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Atelier Yumia The Alchemist of Memories nude mods request


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Posted
2 hours ago, amorrow28 said:

yumia_nude.png.d64856e38f9b71e499e21a885049e954.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.

 

Yumia_Nude.7z 8.38 MB · 207 downloads

 

Instructions:

Backup your Motor/root.rdb and Motor/root.rdx files, then copy my files in.  If you would like to combine mods, a .yumiamod.json file is included, see instructions here.

 

Note:

I still have no idea how to add new textures to the game, if it is possible at all.  So I had to replace the skin texture (obviously), which completely ruins the "Alchemist's Survey Attire (Light)" outfit.  But, I guess, if you want to use an outfit with clothes, remove this mod first?

 

thanks man, I be happy even if this only nude mod we get for this game now

Posted
5 hours ago, _QED said:

In the past, I too attempted to write code, but your knowledge, skills and exceptional processing speed are far beyond my reach, leaving me in awe that words cannot adequately express.

(Under the impression that developing a tool would require a significant investment of time, I engaged in creating mods for another game, which proved to be a pleasurable undertaking, lol.)

I would like to extend my heartfelt gratitude and utmost respect to you for providing such an extraordinary tool.

 (Translated by DeepL)


Thank you for the kind words! I am not sure how long I spent researching these crazy files, but it was quite a lot. 😅

Posted (edited)
1 hour ago, amorrow28 said:

 

The Switch icons fdata idea worked. Crazy stuff though:

 

1. The game did not crash. Yay!
2. The current Switch scheme that the game uses has been changed to X-Box glyphs (which I am used to)
3. Still can't get the PS4/PS5 files to work

Appreciate your assistance with my experiments. :)

 

Edited by greedo75
Posted
17 minutes ago, greedo75 said:

 

The Switch icons fdata idea worked. Crazy stuff though:

 

1. The game did not crash. Yay!
2. The current Switch scheme that the game uses has been changed to X-Box glyphs (which I am used to)
3. Still can't get the PS4/PS5 files to work

Appreciate your assistance with my experiments. :)

 

These ps4/5 files work for me, no idea if these are what your talking about or not though.

https://github.com/mlleemiles/atelier-yumia-playstation-button?tab=readme-ov-file

Posted (edited)
4 hours ago, amorrow28 said:

That does look correct.  I don't know if anyone else has had any issues, but I tested both the PS4 icons and PS5 icons and they both worked fine.  Did you try the Switch icons?  I made that fdata file myself, unlike the PS4/PS5 icons.  If that works, then that gives us some information.

I followed your instructions carefully, restored original Motor files, added 0x777.fdata from ps4 icons github, the 0x777 yumiamod.json from your instructions post and 0x888.fdata and 0x888 yumiamod.json from the nude mod to motor folder, moved the yumia mod insert.exe to motor folder, ran the exe and a black screen pop up for micro seconds, launch the game and done.

 

At first, the game didn't launch even before trying mods, i only got black screen.. deleting steam_api64.tnk from where the game exe is located (i think is called root folder of the game) fixed the problem

Edited by Scarecrow03
Posted
1 hour ago, Scarecrow03 said:

I followed your instructions carefully, restored original Motor files, added 0x777.fdata from ps4 icons github, the 0x777 yumiamod.json from your instructions post and 0x888.fdata and 0x888 yumiamod.json from the nude mod to motor folder, moved the yumia mod insert.exe to motor folder, ran the exe and a black screen pop up for micro seconds, launch the game and done.

 

At first, the game didn't launch even before trying mods, i only got black screen.. deleting steam_api64.tnk from where the game exe is located (i think is called root folder of the game) fixed the problem

 

Oh man. I was like, "Here's something new. This could work."

So I deleted the steam_api64.tnk file from the game's root folder. But alas, still the same issue. I can load the PS4 files or the nude Yumia file. But only one works at a time. I cannot get them to work simultaneously. So sad. 
 

Posted

I am experiencing some difficulties in resolving an error that I encountered during the import process into Blender.

 

When I asked AI about it, they said,

"The code assumes that the number of elements in blend_indices and blend_weights are identical, but in fact one of them may have a different number of elements."It seems that the script is the cause,

 

but I am not entirely convinced since no one else has reported this.

Could you please advise what other potential causes might be responsible for this error?

 

The environment is Blender 4.2.8LTS and Python is 3.13

(The python path is going through.)

 

 

The blender log is as follows

Python: Traceback (most recent call last):
  File "C:\Users\myname\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\blender_3dmigoto.py", line 2531, in execute
    import_3dmigoto_raw_buffers(self, context, fmt_path, fmt_path, vb_path=vb_path, ib_path=ib_path, vgmap_path=vgmap_path, **migoto_raw_import_options)
  File "C:\Users\myname\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\blender_3dmigoto.py", line 2453, in import_3dmigoto_raw_buffers
    obj = import_3dmigoto(operator, context, paths, merge_meshes=False, **kwargs)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\myname\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\blender_3dmigoto.py", line 1314, in import_3dmigoto
    obj.append(import_3dmigoto_vb_ib(operator, context, [p], **kwargs))
               ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\myname\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\blender_3dmigoto.py", line 1385, in import_3dmigoto_vb_ib
    import_vertex_groups(mesh, obj, blend_indices, blend_weights)
  File "C:\Users\myname\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\blender_3dmigoto.py", line 1036, in import_vertex_groups
    assert(len(blend_indices) == len(blend_weights))
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AssertionError

 


 

Posted
8 hours ago, amorrow28 said:

yumia_nude.png.d64856e38f9b71e499e21a885049e954.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.

 

Yumia_Nude.7z 8.38 MB · 461 downloads

 

Instructions:

Backup your Motor/root.rdb and Motor/root.rdx files, then copy my files in.  If you would like to combine mods, a .yumiamod.json file is included, see instructions here.

 

Note:

I still have no idea how to add new textures to the game, if it is possible at all.  So I had to replace the skin texture (obviously), which completely ruins the "Alchemist's Survey Attire (Light)" outfit.  But, I guess, if you want to use an outfit with clothes, remove this mod first?

For some reason, this breaks the dlc outfits and corrupts them. Only the default outfit works properly now 

Posted
59 minutes ago, cyn_mod said:

Blender's AssertionError can be solved by using amorrow28's yumia_g1m_remove_excess_blendindices.py

アドバイスをいただき、誠にありがとうございます。

私の不手際で、ReadMeを十分に確認できておりませんでした。深くお詫び申し上げます。

追加でご質問させていただければ幸いです。

下記の画像がインポート結果となりますが、一部のメッシュが変形して表示されております。

ログによりますと、これは4Dメッシュによる影響でしょうか。それとも、私がまだ失念している作業や設定があるのでしょうか。ご教授いただけますと幸いです。

 

I would like to express my sincere gratitude for the advice you have provided.

I regret to say that I did not fully check the ReadMe, due to a lack of attention. Please accept my sincerest apologies for this oversight.

I would be happy to answer any additional questions you may have. Attached is an image of the result of the import, but I am sorry to say that some meshes are displayed deformed. Could you please advise as to whether this is due to the 4D mesh? Or is there some other task or setting I am still missing? I would be very grateful for any assistance you could provide.

 

1902514627_.png.c213903d97b8c6bc04f06c856ed72d3f.png

Posted
2 hours ago, WeebSKK said:

由於某種原因,這會破壞 DLC 服裝並損壞它們。現在只有預設服裝可以正常工作 

I'm the same way. Is there any other way to solve it?

Posted
11 hours ago, amorrow28 said:

yumia_nude.png.d64856e38f9b71e499e21a885049e954.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.

 

Yumia_Nude.7z 8.38 MB · 619 downloads

 

Instructions:

Backup your Motor/root.rdb and Motor/root.rdx files, then copy my files in.  If you would like to combine mods, a .yumiamod.json file is included, see instructions here.

 

Note:

I still have no idea how to add new textures to the game, if it is possible at all.  So I had to replace the skin texture (obviously), which completely ruins the "Alchemist's Survey Attire (Light)" outfit.  But, I guess, if you want to use an outfit with clothes, remove this mod first?

 

Thank you very much for this. I do have one quick question- how did you get rid of the thing on her hip for that screenshot?

Posted
20 hours ago, juanpiolavago said:

And the shoes... Does it take away so much from the immersion that I don't have them?
I've played with the mod and I haven't seen that any animation is out of place if you don't have them.

 

To clear misunderstanding. I do not dismiss any of the mods. In fact, I am very thankful for everyone's contribution and the mods we have and anything that will be made after this.

 

What I meant was that I was just thinking if there will be both semi-nude and barefeet version for both side's taste. If I sound selfish or demanding earlier, I apologize.

Posted
2 hours ago, dlaw74 said:

 

Thank you very much for this. I do have one quick question- how did you get rid of the thing on her hip for that screenshot?


I don’t know actually. I think that happens automatically in photo mode, or maybe when I changed her pose in photo mode.

 

46 minutes ago, ddtddt said:

 

To clear misunderstanding. I do not dismiss any of the mods. In fact, I am very thankful for everyone's contribution and the mods we have and anything that will be made after this.

 

What I meant was that I was just thinking if there will be both semi-nude and barefeet version for both side's taste. If I sound selfish or demanding earlier, I apologize.

 

I certainly didn’t take it that way. I also like semi nudes more than nudes, but the reality is that it takes a lot of time and I did not have the time or interest this weekend to do anything that ambitious. Nude mods ports are much easier to make. The mods I made this weekend were purely in service of researching the binary files and writing tools. I don’t even need mods for this game personally; I bought the swimsuits so I’m good to go…

 

There is a bigger problem I haven’t talked about though, which is that they really messed with Yumia’s proportions for the final model. Her legs are super long now, and her pelvis is really high. I think they did that so that they could make her skirt look good, but because of that her clothes don’t really fit her other models. Still, I’m sure someone will solve that at some point. Maybe.

 

3 hours ago, _QED said:

アドバイスをいただき、誠にありがとうございます。

私の不手際で、ReadMeを十分に確認できておりませんでした。深くお詫び申し上げます。

追加でご質問させていただければ幸いです。

下記の画像がインポート結果となりますが、一部のメッシュが変形して表示されております。

ログによりますと、これは4Dメッシュによる影響でしょうか。それとも、私がまだ失念している作業や設定があるのでしょうか。ご教授いただけますと幸いです。

 

I would like to express my sincere gratitude for the advice you have provided.

I regret to say that I did not fully check the ReadMe, due to a lack of attention. Please accept my sincerest apologies for this oversight.

I would be happy to answer any additional questions you may have. Attached is an image of the result of the import, but I am sorry to say that some meshes are displayed deformed. Could you please advise as to whether this is due to the 4D mesh? Or is there some other task or setting I am still missing? I would be very grateful for any assistance you could provide.

 

1902514627_.png.c213903d97b8c6bc04f06c856ed72d3f.png

 

Yes, that is a cloth mesh, which is also known as a 4D mesh. You can import the transformed version if you find it helpful, but please understand that we cannot edit cloth meshes. We can only keep them or delete them.

Posted
10 hours ago, haruz said:

Can someone tell me if mod file structure is similar to ryza? I might try porting these mods to switch when I can


The underlying files are similar (g1m, g1t, etc) but models and textures are not in .pak files anymore and neat containers like .elixir.gz are gone. There is a learning curve to messing with these files. Still, I think it might be possible.

 

5 hours ago, WeebSKK said:

For some reason, this breaks the dlc outfits and corrupts them. Only the default outfit works properly now 

 

2 hours ago, fatemax0407 said:

I'm the same way. Is there any other way to solve it?


Sorry, to make the nude mod I had to replace the skin texture. There is no way to add new textures that I am aware of. When switching to another costume, please remove the mod (delete 0x88888888.yumiamod.json and run yumia_mod_insert_into_rdb again).

 

10 hours ago, greedo75 said:

 

The Switch icons fdata idea worked. Crazy stuff though:

 

1. The game did not crash. Yay!
2. The current Switch scheme that the game uses has been changed to X-Box glyphs (which I am used to)
3. Still can't get the PS4/PS5 files to work

Appreciate your assistance with my experiments. :)

 

 

I am pretty confused, but there are two workarounds. One thing you can do is to wipe your install, then install the PS4 icon mod the regular way (copy in the files directly from GitHub, do NOT use my 0x77777777.yumiamod.json file). Once you verified that is working, then install my mod and future mods using my method. My tool will treat the PS4 mod as if it were part of the base game.

 

Another method is to use fdata_dump from DeathChaos25 to extract the actual .g1t files from the mod. Then use the g1t files to remake the fdata file using my scripts. With the new fdata file, it should be fully compatible with my tools.

Posted
23 hours ago, 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 · 123 downloads


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.
  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!

I truly appreciate all the work you put into getting this game moddable, but I do have to ask; if I follow this process would it get me an eventually usable Yumia model for outside of the game engine?

Posted
18 minutes ago, youriko said:

I truly appreciate all the work you put into getting this game moddable, but I do have to ask; if I follow this process would it get me an eventually usable Yumia model for outside of the game engine?


sure, extract the g1m and associated g1t files. Use g1m_to_basic_gltf.py from him exporter v1.3.14 to get a gltf file, import into Blender with “smooth shading.” Use g1ttool to get the textures. Fair warning, the eye textures are texture arrays, I have no idea how to use those and blender does not support them.

Posted
15 hours ago, amorrow28 said:

yumia_nude.png.d64856e38f9b71e499e21a885049e954.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.

 

Yumia_Nude.7z 8.38 MB · 851 downloads

 

Instructions:

Backup your Motor/root.rdb and Motor/root.rdx files, then copy my files in.  If you would like to combine mods, a .yumiamod.json file is included, see instructions here.

 

Note:

I still have no idea how to add new textures to the game, if it is possible at all.  So I had to replace the skin texture (obviously), which completely ruins the "Alchemist's Survey Attire (Light)" outfit.  But, I guess, if you want to use an outfit with clothes, remove this mod first?

 

I don't know if anyone else is having this issue, but this causes my game to crash as it's loading.

Posted

Well I think I'm officially just too stupid to actually get models extracted properly. I appreciate all your help and everything you do though.

 

1 hour ago, amorrow28 said:


sure, extract the g1m and associated g1t files. Use g1m_to_basic_gltf.py from him exporter v1.3.14 to get a gltf file, import into Blender with “smooth shading.” Use g1ttool to get the textures. Fair warning, the eye textures are texture arrays, I have no idea how to use those and blender does not support them.

 

Posted
2 minutes ago, youriko said:

Well I think I'm officially just too stupid to actually get models extracted properly. I appreciate all your help and everything you do though.

 

 


try noesis and project g1m. My tools are much more gears towards modding, project g1m is more geared to extraction.

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