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Ys X: Nordics (NISA)


amorrow28

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Posted
5 hours ago, Aerose said:

Sorry if this has been asked but can we apply these mods to the Switch version? If so, any guides?


To my knowledge, I’m the only person who has made a switch mod. See the very first post of this thread for a link.

 

(Don’t ask me how to use it though, I don’t have a modded switch… but it’s been tested by people on this forum to work.)

Posted (edited)
On 12/26/2024 at 12:14 AM, jimkage said:

Can you make this work for english interface bro ? it only works for Japanese interface.

 

Is this mod pack only the UI changes or does it also contain the pubic hair version of Karja? People are just dropping stuff here without any explanations as to what it even is... Surely their should be a clear file description for all files uploaded? Or is everyone just downloading files blind and hoping for the best? Things are getting confusing now. There are people posting screenshots of mods and then when someone asks for said mod the modder just replies "Oh, I made if lulz but I won't be sharing it..." Then why post it in the first place? To tempt people with something they can't have? I don't get it.

Edited by moreraisedcortisol
  • 2 weeks later...
Posted
On 10/26/2024 at 7:50 AM, amorrow28 said:

ys_x_mod.png.ef6bb164fa5e85648ce6309cb768d3ba.png

 

I made a lewd / nude mod for Ys X: Nordics (tested with NISA Steam release, as well as the free demo)!  Ys X is a Falcom game, from the same folks who make the amazing Legend of Heroes (Eiyuu Densetsu, aka Trails / Kiseki) games.  This time I have used @lakovic's amazing nude mod (from CS4) - thank you to lakovic for giving us such an amazing mod, and for giving me permission to make mods with it!

 

UPLOAD REPLACED 11/16/2024 - See Changelog below.

 

YsX_revealing_mod_v1.2.7z 11.51 MB · 698 downloads

 

This mod includes:

  • Revealing versions of Karja's standard outfit, her pirate princess outfit (both variants) and her azure-black variant.  These replace her original outfits, so that they show up in every cutscene.  (The game automatically gives you the pirate princess costume variants as equippable items, the azure-black variant can be purchased later in the game.)
  • Fully nude Karja.  This equippable costume can be unlocked from the DLC menu, or purchased from either Holger or Ezer.
  • Six NPCs in revealing clothing:  Rosalind, Mirabel, Phylleia, Momina, Jörð and ????.

 

How to use:
Copy the contents of the dlc and mods folders into your Ys X folder.  The default location is {Steam}\steamapps\common\Ys X Nordics if you have the Steam version of the game.  Optional: Each of the three items above comes as its own p3a file.  They are meant to be used together, but feel free to use only part of the mod if you like.

 

NOTE: Starting with Ys X, Falcom no longer has a modular DLC system, so without making your own custom tables, you can only use one DLC P3A at a time!  Please see here how to combine the tables of 2 or more DLCs using the .kurodlc.json file included in this mod.  It is an intimidating process at first, but will become very easy once you do it once or twice.

 

Note:  @woofhat also made a nude mod for this game - please do try out his mod as well!  It is available below, as well as on the CLE Ys X thread.

 

Bonus:  Ys X comes with a rather interesting new high-contrast look which you may love or hate.  Personally I like it, but I understand that many gamers, including my good friend @woofhat, do not like the look.  I have included an optional mod that can be used to change the toon ramp maps to the maps from Trails Through Daybreak instead (for PCs and NPCs, but not for animals or monsters).  This is the effect:

 

  Reveal hidden contents

ys_x_toonramp.png.b093f19dc7cee3086dd6265215a49c1c.png

 

If you like this look, just put kuro_toon_ramp_mod.p3a into your mods folder and it will change all the characters to the Daybreak look.

 

Other platforms:

  Reveal hidden contents

 

  • Steam Deck:  This mod should work, untested.  Report back if you try it.
  • CLE PC (Asian Languages):  Available here.
  • Switch:  Available here.
  • PS4:  This mod should work, but textures will need to be changed to .gnf format.  If I have some time later, I can convert images, although I do not know if this game is even playable on a modded PS4 at this time.

 

 

Changelog:

  Reveal hidden contents

v1.2

  • Restored all the custom tangent vectors
  • Added Karja's Azure-Black outfit
  • Added Momina to the NPCs

 

v1.1

  • Mesh rebuild for chest distortion fixes (all characters / costumes)
  • New model versions based off CLE / Switch MDLs.  There should be no difference in quality - this is to simplify future updates as now NISA / CLE / non-PC builds are all identical.  (This ended up pointless, CLE refuses to load the repaired models.)

 

v1.0

  • Initial release

 

My other Ys mods:  Ys VIII: Lacrimosa of Dana, and Ys IX: Monstrum Nox.
 

Enjoy!

Hello, thanks for your mod! Do I need to buy some of DLCs to use this mod, specially the mod for NPCs ?

  • 1 month later...
Posted
On 10/27/2024 at 8:28 AM, amorrow28 said:

Here are basic instructions on how to use my tools to make tables!  I know it's inconvenient for users to have to make their own tables, but Falcom left us no choice.  There is only one set of tables allowed.  :(

 

For players who want to combine tables from two or more mods:

  1. Put kurodlc_make_zzz_tables.exe, script.p3a (from Ys X Nordics NISA), and all your .kurodlc.json files from all the mods you want to use into an empty folder.
  2. Double-click kurodlc_make_zzz_tables.exe.  This will make a new p3a file called zzz_combined_tables.p3a.
  3. Put zzz_combined_tables.p3a in your {Ys X folder}/mods folder.  This will overwrite t_costume.tbl, t_dlc.tbl, t_item.tbl from all the individual mods with new set of tables that combines them.  (Do NOT delete the mods themselves!  This p3a only has the tables, not the mods.)
  4. Do not delete your work folder.  When you add a new mod, just add its .kurodlc.json file to the folder, and repeat steps 2-3.

Note: I am hoping all modders will include .kurodlc.json files with their mods.  But if a mod is missing that file, you can use kurodlc_make_json_from_tbls.py to recreate the file, instructions are in the README.

 

 

image.png.696d40b98f241aec84298f2698c1aac8.png

 

When i ran the app it created some folders instead of a p3a file, anyone know how to fix this? Thanks

Posted
2 hours ago, pichucandy said:

image.png.696d40b98f241aec84298f2698c1aac8.png

 

When i ran the app it created some folders instead of a p3a file, anyone know how to fix this? Thanks


looks like it crashed. It makes the folders then deletes them, normally. Run from the command line so you can see the error message, and report back with the error.

Posted
1 hour ago, amorrow28 said:


looks like it crashed. It makes the folders then deletes them, normally. Run from the command line so you can see the error message, and report back with the error.

Ah thank you, i found the cause. Seems to be incompatibility with a couple of mods.

 

image.png.e241d0710efbae120c9bca70f48fa173.png

  • 1 month later...
Posted (edited)
On 11/11/2024 at 2:46 PM, Chariothe said:

https://streamable.com/dgw9gm

https://streamable.com/pkz8aj

I added jiggle physics to all mods I downloaded myself. It's a simple text editing. using information here and on Nexusmod Lynnemie's Enhanced physics mod page.
This is my final value after I experimented with it and I think this is my best one, it's less jiggling comparing to Lynnemie's modification but it's more natural.

It's hard to get right because even when you are just walking the physics is too strong it changes the shape of whole breast like, they're pushed by the wind, and there is clipping too but if you make it less intense then it's not jiggle as much.

  Hide contents

                    "node": "LeftBreast",
                    "damping": 0.10000000149011612,
                    "damping_min": 0.10000000149011612,
                    "damping_max": 0.10000000149011612,
                    "damping_velocity_ratio": 1,
                    "resilience": 1,
                    "gravity": -0.98000001907348633,
                    "wind_influence": 1,
                    "collision_radius": 0,
                    "rotation_limit": 3.1415927410125732,
                    "stretch_limit": 1,
                    "stretch_resilience": 1,
                    "is_enable_stretch": false,
                    "is_dynamic_damping": false,
                    "is_disable": false,
                    "freeze_axis": 0
                },
                {
                    "node": "LeftBreast_Top",
                    "damping": 0.50000001192092896,
                    "damping_min": 0.20000000149011612,
                    "damping_max": 0.35,
                    "damping_velocity_ratio": 0.30000000149011612,
                    "resilience": 3,
                    "gravity": 0,
                    "wind_influence": 0,
                    "collision_radius": 0,
                    "rotation_limit": 0.2617993950843811,
                    "stretch_limit": 1,
                    "stretch_resilience": 1,
                    "is_enable_stretch": false,
                    "is_dynamic_damping": true,
                    "is_disable": false,
                    "freeze_axis": 0
                }
            ],
            "ignore_collision": false,
            "SpecificCollider": [],
            "NeighborBones": []
        },
        {
            "Joint": [
                {
                    "node": "RightBreast",
                    "damping": 0.10000000149011612,
                    "damping_min": 0.10000000149011612,
                    "damping_max": 0.10000000149011612,
                    "damping_velocity_ratio": 1,
                    "resilience": 1,
                    "gravity": -0.98000001907348633,
                    "wind_influence": 1,
                    "collision_radius": 0,
                    "rotation_limit": 3.1415927410125732,
                    "stretch_limit": 1,
                    "stretch_resilience": 1,
                    "is_enable_stretch": false,
                    "is_dynamic_damping": false,
                    "is_disable": false,
                    "freeze_axis": 0
                },
                {
                    "node": "RightBreast_Top",
                    "damping": 0.50000001192092896,
                    "damping_min": 0.20000000149011612,
                    "damping_max": 0.35,
                    "damping_velocity_ratio": 0.30000000149011612,
                    "resilience": 3,
                    "gravity": 0,
                    "wind_influence": 0,
                    "collision_radius": 0,
                    "rotation_limit": 0.2617993950843811,
                    "stretch_limit": 1,
                    "stretch_resilience": 1,
                    "is_enable_stretch": false,
                    "is_dynamic_damping": true,
                    "is_disable": false,
                    "freeze_axis": 0
 

Is it work on default outfit?
tried it but can't find RightBreast and only found RightBreastCloth. It just editing hanging cloth in front of breast

Edit:
I checked the model and it has breast vgroup and armture, I will try adding it manually in .mi file hope it will work

Edit:

Didn't work

 

 

Edited by eroge69
Posted (edited)
3 hours ago, nudefinder said:

Can somebody make a easy mod manager for this game? So people install easier?

Just create a folder named "mods"  inside the game folder
and put the mod into that folder

This game is lacks characters to mod, so you won't see people wanting to make it because it is unnecessary.

Edited by eroge69
  • 4 weeks later...
Posted (edited)
On 10/30/2024 at 4:59 PM, amorrow28 said:

karja_doa_collection.png.71faab85d8df2f29cd862f753afa455d.png

 

Karja is trying some DOA cosplay!  Four new outfits, as you can see above (actually 5, since the sling bikini has two color variants).  Thank you to the legendary @lakovic for the nude bodies that I used to fit the costume on, as always.  Disclaimer: Obviously I do not own and do not claim ownership of any of the assets used in the making of this mod.

 

Upload replaced 12/14/24 with new version. Changelog below.

 

karja_doa_collection_v1.1.7z 12.34 MB · 230 downloads

 

karja_doa_collection.7z - Prior version

 

To use the mod, just copy contents of the dlc folder and the mods folder into your Ys X's folder's dlc and mods folders, and then make custom tables as usual.  The costume can be unlocked from the DLC tab of the item menu.  All the costumes can also be purchased from either Holger or Ezer.

 

NOTE: Starting with Ys X (which uses the Trails through Daybreak game engine), Falcom no longer has a modular DLC system, so without making your own custom tables, you can only use one DLC P3A at a time!  Please see here how to combine the tables of 2 or more DLCs using the .kurodlc.json file included in this mod.  It is an intimidating process at first, but will become very easy once you do it once or twice.

 

Changelog:

  • v1.1 - add sandals to casual look and sling bikini, heels to sexy lace
  • v1.0 - initial release

 

Q&A:

  Reveal hidden contents

Q:  Will this be ported to the CLE release?

A:  Unfortunately this cannot be ported to the CLE release, because the CLE release does not support new materials in the MDL v4 format.

 

Q:  This is not a pirate or Norse themed mod, is it?  Is this a lazy mod, since you just ported your Daybreak mod?  How can there be jean shorts in the Balta sea?  Why isn't she wearing high heels?  etc etc?

A:  I don't care.  Have fun!

 

Enjoy!

So, I'm trying to edit the model from the left-most picture. I want to simply remove the tiny white shirt (so she'll be topless).

 

I understand through this tutorial: https://github.com/eArmada8/kuro_mdl_tool/wiki/Basic-Modding-Tutorial

 

That this game doesn't accept models with deleted meshes (resulted in infinite loading screen when trying to load a mod with a deleted mesh). So how does one remove the shirt without deleting any meshes? I attempted to make it invisible in Blender, but all it ended up doing is making it shiny and shimmering in-game and not invisible. The shirt seems to be the "5_mesh_body_08.vb" file specifically.

 

I should note that I'm a complete newbie at blender and modding this game, but I have gotten as far as extracting mdl files such as the mod's and separating the one that belongs to that outfit from the rest, enough to try to edit it in blender. Getting a successful edit in blender is where I'm failing. Any help would be appreciated, the aforementioned guide doesn't quite cover this specific need from what I can tell (so to say, editing a pre-existing DLC mod and removing part of an outfit).

 

Thanks in advance.

Edited by bob143
Posted
6 minutes ago, bob143 said:

So, I'm trying to edit the model from the left-most picture. I want to simply remove the tiny white shirt (so she'll be topless).

 

I understand through this tutorial: https://github.com/eArmada8/kuro_mdl_tool/wiki/Basic-Modding-Tutorial

 

That this game doesn't accept models with deleted meshes (resulted in infinite loading screen when trying to load a mod with a deleted mesh). So how does one remove the shirt without deleting any meshes? I attempted to make it invisible in Blender, but all it ended up doing is making it shiny and shimmering in-game and not invisible. The shirt seems to be the "5_mesh_body_08.vb" file specifically.

 

I should note that I'm a complete newbie at blender and modding this game, but I have gotten as far as extracting mdl files such as the mod's and separating the one that belongs to that outfit from the rest, enough to try to edit it in blender. Getting a successful edit in blender is where I'm failing. Any help would be appreciated, the aforementioned guide doesn't quite cover this specific need from what I can tell (so to say, editing a pre-existing DLC mod and removing part of an outfit).

 

Thanks in advance.


You should be able to just delete the file. If the game isn’t loading, something else is wrong.

 

(To be specific, those mods are made using v1 MDL and meshes can be removed. With the delete restriction from v4 and CLE releases, the mod could not even have been made in the first place, actually. My tools handle all of those details behind the scenes.)

Posted (edited)
12 minutes ago, amorrow28 said:


You should be able to just delete the file. If the game isn’t loading, something else is wrong.

 

(To be specific, those mods are made using v1 MDL and meshes can be removed. With the delete restriction from v4 and CLE releases, the mod could not even have been made in the first place, actually. My tools handle all of those details behind the scenes.)

Must the .ib, .vgmap, and .fmt file be deleted alongside the .vb file? Before, I was only deleting the .vb. I was just following the mesh deletion part of the guide to the letter, so I didn't remove it even if I needed to.

 

Wasn't aware of the that other stuff. Good to know. I'm a complete newbie as I mentioned, haha.

 

Edit:

Just to make sure, I tried removing those other bits before repacking the mod again to try it. Same deal, infinite loading screen.

 

If I had to guess, I'm missing some part of the process as it comes to repacking a DLC mod. I'm just putting the edited c0311.mdl back in with the other 4 files for the other outfits in the asset\common\model folder, and repacking it via the "p3a_tool.exe archive 99_all_my_mods.p3a asset\common\model asset\common\model_info asset\dx11\image" command. I rename that back to karja_doa_collection.p3a and try to load it. It loads fine if I edit the vb but don't delete it, so I'm not 100% sure the repacking is the issue.

 

If it will help at all, I can try to describe my entire process. Probably doing something wrong somewhere.

Edited by bob143
Posted (edited)
2 hours ago, bob143 said:

Must the .ib, .vgmap, and .fmt file be deleted alongside the .vb file? Before, I was only deleting the .vb. I was just following the mesh deletion part of the guide to the letter, so I didn't remove it even if I needed to.

 

Wasn't aware of the that other stuff. Good to know. I'm a complete newbie as I mentioned, haha.

 

Edit:

Just to make sure, I tried removing those other bits before repacking the mod again to try it. Same deal, infinite loading screen.

 

If I had to guess, I'm missing some part of the process as it comes to repacking a DLC mod. I'm just putting the edited c0311.mdl back in with the other 4 files for the other outfits in the asset\common\model folder, and repacking it via the "p3a_tool.exe archive 99_all_my_mods.p3a asset\common\model asset\common\model_info asset\dx11\image" command. I rename that back to karja_doa_collection.p3a and try to load it. It loads fine if I edit the vb but don't delete it, so I'm not 100% sure the repacking is the issue.

 

If it will help at all, I can try to describe my entire process. Probably doing something wrong somewhere.


You might be leaving files out. I would try unpacking the mod, making zero changes, packing it back up and loading it. Figure that step out first, then made the changes to the MDL next.

 

EDIT: Try my P3A drag-and-drop tools, available here. Download p2a_archive.exe and p3a_extract.exe. Drag a P3A onto p3a_extract to unpack into a folder then drag that folder onto p3a_archive to make a new P3A.

Edited by amorrow28
Posted (edited)
On 5/5/2025 at 9:28 AM, amorrow28 said:


You might be leaving files out. I would try unpacking the mod, making zero changes, packing it back up and loading it. Figure that step out first, then made the changes to the MDL next.

 

EDIT: Try my P3A drag-and-drop tools, available here. Download p2a_archive.exe and p3a_extract.exe. Drag a P3A onto p3a_extract to unpack into a folder then drag that folder onto p3a_archive to make a new P3A.

I can confirm it works fine when simply repacked back in with no changes.

 

Same thing as before happens (infinite loading when loading savegame) when I use KuroMDL Tools to extract meshes from the c0311.mdl, delete the one .vb file, then import the meshes back in again, then just added the mdl back into the p3a as it used to be. This is all without any table changes, json changes, etc.

 

  1. Used p3a_extract.exe on karja_doa_collection.p3a, retrieved c0311.mdl from the "karja_doa_collection\asset\common\model" directory.
  2. I used kuro_mdl_export_meshes.py on c0311.mdl
  3. Went into the c0311 folder that newly appeared.
  4. Deleted 5_mesh_body_08.vb
  5. Used kuro_mdl_import_meshes.py, it repacked the c0311 folder back into an mdl file.
  6. I put the newly edited c0311.mdl back into the "karja_doa_collection" folder that was unpacked from your p3a_extract.exe, making sure it goes back into "karja_doa_collection\asset\common\model".
  7. Dragged the karja_doa_collection folder back onto p3a_archive.exe, merging it back into a usable p3a file. Plopped it back into the game's mod folder.
  8. Attempted to load game save, it doesn't stop loading.

 

If you make any changes, does the .json, animations, DLC tables, or anything like that have to be changed too? Is it best to just try to create a separate DLC rather than edit what's already there?

 

These are the files I ended up with, uploaded below. Both the mdl and p3a after changes. I don't know if you feel up to examining those, but it might shed some light on what I did wrong so far. If anything, I think the key lies in the steps I'm taking using KuroMDL Tools in order to dissect and delete the mesh file.

 

*Removed uploaded files as they're no longer relevant, and didn't function as-is anyway.

 

Edited by bob143
Posted
2 hours ago, bob143 said:

I can confirm it works fine when simply repacked back in with no changes.

 

Same thing as before happens (infinite loading when loading savegame) when I use KuroMDL Tools to extract meshes from the c0311.mdl, delete the one .vb file, then import the meshes back in again, then just added the mdl back into the p3a as it used to be. This is all without any table changes, json changes, etc.

 

  1. Used p3a_extract.exe on karja_doa_collection.p3a, retrieved c0311.mdl from the "karja_doa_collection\asset\common\model" directory.
  2. I used kuro_mdl_export_meshes.py on c0311.mdl
  3. Went into the c0311 folder that newly appeared.
  4. Deleted 5_mesh_body_08.vb
  5. Used kuro_mdl_import_meshes.py, it repacked the c0311 folder back into an mdl file.
  6. I put the newly edited c0311.mdl back into the "karja_doa_collection" folder that was unpacked from your p3a_extract.exe, making sure it goes back into "karja_doa_collection\asset\common\model".
  7. Dragged the karja_doa_collection folder back onto p3a_archive.exe, merging it back into a usable p3a file. Plopped it back into the game's mod folder.
  8. Attempted to load game save, it doesn't stop loading.

 

If you make any changes, does the .json, animations, DLC tables, or anything like that have to be changed too? Is it best to just try to create a separate DLC rather than edit what's already there?

 

These are the files I ended up with, uploaded below. Both the mdl and p3a after changes. I don't know if you feel up to examining those, but it might shed some light on what I did wrong so far. If anything, I think the key lies in the steps I'm taking using KuroMDL Tools in order to dissect and delete the mesh file.

c0311 and karjadoacollectionp3a.zip 16.01 MB · 0 downloads

 

I just realized that I made these mods with MDL v4 for whatever reason.  Try downgrading the mdl to v1.  (edit mdl_version.json inside the c0311 folder and change the 4 to a 1 before importing)

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