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Atelier Yumia The Alchemist of Memories nude mods request


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Posted

yumia_mod_insert_into_rdb.exe I tried running this but it keeps crashing and I don't know why. There is a readme and I tried copying it but it didn't do anything

Posted
On 7/28/2025 at 3:06 AM, Tenet Arca said:

yumia_mod_insert_into_rdb.exe I tried running this but it keeps crashing and I don't know why. There is a readme and I tried copying it but it didn't do anything

It appears that the cause of the crash is influenced by the individual's environment.

I also had some issues with crashes after the game was updated, but I was able to resolve the issue by using "Yumia easy mod manager."

I hope this helps.

Posted
On 3/23/2025 at 7:32 PM, amorrow28 said:

yumia_nude_mod.png.918bbe480082c955301df7c8fa0821be.png

 

One more mod for the weekend!  I was not planning to do this, since I wanted to work on tools, but I changed my mind.  This is a port of the legendary nude mod from Moderchan, and I am very thankful to use it.  (I do not know how to reach him {they?} to ask permission, so if he asks me to take it down, I will.  I hope he does not mind!)  I sculpted the body shape to match Yumia.  Disclaimer: Obviously I do not own and do not claim ownership of any of the assets used in the making of this mod.

 

Update: This mod now includes all four women!  This version is for PC only, for other platforms see here.

 

This file replaces the default costumes:

 

AtelierYumiaNudeMod.7z 25.81 MB · 1,617 downloads

 

This file replaces the camping costumes {light costumes}:  (Use both so that they are nude in and out of camping, or use partially nude for regular and nude for camping, like me!)  The camp version is already multiplatform ready, for instructions for Switch etc see here.

 

AtelierYumiaNudeCampMod.7z 25.84 MB · 1,332 downloads

 

OLD:

Yumia_Nude_v1.1.7z - OBSOLETE

 

 Instructions:

 

My other Atelier mods:

 

Also, interested in modifying these to make your own mod?  My nude mod build files are available for download here.

 

Enjoy!

image.thumb.png.3723c711e3fe5b2c28e085082056bd29.pngAnyone knows why this happens to Isla's shoulder texture?  Can it be fixed? I'm on 1.30v and using Atelier Yumia Easy Mod Manager. image.png.989956f0266c705689ea748a4ef90fad.png

Here says it have conflict with other mods, but, i just did install the camp one

  • 3 weeks later...
Posted
On 3/23/2025 at 11:04 PM, amorrow28 said:

Ok, let's talk about how to mod this game!  Thank you to @jmedia7 for helping me figure out a few things, and DeathChaos25 and eterniti (vagonumero13) for sharing their findings about fdata, rdb, rdx, rnk, etc.  KT has not made this easy for us!

 

Tools:

  1. First, you will need a copy of the full set of yumia_fdata_tools.
  2. You will also want to get qrdbtool, which you can get from jmedia7's Rise of the Ronin mod loader.  
  3. For texture mods, grab Gust Tools.  Edit: Gust Tools cannot handle all of the textures, consider using g1ttools which comes with jmedia's Rise of the Ronin mod loader (which you downloaded for qrdbtool).
  4. For mesh mods, grab my G1M exporter - I updated this to v1.3.14 which adds Atelier Yumia support, so be sure to update!
  5. You need a list of files, because working with hashes is insane.  Luckily, KT included a file list in the demo version of the game, so I cleaned it up, here it is:

Yumia_filenames.zip 452.42 kB · 623 downloads

 

Yumia Demo fdata files from DeathChaos25 - Also, to make your life easier, put these .fdata files into your {Steam Folder}/Atelier Yumia/Motor/ folder - it will restore about 60% of the filenames for qrdbtool!  (Taken from the demo)


Instructions:

  1. Figure out what file you want to mod, using my file list (you can open it in notepad, ms excel, google sheets, libre office, anything you want).  For example, if you want to mod one of the main characters, they are "R_G1M - pc00_00" through "R_G1M - pc05_00".  Yumia is "R_G1M - pc00_00", which when you look in my file list is 0xa34c62fc.  Note: This game no longer uses a single .g1t file for each .g1m file.  Instead, texture assignments are inside the .ktid file; for example Yumia's g1m uses "R_KTID - pc00_00" (pc00_00.ktid).  I have not figured out how the assignments are made, so you will have to find the texture files you want.  Yumia's textures start with "R_G1T - MPR_D_Seeker_Character_pc0000_" so they are easy to find in my file list.  EDIT: I now have instructions for finding .g1t files here.
  2. Run qrdbtool, and open up {Steam Folder}/Atelier Yumia/Motor/root.rdb.  (NOTE - If you have mods installed, this tool will pull your modded files instead of the originals!)
  3. In the "Find:" box at the top, type in the hash you got from the file list.  For example, to get Yumia, type in "0xa34c62fc" without the quotes.  Select the file, and extract it.  Repeat this to get all the files you need for your mod.
  4. Modify the files as you like.  For learning G1M and G1T modding, see my Atelier modding tutorial. For g1m, be sure to update the g1m exporter to v1.3.14 or newer. You need to use the tool to remove extra blend indices before importing into blender, and to add them back in after export from blender.  For g1t, mod as normal, but normal maps have their colors inverted for some reason.
  5. Now we need the files' metadata so that we can re-insert it back into the game.  Put yumia_mod_find_metadata.py in your {Steam Folder}/Atelier Yumia/Motor/ folder.  Run that and type in the 8 digit hex code (without the 0x).  Again, for Yumia's g1m, type in "a34c62fc" without the quotes.  It will dump out a file called a34c62fc.file_metadata.json.  Repeat until you have metadata for all the files you modded.
  6. Put those file in a folder with your modded files (e.g. 0xA34C62FC.g1m) and yumia_mod_write_yumiamod_json.py, yumia_mod_write_fdata_files.py and yumia_mod_lib.py.
  7. Run yumia_mod_write_yumiamod_json.py.  It will first ask you for an 8-digit hexadecimal code of your choice to name your fdata file.  Pick a hex number that does not exist in {Steam Folder}/Atelier Yumia/Motor/.  (For example, in my mod, I used 88888888 because 0x88888888.fdata did not already exist).  Then it will ask you for the names of the files.  You can just drag your files right into the window and then press enter.  For example, when it asks you what the file name is for 0xA34C62FC, just drag 0xA34C62FC.g1m into the window and press Enter.  This will repeat for every .file_metadata.json in the folder.  When you are done, you should have a new .yumiamod.json file (for my example, I would get 0x88888888.yumiamod.json).
  8. Run yumia_mod_write_fdata_files.py, and it will use your .yumiamod.json file to pack up a new .fdata file for you.  (for my example, I would get 0x88888888.fdata).
  9. Finally, use my instructions for end users in the post right above this one to insert your fdata file into the game.  (You can use yumia_mod_insert_into_rdb.py instead of the .exe version, just be sure yumia_mod_lib.py is also in the folder.)

 

I hope there will be a lot of modding for this game.  Enjoy!

 

 

Dear Amorrow28,
Sorry if I’m disturbing you.

Thank you very much, I really appreciate how kind and helpful you’ve been in providing tutorials and creating various tools and scripts that are so useful here.

 

I’d like to ask you one thing regarding transferring a mesh part from a donor character to a recipient character. Both the donor and the recipient have their own texture files, let’s say file 1 and file 2. How can the transferred mesh from the donor be assigned to use texture file 1, so that when combined in Blender the donor mesh does not automatically take texture file 2 that belongs to the recipient?


Do I also need to edit any other files for this to work?

Sorry if my question sounds a bit complicated, but I hope you can understand what I mean.

 

Or maybe to put it another way, regarding your tutorial on GitHub about transferring costumes from Atelier Ryza 1 to Atelier Ryza 2, where the system is the same, and also your tutorial about assigning texture files to modded meshes in modding projects that use 3D Migoto in several other modding topics.

 

My question is: how can your tutorial on Github be applied for transferring costumes or body meshes from a donor to a recipient in a system like Atelier Yumia, which is different from Atelier Ryza and also different from games that can be modded with 3D Migoto?
Specifically, in the part about assigning the correct texture to the new mesh or costume.

 

I’d really appreciate your help with this.

 

Thank you.

Posted
5 hours ago, Mikha Vox said:

 

Dear Amorrow28,
Sorry if I’m disturbing you.

Thank you very much, I really appreciate how kind and helpful you’ve been in providing tutorials and creating various tools and scripts that are so useful here.

 

I’d like to ask you one thing regarding transferring a mesh part from a donor character to a recipient character. Both the donor and the recipient have their own texture files, let’s say file 1 and file 2. How can the transferred mesh from the donor be assigned to use texture file 1, so that when combined in Blender the donor mesh does not automatically take texture file 2 that belongs to the recipient?


Do I also need to edit any other files for this to work?

Sorry if my question sounds a bit complicated, but I hope you can understand what I mean.

 

Or maybe to put it another way, regarding your tutorial on GitHub about transferring costumes from Atelier Ryza 1 to Atelier Ryza 2, where the system is the same, and also your tutorial about assigning texture files to modded meshes in modding projects that use 3D Migoto in several other modding topics.

 

My question is: how can your tutorial on Github be applied for transferring costumes or body meshes from a donor to a recipient in a system like Atelier Yumia, which is different from Atelier Ryza and also different from games that can be modded with 3D Migoto?
Specifically, in the part about assigning the correct texture to the new mesh or costume.

 

I’d really appreciate your help with this.

 

Thank you.


Each mesh is assigned textures in the MATERIALS section of the metadata. To make a new set, you can add an entry to the end of that section using a JSON editor.  See this tutorial.

 

Keep in mind that we cannot add textures in Yumia, however, because we cannot easily add new files to the RDB; we can only replace them. It might be possible to add new files through careful editing of the internal databases, but it will take some research and I cannot help you. If you are very motivated to do this, I would read more in the DOA6 forums.

Posted (edited)
1 hour ago, amorrow28 said:


Each mesh is assigned textures in the MATERIALS section of the metadata. To make a new set, you can add an entry to the end of that section using a JSON editor.  See this tutorial.

 

Keep in mind that we cannot add textures in Yumia, however, because we cannot easily add new files to the RDB; we can only replace them. It might be possible to add new files through careful editing of the internal databases, but it will take some research and I cannot help you. If you are very motivated to do this, I would read more in the DOA6 forums.

 

Dear Amorrow28,

No, what I mean is this: I see people making mods using different mesh parts or costumes from other sources (either costumes from the same character but different outfits, or even meshes and costumes from other characters). For example, you made a nude mod by transferring Ryza’s body mesh onto Yumia.

 

So, my question is the same as above: how do you define or reassign Ryza’s texture and material (DDS files) after modding her mesh onto Yumia in Blender? Do you do it through external files, or directly in Blender by adding a new material linked to Ryza’s DDS file, or some other method? Or is it automatically applied without doing anything than replace the texture skin file and packed it inside the fdata mod file?

 

That’s the question. Sorry if my explanation sounds a bit clumsy—I don’t fully understand this part yet. I’ve been trying to figure it out by opening many Yumia mod files and studying them, but I still haven’t found the method, especially when I want to take the legs and hips mesh from Yumia’s swimsuit (0x4801fc99) and combine them with Yumia’s default model (0xa34c62fc) so her leg shape would looks better.

 

The mesh modding works, and the skin textures are fine, but the problem is that the panties are still using the texture map from Yumia’s default outfit, not the swimsuit.

So how should I handle this to make the panties texture assigned to Yumia swimsuit texture file, not Yumia default?

I’d really appreciate your help. Looking forward for your response.

 

Thank you.

Edited by Mikha Vox
Posted
1 hour ago, Mikha Vox said:

 

Dear Amorrow28,

No, what I mean is this: I see people making mods using different mesh parts or costumes from other sources (either costumes from the same character but different outfits, or even meshes and costumes from other characters). For example, you made a nude mod by transferring Ryza’s body mesh onto Yumia.

 

So, my question is the same as above: how do you define or reassign Ryza’s texture and material (DDS files) after modding her mesh onto Yumia in Blender? Do you do it through external files, or directly in Blender by adding a new material linked to Ryza’s DDS file, or some other method? Or is it automatically applied without doing anything than replace the texture skin file and packed it inside the fdata mod file?

 

That’s the question. Sorry if my explanation sounds a bit clumsy—I don’t fully understand this part yet. I’ve been trying to figure it out by opening many Yumia mod files and studying them, but I still haven’t found the method, especially when I want to take the legs and hips mesh from Yumia’s swimsuit (0x4801fc99) and combine them with Yumia’s default model (0xa34c62fc) so her leg shape would looks better.

 

The mesh modding works, and the skin textures are fine, but the problem is that the panties are still using the texture map from Yumia’s default outfit, not the swimsuit.

So how should I handle this to make the panties texture assigned to Yumia swimsuit texture file, not Yumia default?

I’d really appreciate your help. Looking forward for your response.

 

Thank you.


It has been a while, but if I remember correctly, the textures in the materials are all assigned an ID number. Those numbers correspond to entries in the TKID file. I changed some of those using hex editing, but I have never tried to combine two models because that would require adding new entries to the TKID. I did just enough to make the nude mods then I stopped, so I do not know if the mod you want to make is even possible. I would ask some of the other modders about this!

Posted
7 hours ago, amorrow28 said:


It has been a while, but if I remember correctly, the textures in the materials are all assigned an ID number. Those numbers correspond to entries in the TKID file. I changed some of those using hex editing, but I have never tried to combine two models because that would require adding new entries to the TKID. I did just enough to make the nude mods then I stopped, so I do not know if the mod you want to make is even possible. I would ask some of the other modders about this!

 

Dear Amorrow28,

 

I’ve already found a workaround for my case: I took the texture section from the donor mesh and placed it in the unused space of the recipient model’s texture. Then I saved it as a new DDS texture file. After that, I adjusted the donor mesh’s UV mapping to match the new texture. With this method, the donor mesh displays the correct texture properly.

 

No need to edit any file.

This approach solved my issue.

 

Thank you so much for your help and support.

 

  • 2 weeks later...
Posted
On 5/13/2025 at 9:07 AM, IronTie said:

First, you need a dump of the game, For this I used nxdumptool or DBI

nxdumptool -> user titles menu -> Atelier Yumia -> nca/nca fs dump options -> dump update 

Dump 'Program -> Patch RomFS'

 

copy the files over to the PC, put the update_mod & insert_into_rdb in the folder that has all of the .fdata files

Run update_mod.exe then run insert_into_rdb.exe (A brief black screen is expected, but the modified date of some files will be updated)

 

Copy root.rdb, root.rdx and any modified .fdata files (0x8888881.fdata) over to the SD card under the path  `atmosphere/contents/0100544020572000/romfs/Motor/ReleasePackage/KIDS_PLATFORM_NX/release`

 

Then, I believe that you just need to launch the game on the Switch.

 

Hi. Does this work on a modded switch? Also, which file did you use? There are many around.

Posted

Trying to navigate this thread to find what you want is like hacking away at the rainforest with a machete and hoping you find something. In between the different types of mods, the mods posted in another language and mods getting deleted it's an exhausting ordeal. Can anyone point me in the right direction?

 

I have never played this game before but I intend to soon? I'm looking for a mod that will make the MC nude (with canon proportions) and pubic hair if possible? Also any suggested nude mods for any other female characters in the game. I will be playing on Steamdeck so I would prefer NOT to have to use a modloader but if it is possible I may try it. For example, I played Resident Evil 3 with nude mods on Steamdeck using a mod loader but that was relatively simple enough. Thanks in advance.

Posted
On 3/27/2025 at 2:27 PM, gggnog said:

テスト中、テクスチャの品質は「高い」で良く見えました。

3123410_3190.thumb.jpg.2f299a6fbfa954f68ad03a365c5990f1.jpg3123410_3179.thumb.jpg.43af25a2da4b6b0e733a4a8b94d5ab0f.jpg

 

 

 

 



Excuse me, i cant seem to find the mod file for the posted background picture (The one on the floor AND the wall). May i please have the mod file?

Posted
On 9/2/2025 at 7:10 PM, VITA135 said:

 

Hi. Does this work on a modded switch? Also, which file did you use? There are many around.

yes, can confirm still works for the latest v1.4.2 update. I only play the full nude mod ( check amorrow28 's post  on page #24 ). 

 

When you open the mod file, check out readme txt, go to the github link, there are 2 updated exe files which you can replace if you like.

 

If you do this on a Mac, personally I used the Crossover software ( paid but there are free trials... I used the codes and cracked v on the other forum ), no need to install virtual machine and worked simpler for me

  • 4 weeks later...
Posted

Ok.. I might regret asking here - seeing as I'm not interestedin nude mods.

 

But.

I want to extract the BlackRose Magician Model from the game (I already know the fdata file: 0xdeb9ab1c.g1m )

 

I'd also take the textures in png format if possible (as all attempts to extract from g1t either fail, or QuickPMS or the fdata tools do not relay them)

 

Thanks for the info and csv's in this thread.

 

Who would'd have thought googling a filename could yield this much info ? :)

Posted
3 hours ago, noonereallynoone said:

Ok.. I might regret asking here - seeing as I'm not interestedin nude mods.

 

But.

I want to extract the BlackRose Magician Model from the game (I already know the fdata file: 0xdeb9ab1c.g1m )

 

I'd also take the textures in png format if possible (as all attempts to extract from g1t either fail, or QuickPMS or the fdata tools do not relay them)

 

Thanks for the info and csv's in this thread.

 

Who would'd have thought googling a filename could yield this much info ? :)


https://www.loverslab.com/topic/247708-atelier-yumia-the-alchemist-of-memories-nude-mods-request/page/16/#findComment-7003858

 

Posted
3 hours ago, amorrow28 said:

Thanks.

 

Sadly this is quite confusing.

 

I get 

Input g1m hash to search for ktid file: [e.g. 0x1234ABCD] 0xdeb9ab1c
These *referenced* file hashes are associated with 0xdeb9ab1c: ['0x51685b20', '0x460646df', '0xe91dd118', '0x1c5faf3e']
Of those, the following matches are ktid files: ['0x460646df']
Press Enter to continue.

 

But I have nil idea what to do from here.

These referenced files .. don't exist ?

 

If I look in the ktid folder there is no 0x460646df

 

QuickBMS finished successfully.

 

Furthermore. Even *if* I even find a single dds file that can be extracted from a g1t (most just complain about bieng a cubemap and not a texture),

I cannot open said dds in any program whatsoever.

 

 

Guess GUST is the most weird format I have yet to see.

 

Unity and Unreal are simple by comparison.

*sob*

 

The g1m file is:

0xdeb9ab1c.g1m

 

(I don't even get why it extracted the g1m with all those extra files from the fdata, but somhow the g1t is supposedly elsewhere ?

Wow.)

Posted
1 hour ago, noonereallynoone said:

Thanks.

 

Sadly this is quite confusing.

 

I get 

Input g1m hash to search for ktid file: [e.g. 0x1234ABCD] 0xdeb9ab1c
These *referenced* file hashes are associated with 0xdeb9ab1c: ['0x51685b20', '0x460646df', '0xe91dd118', '0x1c5faf3e']
Of those, the following matches are ktid files: ['0x460646df']
Press Enter to continue.

 

But I have nil idea what to do from here.

These referenced files .. don't exist ?

 

If I look in the ktid folder there is no 0x460646df

 

QuickBMS finished successfully.

 

Furthermore. Even *if* I even find a single dds file that can be extracted from a g1t (most just complain about bieng a cubemap and not a texture),

I cannot open said dds in any program whatsoever.

 

 

Guess GUST is the most weird format I have yet to see.

 

Unity and Unreal are simple by comparison.

*sob*

 

The g1m file is:

0xdeb9ab1c.g1m

 

(I don't even get why it extracted the g1m with all those extra files from the fdata, but somhow the g1t is supposedly elsewhere ?

Wow.)


https://www.loverslab.com/topic/247708-atelier-yumia-the-alchemist-of-memories-nude-mods-request/page/3/#findComment-6983781

Posted

@amorrow28

I do not think the files I need exist in that names.csv

 

The qrbtool can extract the g1m just fine after loading the root.rdb and looking for "0xdeb9ab1c)

 

But even if I extract all the g1t s and other files via qrbtool,

the q1t just:

* throw cubemap error

Or

* appear swizzled

 

Are you *sure* this tool supports everything as you claim ?

 

Maybe go ahead and try extracting the " 0x8c7fb088.fdata" including the tex (as proper dss) yourself ?

Posted

Something tells me...

 

That something is amiss here.

 

qrbtool (with root.rdb loaded) is only able to locate:

0xdeb9ab1c.g1m

0x460646df.ktid

0x1c5faf3e.sid

 

 

The rest

*0xe91dd118

*0x51685b20

 

will not return anything (!)

joined-image.png

 

Ideas ?

 

(And we have not even touched on the subject of the g1t's not opening.

 

 

 

Posted
4 hours ago, noonereallynoone said:

Something tells me...

 

That something is amiss here.

 

qrbtool (with root.rdb loaded) is only able to locate:

0xdeb9ab1c.g1m

0x460646df.ktid

0x1c5faf3e.sid

 

 

The rest

*0xe91dd118

*0x51685b20

 

will not return anything (!)

joined-image.png

 

Ideas ?

 

(And we have not even touched on the subject of the g1t's not opening.

 

 

 

 

The tools work fine.  I used the hash you gave me, and I got these files:

 

Spoiler

2025-09-2809_18_33-Newfolder(3)-FileExplorer.png.1cbc410dd975f8f6f814cb10ecb9734f.png

 

This is the model that results.  I just renamed the dds files to 001.dds, 002.dds, etc, otherwise I didn't do anything magical.

 

Spoiler

2025-09-2809_20_15-Noesis.png.af2aa969240ea181fa79b0afeb852b48.png

 

I didn't do anything for the eyes, which are texture arrays.  I have never bothered since I am only interested in modding, but someone else on this thread did figure out what to do with them.

 

Anyway, 0xdeb9ab1c.g1m uses 0x460646df.ktid.  Both are inside 0x8c7fb088.fdata.

Posted
On 4/6/2025 at 7:37 AM, gaiopuopgha said:

 

 

This is a camera mod I made for personal use.
It allows you to remove some of the limitations in camera work.
Use it with Cheat Engine.

 

Regarding Cheat Engine, please refer to the following post by amorrow28.

Instructions on how to install CE and load the table.

 

s-Atelier_Yumia_15_54_56.png

 

Atelier_Yumia_Camera_Mod_v1.10.zip 4.56 kB · 290 downloads

Atelier_Yumia_Camera_Mod_v1.003.zip 4.52 kB · 106 downloads

 

Hey, first thanks for the mod. Any chance there's an update for version 1.5.1? this camera mod works only half. I cannot check the marks for no clip terrain and no clip character

Posted
On 5/24/2025 at 2:55 PM, terpybag said:

update : thanks guys ! everything works well so far !

 

for those who have issue similar to mine on the Switch, try a different Lockpick to make nxdumptool works, and use Crossover to run the exe files on Mac. Then just follow the steps above

could you share Switch version mod?

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