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Posted (edited)

I made that post in November, so it works post whatever summer patch you're referring to.

 

And folks on reddit have followed that guide as of just yesterday and it works. You can use BearShare as a free VPN. And you don't need a payment method for the foreign region going about things the way I described. The gift card money will convert automatically. I still do this to buy V Stones in VV so I know that works.

Edited by The Heavy Lobster
Posted

This game really deserves more attention. Even with the basic stuff, you can have a lot of fun, especially when using time stop. I wonder if people don't notice it with this thread here neither being in its own subforum nor being visible to more people in the adult gaming forum.

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Posted
5 hours ago, NameIsNobody said:

This game really deserves more attention. Even with the basic stuff, you can have a lot of fun, especially when using time stop. I wonder if people don't notice it with this thread here neither being in its own subforum nor being visible to more people in the adult gaming forum.

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1743597874326.png

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Great shots! I think part of the lack of attention is the fact that most English-speaking players are left to turn to "other means" to acquire the game since KT did not want to market it to the west. It's really unfortunate because the game is *incredibly* tame compared to all the adult content available on Steam.

Posted
17 hours ago, The Heavy Lobster said:

 

It's not that hard. Just follow the guide I already made earlier in this thread.

 

 

The "hard" part is if you're willing to part with $70 vs. just downloading VV for free.

 

BTW I bought it directly from DDM with my credit card (A Turkish bank card), I'm living in Turkey and using Proton VPN to connect Japan servers. I have no problems so far. The game is Japanese :) and its a kind of fun to read conversations with google translate camera with my phone :)  

Posted
1 hour ago, HattoWW said:

 

BTW I bought it directly from DDM with my credit card (A Turkish bank card), I'm living in Turkey and using Proton VPN to connect Japan servers. I have no problems so far. The game is Japanese :) and its a kind of fun to read conversations with google translate camera with my phone :)  

If you're going to play this way, it might be easier to use a screen translator so you don't have to hold your phone all the time.

 

https://sourceforge.net/projects/screen-translator/

 

I used this with other Japanese games and it works great once it's set up and configured correctly.

Posted

If there's anyone serious about modding this game that's perusing this thread - send me a private message or reply to this post if you have expertise on the backwards engineering methods that were used to mod DOAXVV and if you'd like to collaborate with someone to mod the Prism engine.

I've been building DOAXVV mods on my own for years now and know how this is done with that engine + 3dmigoto. I do not believe 3dmigoto will work with Prism though.
I'm willing to assist in anyway possible on the efforts to make this game as mod-friendly as XVV. Thank you

Posted (edited)

# Basic tools for editing textures (working)

 

DeathChaos25's fdata_dump (extract files)
https://github.com/DeathChaos25/fdata_dump

 

Joschuka's ProjectG1M (Noesis plugin to view g1m model and g1t textures)
https://github.com/Joschuka/Project-G1M

 

vagonumero13's g1t_tools (extract and modify g1t textures via DDS exporting)
https://www.loverslab.com/topic/120211-vagonumero13-tools-redelbe-rdbtool-g1mtools-doa6decsave-update-17-aug-redelbe-30/

 

Paint.NET (edit DDS file)
https://www.getpaint.net/

 

eArmada8's yumia_fdata_tools (apply edited files)
https://github.com/eArmada8/yumia_fdata_tools

 

# Advanced tools for editing models

 

eArmada8's gust_stuff (g1m_export_meshes.py: export g1m model to vb/ib, g1m_import_meshes.py: update model)
https://github.com/eArmada8/gust_stuff

 

addon for Blender (import and export vb/ib)
https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py

 

Edited by fitzgerald4
Posted (edited)
20 minutes ago, xenodoax said:

If there's anyone serious about modding this game that's perusing this thread - send me a private message or reply to this post if you have expertise on the backwards engineering methods that were used to mod DOAXVV and if you'd like to collaborate with someone to mod the Prism engine.

I've been building DOAXVV mods on my own for years now and know how this is done with that engine + 3dmigoto. I do not believe 3dmigoto will work with Prism though.
I'm willing to assist in anyway possible on the efforts to make this game as mod-friendly as XVV. Thank you

I was going to start linking tools that work, but the person above me already linked pretty much everything available right now. I'll mention that there is also a DDS plugin for Photoshop if you use that. I suggest also reading up in the Yumia modding threads because much of the modding is the same as Prism. I've already been able to inject textures back into the game.

Edited by aostang
Posted
1 hour ago, xenodoax said:

If there's anyone serious about modding this game that's perusing this thread - send me a private message or reply to this post if you have expertise on the backwards engineering methods that were used to mod DOAXVV and if you'd like to collaborate with someone to mod the Prism engine.

I've been building DOAXVV mods on my own for years now and know how this is done with that engine + 3dmigoto. I do not believe 3dmigoto will work with Prism though.
I'm willing to assist in anyway possible on the efforts to make this game as mod-friendly as XVV. Thank you

if you want to really push this game to be mod friendly we need a path dumper like what RE games do, that would organize the files way more than some separations by format and let us have a better way to reinject the files

Posted (edited)
16 minutes ago, Haise Sasaki said:

if you want to really push this game to be mod friendly we need a path dumper like what RE games do, that would organize the files way more than some separations by format and let us have a better way to reinject the files

Yumia has tons of mods already including a mod manager. Prism just needs people that want to actually take the time to do it.

Edited by aostang
Posted
26 minutes ago, aostang said:

Yumia has tons of mods already including a mod manager. Prism just needs people that want to actually take the time to do it.

yeah but i consider it better to know what models and textures are instead of having to guess to the folders, i found interesting stuff but i cant even know which part of the costumes are for which

Posted

I don't know if it's helpful or moves the needle at all, but I've compiled a list of texture file names from the fdata dump that seemingly correspond to the t0, t1, and t2 skin textures. I found 14 of each type, plus 2 that didn't really seem to fit either group, for a total of 44 skin textures. There may be others buried in the dump - it's over 5000 texture files. These are all around 2049 KB.

Posted
2 hours ago, Haise Sasaki said:

yeah but i consider it better to know what models and textures are instead of having to guess to the folders, i found interesting stuff but i cant even know which part of the costumes are for which

you can work out what ktid file and therefore what textures go with which models by looking in CharacterEditor.kidssingletondb 

you'll want to write some python scripts to parse the xml and then the data inside because the ktid files are small endian and there might be 60 textures for all the various technical layers.

there *may* be ascii strings somewhere in the kodb but I haven't looked yet.

CharacterEditor.kidssingletondb.kidsobjdb.xml.zip

Posted
2 hours ago, doctor_science said:

you can work out what ktid file and therefore what textures go with which models by looking in CharacterEditor.kidssingletondb 

you'll want to write some python scripts to parse the xml and then the data inside because the ktid files are small endian and there might be 60 textures for all the various technical layers.

there *may* be ascii strings somewhere in the kodb but I haven't looked yet.

CharacterEditor.kidssingletondb.kidsobjdb.xml.zip 91.3 kB · 3 downloads

image.thumb.png.fa0274b0c784b7ea9c8b1de6b6ec8b90.png"texture ID should be located in the model" that's what i tought after not finding the IDimage.thumb.png.db6e18a5f83e34171452be9c9b01e548.png

Posted
1 hour ago, Haise Sasaki said:

"texture ID should be located in the model" that's what i tought after not finding the ID


yeah the displayset model xml object will have prop values with the hash-name for the g1m file and an intermediate xml object that has a prop/value with the hash of the ktid file
 

 

0x8AB68B3F|KTGLModelDataResourceHash
0xF92C5190| TexturesRenderStateObjectHash

so from your first  screenshot you can control+F  the name of that xml object  0x9FCF8B6A in the xml and that'll find you the matching displayset object that has the model resource hash for some g1m file, or in the second screenshot you can control+F the value field of the third prop there and it'll find you the xml object that in turn has the
0x7A1E1EF8|TextureBindTableCSVFileResourceHash and the value will be the hash for the matching ktid file. note you did not win the lottery and pick matching files to begin with. i'd be more interested in writing a guide to all this nonsense if prism gets a subforum so it's not buried somewhere nobody will be able to find in a month.

for static objects on doa 6 stages you would also use that parent object to get the collision mesh and maybe the clip shadow, the environments in prism start out the same format but i haven't gone all the way through that yet, still need to develop a script so i'm not manually importing a couple thousand models.
Posted
16 minutes ago, doctor_science said:


yeah the displayset model xml object will have prop values with the hash-name for the g1m file and an intermediate xml object that has a prop/value with the hash of the ktid file
 

 

0x8AB68B3F|KTGLModelDataResourceHash
0xF92C5190| TexturesRenderStateObjectHash

so from your first  screenshot you can control+F  the name of that xml object  0x9FCF8B6A in the xml and that'll find you the matching displayset object that has the model resource hash for some g1m file, or in the second screenshot you can control+F the value field of the third prop there and it'll find you the xml object that in turn has the
0x7A1E1EF8|TextureBindTableCSVFileResourceHash and the value will be the hash for the matching ktid file. note you did not win the lottery and pick matching files to begin with. i'd be more interested in writing a guide to all this nonsense if prism gets a subforum so it's not buried somewhere nobody will be able to find in a month.

for static objects on doa 6 stages you would also use that parent object to get the collision mesh and maybe the clip shadow, the environments in prism start out the same format but i haven't gone all the way through that yet, still need to develop a script so i'm not manually importing a couple thousand models.

 

Are the model resources and texture files that are gathered from the fdata dump the same every time? Or is the fdata dump creating a unique random ID for each resource it exports and there is no similarity say if comparing between two dumps.

 

Has anyone confirmed this yet?

Posted
3 minutes ago, xenodoax said:

 

Are the model resources and texture files that are gathered from the fdata dump the same every time? Or is the fdata dump creating a unique random ID for each resource it exports and there is no similarity say if comparing between two dumps.

 

Has anyone confirmed this yet?

those hashes come from some koei database file format. they wouldn't change unless the game is patched and that would be a real weird patch.

fdata dump is just unpacking all that shit from .fdata archives, same as you do for the rdb format for doa 6, or whatever the other one i forget is for marvel ultimate alliance 3

Posted (edited)
26 minutes ago, doctor_science said:

those hashes come from some koei database file format. they wouldn't change unless the game is patched and that would be a real weird patch.

fdata dump is just unpacking all that shit from .fdata archives, same as you do for the rdb format for doa 6, or whatever the other one i forget is for marvel ultimate alliance 3

I gotcha! So the hashes are similar to 3dmigoto hashes in DOAXVV. If the game gets updated (as often happens in XVV), sometimes mods made in the past will break because the hash changed for that particular mesh.

This gives me confidence that the hashes should be the same for every fdata_dump - this is good news.

I put the texture file that I'm pretty sure is Fiona's skin down below. The file in MY fdata_dump is 
..\fdata_out\MaterialEditor\g1t\9cfd61e8.g1t

If someone else reading can confirm they see the same texture when converting that g1t to dds, that should give us our answer.
Then we just have to figure out how to inject modified data back into the fdata packages.

9cfd61e8.png

Edited by xenodoax
Posted
36 minutes ago, xenodoax said:

I gotcha! So the hashes are similar to 3dmigoto hashes in DOAXVV. If the game gets updated (as often happens in XVV), sometimes mods made in the past will break because the hash changed for that particular mesh.

This gives me confidence that the hashes should be the same for every fdata_dump - this is good news.

I put the texture file that I'm pretty sure is Fiona's skin down below. The file in MY fdata_dump is 
..\fdata_out\MaterialEditor\g1t\9cfd61e8.g1t

If someone else reading can confirm they see the same texture when converting that g1t to dds, that should give us our answer.
Then we just have to figure out how to inject modified data back into the fdata packages.

9cfd61e8.png

 

Bingo!

Screenshot.png.4da3d566d305858ed0561f696319cc61.png

 

As for me, I'm trying to dump the models into .vb .ib format, and so far extracted them all, now i'm trying to match each suit to each girl's body to identify them. But even when using the remove excess blend indices tool, export to vb or instead .gltf, I get many errors upon importing to Blender, some meshes are missing or deformed... and sometimes it also says the mesh is 4D and it will cause texture/mapping problems

 

image_2025-04-05_075538095.png.f027988ad20741bedc7564b4f0c3fa09.png

Posted
11 hours ago, fitzgerald4 said:

 

 

eArmada8's yumia_fdata_tools (apply edited files)
https://github.com/eArmada8/yumia_fdata_tools

 

 

 

41 minutes ago, xenodoax said:

I gotcha! So the hashes are similar to 3dmigoto hashes in DOAXVV. If the game gets updated (as often happens in XVV), sometimes mods made in the past will break because the hash changed for that particular mesh.

This gives me confidence that the hashes should be the same for every fdata_dump - this is good news.

I put the texture file that I'm pretty sure is Fiona's skin down below. The file in MY fdata_dump is 
..\fdata_out\MaterialEditor\g1t\9cfd61e8.g1t

If someone else reading can confirm they see the same texture when converting that g1t to dds, that should give us our answer.
Then we just have to figure out how to inject modified data back into the fdata packages.

no need to convert, the last g1t tool posted for doa 6 has working previews, and it does match as expected.

eArmada8's tool may just work, good luck. 

Posted
6 minutes ago, DoMopi said:

 

Bingo!

 

 

As for me, I'm trying to dump the models into .vb .ib format, and so far extracted them all, now i'm trying to match each suit to each girl's body to identify them. But even when using the remove excess blend indices tool, export to vb or instead .gltf, I get many errors upon importing to Blender, some meshes are missing or deformed... and sometimes it also says the mesh is 4D and it will cause texture/mapping problems


the 4d stuff is for the physics components like skirts and nobody has blender i/o for those that i know of. 

there's only 120 models in character editor and a whole bunch of them aren't even costumes. might as well try a lossier conversion like g1m2fbx or the noesis export and manually match necks 

Posted
33 minutes ago, doctor_science said:


the 4d stuff is for the physics components like skirts and nobody has blender i/o for those that i know of. 

there's only 120 models in character editor and a whole bunch of them aren't even costumes. might as well try a lossier conversion like g1m2fbx or the noesis export and manually match necks 

Dang, did you say that if we go ahead editing the mesh and maps/texture, there's a high probability that we will lose the physics also? Man this game needs MORE cloth & bouncy physics, not less... I really hope smart modder can create i/o for those physics component so at least we can keep the original physics intact...

 

I'm rooting for all you guys. My skill is just editing the texture maps lol, I'm itching to edit some of the cloth color/texture & transparency.

Posted
4 minutes ago, superzero9999 said:

Dang, did you say that if we go ahead editing the mesh and maps/texture, there's a high probability that we will lose the physics also? Man this game needs MORE cloth & bouncy physics, not less... I really hope smart modder can create i/o for those physics component so at least we can keep the original physics intact...

 

I'm rooting for all you guys. My skill is just editing the texture maps lol, I'm itching to edit some of the cloth color/texture & transparency.

Mesh and texture modifications necessary for most nude/clothing mods won't require any change to the physics. So we're good there

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