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SoulMask Mods


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Posted
13 hours ago, jmedia7 said:

Here's the first iteration of the mod. Place in "paks" folder. Add "-fileopenlog" to steam's launch options for the game.

Don't change the weight slider cause I haven't set that up yet. Recommend using one of the longer hairstyles.

 

Soulmask nude V0-1.rar 9.76 MB · 1 download

 

zSoulMaskDaoJuOutfitEdit_P.rar 647.99 kB · 1 download

 

20240608134059_1.thumb.jpg.74f228803d9c192a2aa1900db9142e7f.jpg20240608134135_1.thumb.jpg.3194c3a66cee8b77465519bf6862e51f.jpg

 

Hellyeah bruuh da hot

No chance for pubec hair?

Posted
5 hours ago, Kargrin said:

Where I can find the base female body in the game files? I'd need that to make new armors

 

Characters > Woman01 > MT (Inside the MT folder itself)

 

If you're using FModel, you'll have to select the Packages tab at the top after selecting the MT folder.

T_NvShangshen is upper body and T_NvXiazhi is lower body. There is another file named NvBody that is upper body, but unsure what it's used for.

Posted (edited)
3 hours ago, Desufire said:

 

Characters > Woman01 > MT (Inside the MT folder itself)

 

If you're using FModel, you'll have to select the Packages tab at the top after selecting the MT folder.

T_NvShangshen is upper body and T_NvXiazhi is lower body. There is another file named NvBody that is upper body, but unsure what it's used for.

O see, thanks!

Another thing is locking me though, what about making a mesh textured? Even if I assign a material with textures, it shows untextured in game...

I tried packing just the mesh, the mesh with material and the mesh with material and textures(as png)

I mean, did you leave the material slot of the mesh empty, right?

The armor textures are in Content/Character/Clothing/trousers/CuBu

Edited by Kargrin
Posted
On 6/17/2024 at 4:25 AM, jmedia7 said:

Here's the first iteration of the mod. Place in "paks" folder. Add "-fileopenlog" to steam's launch options for the game.

Don't change the weight slider cause I haven't set that up yet. Recommend using one of the longer hairstyles.

 

Soulmask nude V0-1.rar 9.76 MB · 2 downloads

 

zSoulMaskDaoJuOutfitEdit_P.rar 647.99 kB · 2 downloads

 

20240608134059_1.thumb.jpg.74f228803d9c192a2aa1900db9142e7f.jpg20240608134135_1.thumb.jpg.3194c3a66cee8b77465519bf6862e51f.jpg

 

Nice work Dude ! I enjoy it but it is possible to have only a topless version ?

A bottom less version is a bit hard ^^

Thx

Posted
On 6/17/2024 at 7:18 PM, Kargrin said:

O see, thanks!

Another thing is locking me though, what about making a mesh textured? Even if I assign a material with textures, it shows untextured in game...

I tried packing just the mesh, the mesh with material and the mesh with material and textures(as png)

I mean, did you leave the material slot of the mesh empty, right?

The armor textures are in Content/Character/Clothing/trousers/CuBu

This much is beyond me. The last full mod I made was for Skyrim YEARS ago. Trying to make different tats for this game has proven to be out of my depth. I learned a bunch in a short time, but this game is not friendly to mod. Because I was working with only textures, I had no need for a material. All I needed to do was import the png into UE 4.27, then I played around with what type of texture it should be. It looks like tats are a Normal Map, but I never got them to show properly. So it's something else or it is a Normal Map but with some special sauce to it. I'll probably dive into it some more later and use jmedia's nude mod as a reference point since they got new textures to go through properly.

I may have to use a different program like Blender to create the right texture, but that's another thing I'd have to learn. I've only dabbled with that.

Posted
On 6/19/2024 at 2:21 AM, Desufire said:

This much is beyond me. The last full mod I made was for Skyrim YEARS ago. Trying to make different tats for this game has proven to be out of my depth. I learned a bunch in a short time, but this game is not friendly to mod. Because I was working with only textures, I had no need for a material. All I needed to do was import the png into UE 4.27, then I played around with what type of texture it should be. It looks like tats are a Normal Map, but I never got them to show properly. So it's something else or it is a Normal Map but with some special sauce to it. I'll probably dive into it some more later and use jmedia's nude mod as a reference point since they got new textures to go through properly.

I may have to use a different program like Blender to create the right texture, but that's another thing I'd have to learn. I've only dabbled with that.

That's my issue, the mesh shows up but no texture appears, even if it's just a replacer. I got the skimpy armor mod from nexus and it only baked the mesh. But it just don't work for me...

Posted

So, I unpacked jemdia's nudemod and saw how they did their texture. Using that as a reference, this is after roughly 2 hours of hand placing the tats. After about an hour I knew that just replacing the vanilla tats with custom ones would be an easier process, but I wanted to use this as a testing base. I'm unfamiliar with working with a body texture bisected the way it is with jmedia's mod, so knowing where the folds are is important. So yeah, think I'll be making tat replacers here and there when I have the time.

 

image.thumb.jpeg.1713ca37cfd7d60c984de769f9fd0199.jpeg

20240621011107_1.jpg

Posted (edited)
26 minutes ago, Desufire said:

So, I unpacked jemdia's nudemod and saw how they did their texture. Using that as a reference, this is after roughly 2 hours of hand placing the tats. After about an hour I knew that just replacing the vanilla tats with custom ones would be an easier process, but I wanted to use this as a testing base. I'm unfamiliar with working with a body texture bisected the way it is with jmedia's mod, so knowing where the folds are is important. So yeah, think I'll be making tat replacers here and there when I have the time.

 

image.thumb.jpeg.1713ca37cfd7d60c984de769f9fd0199.jpeg

20240621011107_1.jpg

 

I like jemdia's mod. The problem with the mod is that the body sliders have no effect. The mod can't recognize body shapes, but the clothes adapt. Some fuller NPCs are slim with this mod but wear oversized clothing.

Jemdia had commented that he/she doesn't know how to fix the problem. Maybe someone here has an idea?

There is a nude mod for men on Nexux. The best piece is there, depending on body width/position and in the right position. Maybe this will work somehow. I wish I had the know-how to work on it.

 

Edited by PinkShotxyz
Posted
6 hours ago, Desufire said:

So, I unpacked jemdia's nudemod and saw how they did their texture. Using that as a reference, this is after roughly 2 hours of hand placing the tats. After about an hour I knew that just replacing the vanilla tats with custom ones would be an easier process, but I wanted to use this as a testing base. I'm unfamiliar with working with a body texture bisected the way it is with jmedia's mod, so knowing where the folds are is important. So yeah, think I'll be making tat replacers here and there when I have the time.

 

image.thumb.jpeg.1713ca37cfd7d60c984de769f9fd0199.jpeg

20240621011107_1.jpg

How did you make it work, please tell, I'm at my wits end... Which texture format, how did you setup unreal engine, how did you cook, etc?

 

Posted
7 hours ago, Kargrin said:

How did you make it work, please tell, I'm at my wits end... Which texture format, how did you setup unreal engine, how did you cook, etc?

 

 

Okay. I'll see if I can help, but I'm going off the assumption that you have some basic knowledge of modding (file types, compressions, folder paths, etc.)

 

I spent hours reading and watching vids on what to use and how to use things, so if you don't know how to use a program I mention, you can find how by Google (sorry if this comes off as assholish but I'd be writting a novel otherwise).

 

1) Make sure you have UE 4.27 installed. Not UE5. Not UE 4.27 Chaos. Simply UE 4.27. (It'll say UE 4.27.2 and that is fine. the last .2 is simply the patch version for UE.)

2) Open UE, choose Games, then Next.

3) Choose First Person then Next.

4) On the Project Settings screen, at the bottom, you'll choose where your project will save to and name it. Name it WS then create project.

5) Your project should open showing 2 chairs and a table. We don't care about any of that. What we want to do first is create a folder path. Now because we named our project WS (which is the name of the folder that contains Soulmask's pak files) we need to create the following sequence:

Content > Characters > ClothingWoman > "folder of armor location you're editing"

6) You'll right click, new folder, and create this path. Once this is done, you'll plug your files into the appropriate folder.

 

Now for the files and editing their options in UE. This will be for textures because that's what I work with. Options for Materials will be different and I'm unfamiliar with them.

1) Double click the texture file to open the texture and its options. You need to know what Format Soulmask is reading the file as.

2) UModel or FModel will tell you that. When you open the file in Model, it'll tell you the format like DXT1 or BC5.

3) Back in UE, if you need a DXT1 file, check the "Compress Without Alpha" box and the Compression Settings will be "Default (DXT1/5, BC1/3 on DX11)"

If the Format is soemthing else, then click the Compression Settings to open the dropdown and locate the Format you need.

(DXT1 has no alpha while DXT5 format HAS alpha. Keep that in mind.)

4) Next you need to scroll down to "Level of Detail" and open the dropdown menu for "Texture Group" because this will determine when the game uses the texture. The default will have it set to World. For Armor textures, I'd try the character options first since characters will be the one's displaying the texture in game. There are "Character", "CharacterNormalMap", and "CharacterSpecular".

5) Click Save and close the options window.

6) When you're done importing and changing all of your files, click File, then "Cook Content for Windows"

7) Once the cook is finished, navigate to the folder your projects are saved to (in my case, it's Unreal Projects) and locate this path:

WS/Saved/Cooked/WindowsNoEditor/WS/Content/

In this folder you should see the "Characters" folder along with StarterContent and Shader stuff. We only care about the Characters folder. That's where our Cooked files are.

 

Now to pak the files.

1) First thing we want to do is create the mod folder. You can name it whatever, but it must end with "_P".

For example: MySoulMaskMod_P

2) Inside that mod folder, your folder path should be WS/Content/Characters/so on and so on.

3) Next, we use a .bat file to pack it. Navigate to UE_4.27 directory > Engine/Binaries/Win64

If you do not have a file named UnrealPak-With-Compression.bat then Google it and find it from a GitHub repository and place it here.

4) Click and drag your mod folder to the .bat file and it'll automatically pack your folder. You'll see your .pak file appear in the folder your mod folder is located. UnrealPak will also have a cmd window open that'll tell you to hit any button to exit.

 

You're good.

Breathe, you're done.

 

Hope this helps.

Posted
On 6/16/2024 at 11:25 PM, jmedia7 said:

Here's the first iteration of the mod. Place in "paks" folder. Add "-fileopenlog" to steam's launch options for the game.

Don't change the weight slider cause I haven't set that up yet. Recommend using one of the longer hairstyles.

 

Soulmask nude V0-1.rar 9.76 MB · 5 downloads

 

zSoulMaskDaoJuOutfitEdit_P.rar 647.99 kB · 5 downloads

 

20240608134059_1.thumb.jpg.74f228803d9c192a2aa1900db9142e7f.jpg20240608134135_1.thumb.jpg.3194c3a66cee8b77465519bf6862e51f.jpg

 

Hello, would it be possible to add a variation of this mod with pubic hair? Thx!

Posted
37 minutes ago, GuiRush said:

Hello, would it be possible to add a variation of this mod with pubic hair? Thx!

Yeah she live in da jungle n need pubic hair jajaja

Posted
20 hours ago, Desufire said:

 

Okay. I'll see if I can help, but I'm going off the assumption that you have some basic knowledge of modding (file types, compressions, folder paths, etc.)

 

I spent hours reading and watching vids on what to use and how to use things, so if you don't know how to use a program I mention, you can find how by Google (sorry if this comes off as assholish but I'd be writting a novel otherwise).

 

1) Make sure you have UE 4.27 installed. Not UE5. Not UE 4.27 Chaos. Simply UE 4.27. (It'll say UE 4.27.2 and that is fine. the last .2 is simply the patch version for UE.)

2) Open UE, choose Games, then Next.

3) Choose First Person then Next.

4) On the Project Settings screen, at the bottom, you'll choose where your project will save to and name it. Name it WS then create project.

5) Your project should open showing 2 chairs and a table. We don't care about any of that. What we want to do first is create a folder path. Now because we named our project WS (which is the name of the folder that contains Soulmask's pak files) we need to create the following sequence:

Content > Characters > ClothingWoman > "folder of armor location you're editing"

6) You'll right click, new folder, and create this path. Once this is done, you'll plug your files into the appropriate folder.

 

Now for the files and editing their options in UE. This will be for textures because that's what I work with. Options for Materials will be different and I'm unfamiliar with them.

1) Double click the texture file to open the texture and its options. You need to know what Format Soulmask is reading the file as.

2) UModel or FModel will tell you that. When you open the file in Model, it'll tell you the format like DXT1 or BC5.

3) Back in UE, if you need a DXT1 file, check the "Compress Without Alpha" box and the Compression Settings will be "Default (DXT1/5, BC1/3 on DX11)"

If the Format is soemthing else, then click the Compression Settings to open the dropdown and locate the Format you need.

(DXT1 has no alpha while DXT5 format HAS alpha. Keep that in mind.)

4) Next you need to scroll down to "Level of Detail" and open the dropdown menu for "Texture Group" because this will determine when the game uses the texture. The default will have it set to World. For Armor textures, I'd try the character options first since characters will be the one's displaying the texture in game. There are "Character", "CharacterNormalMap", and "CharacterSpecular".

5) Click Save and close the options window.

6) When you're done importing and changing all of your files, click File, then "Cook Content for Windows"

7) Once the cook is finished, navigate to the folder your projects are saved to (in my case, it's Unreal Projects) and locate this path:

WS/Saved/Cooked/WindowsNoEditor/WS/Content/

In this folder you should see the "Characters" folder along with StarterContent and Shader stuff. We only care about the Characters folder. That's where our Cooked files are.

 

Now to pak the files.

1) First thing we want to do is create the mod folder. You can name it whatever, but it must end with "_P".

For example: MySoulMaskMod_P

2) Inside that mod folder, your folder path should be WS/Content/Characters/so on and so on.

3) Next, we use a .bat file to pack it. Navigate to UE_4.27 directory > Engine/Binaries/Win64

If you do not have a file named UnrealPak-With-Compression.bat then Google it and find it from a GitHub repository and place it here.

4) Click and drag your mod folder to the .bat file and it'll automatically pack your folder. You'll see your .pak file appear in the folder your mod folder is located. UnrealPak will also have a cmd window open that'll tell you to hit any button to exit.

 

You're good.

Breathe, you're done.

 

Hope this helps.

Alright, thank you for taking your tame to explain your process, that helped me pinpoint the issue, that was: The material.

The mesh, once imported, needs to have a material assigned to it, and I can't get the material configuration or import the original material that works with the game.

image.png.97cd1bd7bf2c5bae5e655ca8870bf045.png

Anyone that was able to use a material in game could help me on how to build a working material file?

Posted

Well, I've given up. This game is just a pain in the ass to do anything with and I'm tired of sinking my time into getting things to produce properly. Good luck to everyone else.

Posted

I appreciate the work on these mods.
While the textures on jmedia7's mod looks amazing, it clips with armors and doesnt work with tattoos and other things.
Breaker-RUS has the opposite going on with his mod, everything works great, but the texture for the nipples sucks.

Maybe an intrepid modder could somehow combine jmedia's textures on to the other more basic mod. Sure it doesnt look quite as good, but gameplay is important here too. Just a thought. Im looking forward to whoever figures this out

Posted

Yeah I just wish the skimpy mod updated with more outfits lol. I certainly appreciate the work done so far from everyone. It's a shame it's so hard to get a breakthrough, hopefully the devs will make modding easier in the future.

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