_QED Posted April 9, 2025 Posted April 9, 2025 (edited) 5 hours ago, litle_dreamer said: お疲れ様です!今回も素晴らしい衣装大変ありがとうございます! 気になった点なのですが脇の下辺りの描画に空白があり少し描画が崩れてしまっているようなのですがこれは仕様でしょうか? また乳頭を追加することは可能でしょうか? 毎回スクショ無しの質問、指摘になってしまい大変申し訳ないです。よろしくお願いします。 フィードバックありがとうございます。 >脇の下辺りの描画に空白があり少し描画が崩れてしまっているようなのですがこれは仕様でしょうか? 不具合です。😓 移植元モデルとユミアの連結点は二の腕辺りで元のモデルのままなので、脇の下については無警戒でした🙇♂️ 至急調査します。 >また乳頭を追加することは可能でしょうか? もともとつける予定でした笑。ただ少し前に@amorrow28様に長文で質問を投稿していますが、このゲームではシェーダー関連で大苦戦しております。 このモデルも一時期断念しそうになっていたので余裕がありませんでした。 取り敢えず形にはなったので、今後煮詰めていって不具合修正に合わせて追加したいと思います。 出来るだけ迅速に対応するつもりですが、まだ他のパーティーキャラに全然会えていないので💦プレイを進めつつになることにご理解頂ければ幸いです。 Edited April 9, 2025 by _QED 2
woofhat Posted April 9, 2025 Posted April 9, 2025 10 hours ago, thiagofortaleza said: Thanks. Works. But all non nude outfit are bugged Because I modified the skin texture, and all the outfits of the same character share the same skin texture.
litle_dreamer Posted April 10, 2025 Posted April 10, 2025 4 hours ago, _QED said: フィードバックありがとうございます。 >脇の下辺りの描画に空白があり少し描画が途切れているようなのですがこれは仕様でしょうか? 問題があります。😓 移植元モデルとユミアの連結点は二の腕付近で元のモデルのままであるため、脇の下については無警戒でした🙇♂️至急 調査します。 >また乳頭追加することは可能ですか? 最初つける予定でした笑。@amorrow28様に長文で質問を投稿していますが、このゲームではシェーダー関連で大苦戦お待ちしております。 このモデルも一時期断念しそうになっていたので余裕がありませんでした。 大胆に取りえず形にはなったので、今後煮詰めっていって不具合修正に合わせて追加したいと思います。 出来るだけ迅速に対応するつもりですが、まだ他のパーティーキャラには全然会ってないので💦プレイを進めていくことの間になることをご理解いただければ幸いです。 お疲れ様です! 不具合指摘ばかりで力にはなれませんが活動の方応援しています! 毎回素早い対応ありがとうございますm(_ _)m 1
litle_dreamer Posted April 10, 2025 Posted April 10, 2025 5 hours ago, _QED said: 英語は私の母国語ではないので、誤解を避けるために日本語で投稿しています。 日本語が読めない方には、最も正確な翻訳のために機械翻訳ツールを使用することを謹んでお勧めします。 [ユミア チラリズムMOD 追憶の運動術士 改(Ver. 1.1.1)】 [ユミア チラリズムMOD 追憶の運動術士 改 (Ver. 1.1.1)] をアップしました。[追憶の運動術士] を置き換えます。 --> Ver. 1.1.1(変更点) (導入は下記の注意点を留意してください) ・パンツの形状を変更しました。 (「プレーンの下着が食い込んでTバック風になった」という脳内設定の形です笑) ・脇下の不具合に対応すべく上半身作り直しました。 --ojisan184様作成のヌードMODを流用させて頂きました。 (権利関係が信頼されていないため、登録があった場合は即時配布を中止対応させて頂きます) --Blender上で脇下の表現は問題ないのですが、ゲーム上では光源(シェーダー)の関係で意図した表現が出来てないです😭ただ個人 的には許容範囲でかつ現状ではこれが最善です🙇♂️ 導入の際の注意点 -->ダウンロードファイルには「fdata」ファイルが2種類入っております。 1) 私が作成した[ユミア チラリズムMOD 錬金術師の調査服改]を 導入している場合 2つの「fdata」ファイルを導入してください。 (こちらの「0x88888008.fdata」ファイルに上書きして、こちらの「0x8888800 8.yumiamod.json」をご利用ください。) 2) 私が作成した[ユミア チラリズムMOD 錬金術師の調査服改] を導入していない場合(MOD導入なし) 「0x88888007.fdata」ファイルのみご使用ください。 「0x88888008.fdata」ファイルは使用しないので削除してください。 ダウンロードファイル:https://uu.getuploader.com/_QED/download/83 MODの導入方法:https://www.loverslab.com/topic/247708-atelier-yumia-the-alchemist-of-memories-nude-mods-request/page/3/#findComment-6983750 修正&良質な改変感謝いたします。 こちらご報告なのですが水着の改変modを入れてる場合干渉しあって正しく描画されないようです。 最悪の場合クラッシュするのでどちらか片方のみの適用にした方が無難かもしれません。 お疲れ様でした!! 1
XPUC Posted April 10, 2025 Posted April 10, 2025 On 4/3/2025 at 11:07 PM, _QED said: Since English is not my native language, I am posting in Japanese to avoid any misunderstandings. For those who cannot read Japanese, I respectfully suggest using a machine translation tool for the most accurate translation. [ユミア チラリズムMOD 錬金術師の調査服 改(Ver. 1.0.0 ・ Ver. 2.1.0)] ユミアの「錬金術師の調査服・改(v100・v210)」をアップロードしました。 ->「錬金術師の調査服」と「錬金術師の調査服・軽装」を同時に置き換えます。(排他的な導入は出来ません) --脚の細さに関する意見をたくさん頂いたので、MOD作成の計画をリスケジュールして改修を前倒しにしました。ヒップの形状はこのスカートで私の技術ではこれが精一杯です😓w。 (スカートの形状に囚われることない私の好みのスタイル(主にヒップ、特にヒップw)のユミアは、これとは異なる衣装のMODで実現したいと思います笑) ->錬金術師の調査服・軽装 改 Ver. 2.0.1 --過去に投稿したものは「ライザ3」のクラウディアの下半身を移植していましたが、v201からはrdbファイル内に有ったユミアのテストモデル?から流用しました。 --太もものヴォリュームが変わるとともに全体のプロポーションも変わったと思います。 --画像下段右端のものはver.2.0.1です。比較のために配置しました。 ->錬金術師の調査服 改 Ver. 1.0.0 --ソフィー2のMODのようにハーフコートにしました。コート以外は軽装モデルと同じデザインです。ヴァニラモデルとは配色を一部変更しています。 ダウンロードファイル:https://uu.getuploader.com/_QED/download/80 MODの導入方法:https://www.loverslab.com/topic/247708-atelier-yumia-the-alchemist-of-memories-nude-mods-request/page/3/#findComment-6983750 I noticed the light armor version has some clipping with the shoes 1
sakayuki Posted April 10, 2025 Posted April 10, 2025 On 2025/3/28 at 午後3時16分, gggnog said: 2K(最大1440P)のメニュー画面を変更しました。各種アイコンが邪魔だったので削除しました。 テクスチャ品質「高」を推奨します。 インストール) Atelier yumia\Motor に yumiamod.json と fdata を配置し、「yumia_mod_insert_into_rdb.py」を実行して root.rdb と root.rdx を置き換えます。 2K メニュー画面.rar Where can I get nude mods for the characters?
_QED Posted April 10, 2025 Posted April 10, 2025 4 hours ago, XPUC said: I noticed the light armor version has some clipping with the shoes I would like to express our gratitude for the feedback we have received. We will do our best to address the issue as soon as possible. 1
_QED Posted April 10, 2025 Posted April 10, 2025 6 hours ago, litle_dreamer said: 修正&良質な改変感謝いたします。 こちらご報告なのですが水着の改変modを入れてる場合干渉しあって正しく描画されないようです。 最悪の場合クラッシュするのでどちらか片方のみの適用にした方が無難かもしれません。 お疲れ様でした!! お疲れ様です。 なるほど。どうりで簡単な水着モデルのMODを作成したのですがクラッシュしていたわけです。肌のテクスチャを共有しているからでしょうか・・・ 貴重な情報ありがとうございます。😄
amorrow28 Posted April 11, 2025 Posted April 11, 2025 (edited) On 4/2/2025 at 1:44 AM, _QED said: I am always deeply grateful for your kind assistance. I regret to trouble you during your busy schedule, but I would be most appreciative if you could share your insights on the following points. 1. Regarding the ktid File My understanding is that the ktid file serves to associate models with textures, and accordingly, I extracted a hash value. However, as I was unable to locate an entry corresponding to the extracted hash value in the rdb file, I am left questioning whether my inference is mistaken, whether the intended function of the ktid file is different from what I assumed, or whether the extracted hash holds little practical significance in the creation of mods. 2. Regarding the kidsobjdb and name Files Upon unpacking the kidsobjdb file, I discovered that it references the name file. However, even after examining the contents of the name file with a binary editor, I found myself unable to fully comprehend its meaning. This leads me to worry that my approach to analyzing the game might be misguided. I would be most grateful if you could share your thoughts on this matter. 3. Regarding the Meaning of “shaderParamIndex” I also have doubts as to whether the content indicated by “shaderParamIndex” varies from model to model. In the case of Ryza 3, I recall receiving advice to designate the value “3” for the skin portion, and I understood that this setting was uniformly reflected across all models within the game. I would kindly ask for your clarification on whether this interpretation is correct. Although my understanding is still developing, I earnestly hope to benefit from your extensive experience and insight. I sincerely request your guidance on these matters. To my fellow modders, I have good news! I now have a way to find textures associated with g1m files in Atelier Yumia. I owe a huge thank you to @woofhat for finding out where all the references are stored. This is how to find the textures: Quote First, download this archive and unpack it into a folder: yumia_find_and_decode_ktid.7z Next, put root.rdb.original in that folder as well. Next, run yumia_find_ktid_with_kidsobjdb.py and type in the hash of the g1m you want to search. For example, I will use 0x4801fc99 for Yumia's swimsuit (thank you to @NowasNowas for providing all the DLC hashes, available here). You will get output that looks like this: Input g1m hash to search for ktid file: [e.g. 0x1234ABCD] 0x4801fc99 These *referenced* file hashes are associated with 0x4801fc99: ['0xc4e79343', '0x05c82502', '0x1242b5fb', '0x1c5faf3e'] Of those, the following matches are ktid files: ['0x05c82502'] Press Enter to continue. Next, use qrdbtool to retrieve 0x05c82502.ktid (or whatever ktid file the the script tells you) and put that file in the same folder. EDIT: I now have a tool that automates getting the textures, see here. The original method is still available, see the next step. Run yumia_decode_ktid_with_kidsobjdb.py, and it will create a 0x05c82502.ktid.csv file you can open in a spreadsheet software like MS Excel, Google Sheets, LibreOffice, etc, or in Notepad. It will look like this: File Index,File Hash,File Name 0,0x919bc8f9, 1,0xd9508341, 2,0x65873c6b, 3,0x25285085, 4,0x899a2b37, 5,0x5c354c4f, ... etc etc ... 75,0x0d3bd12f, 76,0xe4f24589, Those are the names of the g1t files! (Actual filenames are only available for non-DLC costumes since KT left filenames in the demo of the game.) Material texture slot 0 maps to 0x919bc8f9.g1t, for example. You can retrieve these files with qrdbtool and modify them with my tools, as usual. Enjoy! Edited April 14, 2025 by amorrow28 10
_QED Posted April 11, 2025 Posted April 11, 2025 42 minutes ago, amorrow28 said: To my fellow modders, I have good news! I now have a way to find textures associated with g1m files in Atelier Yumia. I owe a huge thank you to @woofhat for finding out where all the references are stored. This is how to find the textures: Enjoy! I would like to express my heartfelt gratitude for providing such truly invaluable and much appreciated information. I am convinced that this insight holds immeasurable value in the development of future mods, and it will significantly advance my creative endeavors. I remain endlessly grateful for the support you have offered. Thank you very much indeed. 4
cyn_mod Posted April 11, 2025 Posted April 11, 2025 I can't create an ASTC texture for an nmh file and replace it with qg1t_tool, what do you guys do? Should I use BC5 for normal maps or the high quality BC7 which will be the same file size?
amorrow28 Posted April 11, 2025 Posted April 11, 2025 2 hours ago, cyn_mod said: I can't create an ASTC texture for an nmh file and replace it with qg1t_tool, what do you guys do? Should I use BC5 for normal maps or the high quality BC7 which will be the same file size? I think I used BC7 for mine, but BC3 (DXT5) would also be fine. Just invert the colors to get it to look like the native maps. 2
cyn_mod Posted April 11, 2025 Posted April 11, 2025 51 minutes ago, amorrow28 said: I think I used BC7 for mine, but BC3 (DXT5) would also be fine. Just invert the colors to get it to look like the native maps. I see that I don't have to match the format with the original, thanks for the reply. 1
_QED Posted April 11, 2025 Posted April 11, 2025 (edited) 2 hours ago, amorrow28 said: I think I used BC7 for mine, but BC3 (DXT5) would also be fine. Just invert the colors to get it to look like the native maps. I was unaware that such a method existed. Up until now, based on the numerous online claims that replacement was impossible. However, from now on, I wholeheartedly intend to try the method you kindly suggested. I sincerely appreciate the invaluable information you have provided. Edited April 11, 2025 by _QED 1
Geefbeef_NT Posted April 12, 2025 Posted April 12, 2025 (edited) Hello everyone! Here's a quick update on what I'm currently working on: 1. Hair and facial texture adjustments I'm experimenting with the characters' hair and facial textures to see what else I can potentially do with them. My current focus is on Yumia... the other characters in the party might come later if the results are appropriate. In my current example (seen in the screenshot on the left), I overwrote the normal hair color with the red DLC variant, adjusted the texture arrays for both eyes so that both eyes are now green, and accentuated the lips much more with a new texture. So far, it works great, even if the workflow isn't particularly intuitive (but it gets much better after a few tries). Individual makeup and more additional hair colors for the characters can already be integrated into the game as a mod... as a next step, I will probably try porting a completely new hairstyle (without physics, since 4D models cannot be edited). Sadly, I can't publish the new face texture from my example... I don't have the creator's permission to do so. 2. Weight adjustments for ported models Anyone who has tried out my two proof-of-concept mods published so far will probably have noticed that the weights still cause problems in certain places, resulting in texture distortions and clipping. I've managed to improve my workflow in Blender, combined with a better model base, to the point where the weights fit much better when porting models from other games. It's not 100% perfect yet, but I'm at least at the point where you have to look very, very, very closely to even notice an existing error. As soon as I have ported a really complex model and the weights work correctly, I will publish the corresponding steps here. 3. Lenja Since the poor girl has been sorely neglected here so far, I'll probably try a mod... the emphasis here is explicitly on "try," since I'm much more familiar with porting existing models than with creating completely new ones (perhaps my experiences can be combined here... let's see if my idea works in the end). Compared to the two already mentioned, this point has the lowest priority, so no promises... it's quite possible that I won't be able to do it, won't be satisfied with the result, or will decide not to do it after all. 4. The future? ...additionally, I'm toying with the idea of using a custom texture template for each character to prevent certain textures from affecting other models when changes are made. But since I can't yet estimate exactly how complicated this will be or whether it will even work, I won't provide any further information here for now... I don't want to raise unrealistic expectations. And that's it for now... have fun! Edited April 12, 2025 by Geefbeef_NT 7
Soulbreaker88 Posted April 12, 2025 Posted April 12, 2025 (edited) 31 minutes ago, Geefbeef_NT said: 3. Lenja Since the poor girl has been sorely neglected here so far, I'll probably try a mod... the emphasis here is explicitly on "try," since I'm much more familiar with porting existing models than with creating completely new ones (perhaps my experiences can be combined here... let's see if my idea works in the end). Compared to the two already mentioned, this point has the lowest priority, so no promises... it's quite possible that I won't be able to do it, won't be satisfied with the result, or will decide not to do it after all. Regarding that third point – I really appreciate that you're giving it a shot! You've definitely got my moral support already. If there's any other way I could be of help, feel free to let me know and I'll see what I can do! 😄 Just to clarify: This isn't specifically about Lenja – it's more about having a sense of consistency. I'm a fan of things feeling "complete" – no pun intended – and I just want the overall picture to feel coherent in the end. It looks kind of odd when all the female characters have this particular modification, except for one. By the way, that offer of support goes for anyone who wants to take on this character. I love supporting modding projects that most people tend to ignore or reject – just to see where it might go if someone actually dares to try. Edited April 12, 2025 by Soulbreaker88
Geefbeef_NT Posted April 12, 2025 Posted April 12, 2025 (edited) Hey @Soulbreaker88, thank you for your encouraging words. To be honest, I'm not starting from the beginning with this project... I still have a corresponding model lying around in my files from an old mod project for another game, which is fortunately ideal for this attempt. The finished model would look something like this - Lenja's original model for comparison: Please note: The screenshots are only mockups and not finished models... there is still some work to be done. My biggest problem with this will be segmenting the new model accordingly... so far, I've been able to use base models from other modders for my mods, so I was able to avoid this step. Haven't done this often enough to feel confident about it. I can't say exactly what will happen if I add new weights & bones to the individual parts with new weights and then re-divide them. But as I said: My priority for now is other mods... I'll worry about that when the time comes. Edit: It just occurred to me... Perhaps it would be possible to start a small cooperation? For example, I could provide the finished model including textures so that someone with more experience with mesh segmentation and weights can then turn it into a game-ready mod. That would definitely be faster / better... if someone could be found to do it. I don't mind at all if someone takes my crappy attempts and improves them, and I wouldn't mind in this case either. It's just a thought... we'll see... Edited April 12, 2025 by Geefbeef_NT Additional info 8
amorrow28 Posted April 12, 2025 Posted April 12, 2025 6 hours ago, Geefbeef_NT said: Hey @Soulbreaker88, thank you for your encouraging words. To be honest, I'm not starting from the beginning with this project... I still have a corresponding model lying around in my files from an old mod project for another game, which is fortunately ideal for this attempt. The finished model would look something like this - Lenja's original model for comparison: Please note: The screenshots are only mockups and not finished models... there is still some work to be done. My biggest problem with this will be segmenting the new model accordingly... so far, I've been able to use base models from other modders for my mods, so I was able to avoid this step. Haven't done this often enough to feel confident about it. I can't say exactly what will happen if I add new weights & bones to the individual parts with new weights and then re-divide them. But as I said: My priority for now is other mods... I'll worry about that when the time comes. Edit: It just occurred to me... Perhaps it would be possible to start a small cooperation? For example, I could provide the finished model including textures so that someone with more experience with mesh segmentation and weights can then turn it into a game-ready mod. That would definitely be faster / better... if someone could be found to do it. I don't mind at all if someone takes my crappy attempts and improves them, and I wouldn't mind in this case either. It's just a thought... we'll see... How to segment meshes 1
Geefbeef_NT Posted April 12, 2025 Posted April 12, 2025 1 hour ago, amorrow28 said: How to segment meshes Thanks @amorrow28 for the pointer. I really appreciate it. Actually, I've known the linked tutorial for some time and have tried it myself on occation. And that's exactly the problem: I'm extremely bad at it ;). Hence the note above that I might need help here. Thanks again, though!
Guest Posted April 12, 2025 Posted April 12, 2025 On 4/9/2025 at 8:53 PM, _QED said: 暖かいお言葉ありがとうございます。 主要な女性キャラクターは作るつもりです。MODばかり作っていて全然プレイが進まないので気長に待って頂けると幸いです。😅 急かすわけではないのですがw女性キャラが揃ってからゲームを始めようとおもっているのでw、進み具合はどうでしょうか? アイラの正装版はできそうですか?リクエストばかりなんで手伝えることがあったら手伝います(`・ω・´)ゞ
cyn_mod Posted April 12, 2025 Posted April 12, 2025 On 4/11/2025 at 2:44 PM, amorrow28 said: To my fellow modders, I have good news! I now have a way to find textures associated with g1m files in Atelier Yumia. I owe a huge thank you to @woofhat for finding out where all the references are stored. This is how to find the textures: Enjoy! 0xc2737c89.g1m (pc00_01) 0xd986a312.ktid 58,0xd1e29531 if00.g1m if00.ktid 51,0xd1e29531,CE1ResourceStaticTexture[if00_MPR_D_Seeker_Character_testpc00a_skin_kidsalb] pc00_00.g1m pc00_00.ktid 69,0x7ad79130,CE1ResourceStaticTexture[pc00_00_MPR_D_Seeker_Character_pc0000_skin_kidsalb] pc00_01 returns the same file hash as if00. For example, all of Yumia's skins use 0x7ad79130, but pc00_01 is the same, so it's not 0xd1e29531. I think I'm using it incorrectly or there's a bug, can you check?
amorrow28 Posted April 13, 2025 Posted April 13, 2025 1 hour ago, cyn_mod said: 0xc2737c89.g1m (pc00_01) 0xd986a312.ktid 58,0xd1e29531 if00.g1m if00.ktid 51,0xd1e29531,CE1ResourceStaticTexture[if00_MPR_D_Seeker_Character_testpc00a_skin_kidsalb] pc00_00.g1m pc00_00.ktid 69,0x7ad79130,CE1ResourceStaticTexture[pc00_00_MPR_D_Seeker_Character_pc0000_skin_kidsalb] pc00_01 returns the same file hash as if00. For example, all of Yumia's skins use 0x7ad79130, but pc00_01 is the same, so it's not 0xd1e29531. I think I'm using it incorrectly or there's a bug, can you check? I do not know. To my knowledge, pc00_01 is not in root.rdb.name. The light version of Yumia’s outfit is actually pc00_02… maybe pc00_01 was only used in development? 1
cyn_mod Posted April 13, 2025 Posted April 13, 2025 (edited) I changed the mesh of 0xc2737c89.g1m and it did not change in the game. Indeed, this data may not actually be used. PS Swimsuit was 0x84de40db. same as if00, looks like a test file here too. I guess I was mistaken, sorry for the trouble. Edited April 13, 2025 by cyn_mod
amorrow28 Posted April 13, 2025 Posted April 13, 2025 56 minutes ago, cyn_mod said: pc00_01 is the name I found from here, but it's not in the fdata list. PACK00.pak - master\cmn\fixed_data\charactercharacter_costume.json This is the Aquatic Research Uniform, so it's different from light version. As you can see in the file, it is scenario-locked and will not be released until some progress is made. Reveal hidden contents Hrmm, that’s unfortunate, I’m pretty sure my mod wrecks that outfit. I was hoping it wasn’t used in the game.
cyn_mod Posted April 13, 2025 Posted April 13, 2025 (edited) 8 minutes ago, amorrow28 said: Hrmm, that’s unfortunate, I’m pretty sure my mod wrecks that outfit. I was hoping it wasn’t used in the game. No, the test file is not used in the game. I was just mistaken. The mod is working fine. I didn't think there would be another test model. Edited April 13, 2025 by cyn_mod
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