have a working brain and you may as well finish the job.
These last few steps are done to fix any remaining breaks and optimise the mod (Slightly better performance and reduced file size)

 

  1. Search for "[CommandListTriggerResourceOverrides]" This section contains a few lines we need to get rid of.
  2. Highlight every "CheckTextureOverride =" line that ends with "ps-tX" and delete them all.

    image.png.68de467792f1806680de8bd9e2a2a1c1.png  ----------> image.png.d7730aed19000b26ff095f085f67947b.png

    These lines are used to activate hashes for hash based texture replacement, but since we're no longer using hash based replacement, we can get rid of them for a slight performance boost. These lines can also interfere with TSR and cause bugs, so getting rid of them could fix any remaining problems you have.
     
  3. Disable all hash based texture replacements.

    Since we've swapped to using TSR, we have no need for hash based replacement, so to avoid any bugs due to overlapping textures (For example, character faces turning orange or blue), we should turn off all instances of hash based texture replacement.

    The easiest way to do this is to use Ctrl + H (Replace function) and replace "this = Resource" with ";this = Resource" like so:

    image.png.8f917d33a0e1ddf63fa05951698d1cbe.png

    This will comment out all of the replacement lines, removing the overlap, any overlap related bugs and will save on VRAM and performance by removing the redundant texture calls.
     
  4. Remove TSR lines for unmodified Components.

    Not every mod will change every Component, a lot of mods don't touch the hair or face and so overwriting them with modded textures only wastes space and VRAM.

    See, if you don't assign a Texture to a Component, then that Component will simply load the Default texture, and so if that Component is unmodded, then you don't need to load a Texture to that Component as it'll already have the Default Texture ready to go.
    Loading the Default Texture on top of the Default Texture just wastes VRAM and space.

    image.thumb.png.91e1b4043da792016463f25f77cc69c8.png

    For example, this Aemeath mod uses the default face and hair, plus the default Halo, Heart and accessories, so instead of putting TSR lines in Component 0 (Bangs), 1 (Hair), 2 (Face) and 5 (Heart/Halo/Accessories), we can simply leave them blank and the game will load those default textures for us.

    image.png.e7903f9774a97657bc0f751b78939f89.png

    As you can see, no TSR lines under Component 0, but the hair still loads the Textures exactly as intended.
    By not loading any redundant Textures, you can cut down on the VRAM cost a little.
     
  5. Delete redundant Textures to save on space.

    Our mod has a LOT of redundant garbage Textures that we aren't using, like the Default Textures from earlier.
    Since we aren't loading any of these, they serve no purpose and can be deleted.

    The process of applying TSR will give you the chance to note down which textures you're using for the TSR application, which Textures are being used by each modded Component, so you can select everything you didn't use when applying TSR and delete them.

    image.png.3865205c29e5be4a0fbdafc208e98b71.png

    This mod has a whopping 54 textures, if we isolate only the textures that we're using for TSR and delete all the rest, we can get that number down,

    image.png.a15ffc0f36ca4c15c2272b1ed54a9e22.png

    To only 6 Textures. We managed to cut out a cool 50mb with this, dropping the size of the mod by 1/5th and lowering the VRAM consumption as well.

    image.png.d04b2e195b1ed1601bcfbeb8dc990617.png

    Let's review.

    Component 0 and 1 are the hair, the hair for this mod is the default hair so we don't need any textures for Components 0 and 1.
    Component 2 is the face, we do have custom makeup for this mod so we do need the Component 2 Textures, Diffuse and Lightmap.
    Component 3 is the custom body and outfit, we need the 4 textures we set earlier in order for it to display properly.
    Component 4 is loading an unmodded asset, in this case the hair accessory image.png.4a314edb21c478f453b796b6a6053b6b.png

    Since this is the unmodded, the same as Default, we don't need any Textures for this either so we can skip it.

    Component 5 is empty image.png.a76b0c38b2e17dd5eef9bf4508574171.png

    You'll see this from time to time, modders will ignore certain Components for a variety of reasons, so if you come across one of these then you're lucky.
    Funny thing is that the Moonholder fix will still try to apply TSR lines to empty Components like this, another one of its flaws.
    Since this Component is empty, we can get rid of any associated Textures for it.

    Component 6 is the eye texture, the eyes aren't modified so no need for any textures.
    And Yangyang doesn't have a Component 7.

Once you've finished all of these clean-up steps, you'll have officially applied TSR to your mod perfectly, giving you all the benefits of TSR in full.

No more texture breaks between patches, no lower file size, better performance, fewer bugs. Congratulations.

 

...

 

 

Level 4: Texture Toggles.

Why is there a level 4?!

 

Some mods are extra fun and use multiple modded Textures for the same Component that they swap between using Toggles.

For example, mods that let you change the hair colour, eye colour or clothing colour like this Chisa mod:

image.thumb.png.6333c3989f31e9958ad3d49632deadca.pngimage.thumb.png.1bd9ec14c4193bb88b4cda6e44680b34.png

 

This functionality is written into the hash based Texture Replacement section by default like so:

 

image.png.95a9029d28d5e631cb5eae93e12bb3ff.png

Rather than simply loading a single Resource using "this = ResourceTexture0", the mod uses Variables and an "If else" statement to change the Texture based on a Toggle state.

 

Now I know this can be overwhelming, but you don't actually need to understand how this works or what the "If else" is actually doing, all you need to do is copy this functionality into the Component block and modify it to load the textures using TSR instead.

 

  1. Identify the Component with the changing Texture.

    In this case, we're looking to replicate the Hair colour changing function and we know that Hair is usually handled in Components 0 and 1.
    A quick way you can check is by commenting out the "drawindexed" lines using a semi-colon, saving the .ini and reloading mods using F10 in game.
    If the hair disappears, then you're in the right Component block.
     
  2. Identify the Textures.

    We've already been through this, so quickly open the mods Texture folder, look up 0 for Component 0 and search the names of the Hair Texture files in the .ini to find their Resource assignments. 
    We can also tell from the variable name that this block, Texture0, is associated with Chisa's hair, but just to confirm, we can clearly see that these first 2 Textures are custom Hair Textures:

    image.png.fb13363ad6261fa029cd9f6f98272616.png
     
  3. Copy the "If else" statement containing the Textures you want to toggle.

    We know that Texture0 is our Hair Texture for Component 0, so we find the block containing ResourceTexture0, which also contains the $ChisaHairColor" variable as well, and we copy this If else statement.

    image.png.601cc2a3534c908ca183f627b318fa3b.png
     
  4. Paste the If else below "handling = skip" in the identified Component.

    That's right, we put this where we previously put our TSR lines during the previous Level. We're going to convert this block into a TSR block.

    image.png.a70847e557bf70786f2c8763cd77a2a6.png

    Now that it's here, we can start by getting rid of the "if $object_detected" line and it's matching "endif".
    In other words, delete the first and last lines of the highlighted section, these lines are detection lines and we don't need them for this, we only need the "if else" containing the Hair Colour variable.
     
  5. Convert to TSR

     We know from much earlier that ResourceTexture0 and ResourceTexture0VANILLA are both Diffuse textures, they're full colour Textures that match the hair colour as seen in game, they're the paint on the canvas.

    Highlight the following part "this = " like so:

    image.png.f2d631ceb203dfc48a3328291066f581.png

    And now replace it with this: "Resource\RabbitFX\Diffuse = ref " which will give you this:

    image.png.7231cdd953325c7910dce142125a6087.png

    We've now converted the previous Texture Replacement function "this =" to TSR.
     
  6. Add the rest of the TSR lines for the Component

    Component 0 needs more than just a Diffuse, it also needs a Lightmap.
    So like before: Set up your TSR lines, in this case we want to set the Lightmap so we paste these lines:

    Resource\RabbitFX\Lightmap = ref ResourceTexture
    run = Commandlist\RabbitFX\SetTextures

    Below the last "endif" line from the image above giving us this:

    image.png.a00a91b8a6856b9fbd96b3e5a21ec765.png

    Then we search the Textures folder for "0" and identify the Lightmap texture > Copy the name and search for it inside the .ini to find the ResourceTexture line associated with it > Add the number from the end of the Resource to the end of our TSR line and we're done. Our resulting block looks like this:

    image.png.de54418c63e4cf2fa967d3446e17f7b1.png

    Save, F10 in game and now when we press our Toggle key for the hair colour, it will swap the Diffuse Texture from ResourceTexture0 to ResourceTexture0Vanilla, changing our blonde hair to black.

The End.

 

Congrats, if you managed to complete every step here, then you should be able to fix almost any character mod using TSR, even complicated ones with toggles.

 

RabbitFX does have its fair share of bugs, some characters might break between updates and some things require much more complicated solutions like Suisui's forte, but these are edge cases that you shouldn't worry about as they'll eventually get fixed by CaveRabbit.

 

If you have any questions about TSR or this guide in general then feel free to ask.

No, I will not fix your mods for you.

Posted

Sorry for taking up so much space, but I'm hoping to get this pinned to the top of the thread so it can exist as an accessible guide going forward, therefore I need it to actually be on the thread and not in some external google doc.

 

Hopefully if I can get both this and my WuWa FAQ pinned, then a lot more people can help themselves instead of crying about their broken mods.

 

The Stellar Blade thread has these pins, I don't know how they got there, but I'm really hoping the site admins will let me do the same here.

 

image.png.d5225e2e00b947cb422035cdaad17153.png

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...