Amoguseus Posted June 20, 2025 Posted June 20, 2025 i'm no modder, and don't know much about how to make and import mods, but even so, i felt it'd be worth asking the question here, in case anyone would be interested in trying. Would it be possible to mod Hyrule Warriors (both or either games) using 3d migoto? as much as i'd like to try it myself, i don't know how, so hope someone might be interested in testing it out. Not crossing my fingers, but rather try and it doesn't work, than not try when it could work
JohnSmith5002 Posted September 29, 2025 Posted September 29, 2025 (edited) I'm also no modder and have no idea what I'm talking about here but I don't believe 3D Migoto would work due to it needing the game to be running dx11 (at least as far as switch emulators go I believe they all run either opengl or vulkan). However, I have dug up ways to make mods that the emulators can run (and maybe original hardware? I don't have a modded switch) using old tools and some 3d migoto tools that I believe were originally intended for other warriors/koei techmo games. The problems I've been running into now are just a general lack of blender and texture making experience and lack of documentation for the tools so I'm not fully sure what's possible. As you can see by the screenshots I've managed basic deletion and sculpting of original meshes however I've had no luck adding anything other than a handful of vertices to smooth jagged edges. I've been considering making a guide for what I've managed to figure out. But I really have no idea what I'm doing here and I'm unsure of there being any interest in this game anymore. That being said, this is probably as good of a place as any to put something basic together. There is also additional information on some of the pages I'll link on more complicated stuff I haven't figured out/don't understand. This will be more of a general guide to maybe get a conversation at least started. This will be for definitive edition on switch. Tools: Cethleann Unbundler: https://github.com/yretenai/Cethleann gust tools: https://github.com/VitaSmith/gust_tools g1m exporter: https://github.com/eArmada8/gust_stuff QuickBMS: https://github.com/LittleBigBug/QuickBMS Hyrule Warriors: Definitive Edition - GZ Extractor bms script from: https://archive.vg-resource.com/thread-29836.html THAT - much better than QuickBMS https://github.com/three-houses-research-team/THAT 3DMigoto blender plugin: https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py Noesis model viewer (not entirely necessary but the guide will use it): https://www.richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 .g1m file plugin for noesis: https://github.com/Joschuka/Project-G1M  Good information in here too: https://github.com/eArmada8/gust_stuff/wiki/   May have forgot something, please let me know if so.  1. Unpack your legally obtained copy.  I don't entirely remember how to do this unfortunately so good luck, google's your new best friend.  2. You should end up with a folder or subfolder containing folders "exefs" and "romfs". Character models are in "*\romfs\data\action\model\*.bin.gz". I'll be using character models because they're the most coolest models in the game.  3. Find the model you're looking to mod.  Most of the files are named in a fairly easy to understand way so you shouldn't have too much trouble here. Skip to the next step if you can find it on your own. I would heavily suggest copying the file to an empty work folder at this stage so things don't get confusing.  The files have a letter prefix which seems to indicate what type of "thing" they are, "C_*" being a character model, "W_*" being a weapon, "F_*" being, I assume, a friend, etc. So a character model will look something like: "C_LINK.bin.gz" links base model and "C_LINK_COS00.bin.gz" being his first costume etc. (Each costume, regardless of whether its a recolor or not, has an independent model that can be edited separately from other recolors.) If you are looking for a certain costume and are unsure of which file you need, continue following the guide with "*_COS00.bin.gz" and try to find it when we look at textures/models. If its the wrong file, return here and do the next number, for example "*_COS01.bin.gz" until you find the right one. 4. Drag and drop the "*.bin.gz" file onto Cethleann.Unbundler.exe in cethleann tools and you should get a folder containing files looking something like: The "*.g1m" is the model and the "*.g1t" is the texture.  (I've set noesis as the default app for opening *.g1m and gust_g1t.exe as the default app for opening *.g1t so the icons may look a little different, we'll get to those tools soon. You can also set the default app for "*.bin.gz" files to be Cethleann.Unbundler.exe to make the previous step easier if you plan on doing this multiple times).  5. I'm going to cover the .g1t texture files here first as those are less complicated. Drag and drop the "*.g1t" file onto gust_g1t.exe in the gust tools folder and you should get a folder with dds files. You can open these files with an editor of choice, paint.net (plugin needed for dds, paint.net also has caused me a lot of issues with exporting so I'd suggest gimp), gimp, photoshop, etc. and make changes.  The information contained in the g1t.json tells the program how to repack the folder and its contents, as well as which compression format the dds is saved in. It may be possible to add textures for new meshes to use here but I haven't gotten there yet. Unfortunately I have no idea what the compression formats are I just know it works with these dds export settings in gimp:  If you make changes to the textures, simply drag and drop the entire 0001 folder onto gust_g1t.exe in gust tools to repack it into the .g1t. That's about all I know about g1t files. 6. Now for the .g1m model files Drag and drop the "*.g1m" file onto Noesis.exe to open it up (make sure you have the plugin installed).  7. File > Export to fbx with these settings:   We only want the skeleton from here so you may be able to check the no geometry, textures, and animations boxes but I haven't tried.   8. You can open up blender at this point and import the fbx. We won't continue in blender for now as we need to get the geometry with another tool so that it's possible to repack into a mod file the emulator can use.   9. Drag and drop the "*.g1m" onto g1m_export_meshes.py in g1m_exporter_v1.3.17.  This will get the geometry we need to be able to repackage the mod.   10. You should have a folder with a bunch of numbered files in the formats: "*.fmt" "*.ib" "*.vb" "*.vgmap" which somehow relate to different sections of the overall mesh. My understanding of these files is very limited and working with them is the main source of my own frustrations, but these are the 3DMigoto files i mentioned earlier so I'm sure someone out there has a better understanding. Any file with a driver mesh or a transformed mesh is a physics mesh and cannot, to the best of my knowledge, be edited in any way. 11. Import all of these meshes into blender with the 3dmigoto plugin using the "3DMigoto raw buffers (.vb + .ib)" import option. You should end up with the small fbx skeleton and mesh and another much larger collection of meshes at this point.   12. Delete all meshes under the "bone_0" armature as these meshes are useless for our needs. 13. Use the transform tab to scale down all the new meshes to 0.01 in each axis so they match the skeleton in size. For whatever reason the skeleton in the fbx is scaled down to 0.01 and I have no idea if it would break stuff to start changing that around.  The weirdly placed meshes are the physics meshes that can't be edited directly, it may be possible to merge them with other meshes but I've had no success there. 14. We now need to parent the new meshes to the skeleton. In the hierarchy tab, click the armature and shift+click to select all the new meshes, then mouse over the 3d display window thing and ctrl+p to parent, select Object (keep transform).   15. Add the armature modifier to each of the meshes and select the bone_0 armature.  At this point the model should be properly attached to the armature with proper vertex weights so you don't need to do anything there.  I also like to delete any non-transformed physics meshes that are misplaced as nothing can be done to them anyway other than to entirely delete them:  You can also add correct textures to the models via trial and error if you wish.   16. Make any edits you want/can.  Cia was giving me issues so I'm switching to twili midna. For example sake I'm going to remove the cape from twili midna as well as her metal waist belt thing:   Keep track of which meshes you've edited as you only need to export the ones you actually changed, furthermore if you plan on entirely deleting a mesh you can simply delete it's *.vb from the vb/ib/fmt/vgmap folder. In this case, the cape is physics mesh 1 and the belt is part of mesh 2. For mesh 1 I can just delete the 1.vb file, and mesh 2 I have to export as I made modifications.   17. Export modified meshes using the 3DMigoto raw buffers (.vb + .ib) option again.  You can either directly export them into the ib/vb/fmt/vgmap meshes we extracted in step 9-10 and overwrite them or you can save them to a separate folder. I would suggest exporting into a separate folder in case of errors and simply copy and pasting later.  Default settings should be fine, just be sure to name the file the same as the one you are exporting to avoid confusion. (if I am exporting mesh 2, I'll make sure to export it as "2.vb0" in the export menu). Once finished you should have something like this in your chosen export location.   18. Copy and paste all these files into your extracted "*.g1m" files from step 9-10 and overwrite.  Leaving the old .vb files seems to be fine and hasn't caused me any issues but you can delete them if you want.  At this point we are ready to start packing everything back up.   19. Drag and drop the 0000 folder onto g1m_import_meshes.py in g1m_exporter_v1.3.17.  (as of writing this, drag and drop wasn't working which hasn't happened before, might need a system restart but I'll finish writing this first. Placing the 0000.g1m and the 0000 folder in the same directory as the script and running it worked fine)  So long as everything went well you should get a modified file and an automatic backup in case something went wrong.  20. Repack everything into .bin.gz file: Remove everything from the folder except what needs to be repacked (0000.g1m and 0001.g1t, unsure if there are edge cases) Remove the ".bin" from the folder name, (C_MIDNA_PRINCESS.bin -> C_MIDNA_PRINCESS), if you skip this you'll get an extra ".bin" in the file name later that needs to be removed. Drag the folder onto THAT while holding shift to repack it into a .bin.gz file  20. Next we need to rename the model and texture folders so quickbms knows what to repack.  This is a bit confusing but I'll try my best to explain what we need:  The 0000.g1m model file must be named whatever the original "*.bin.gz" was named before the .gz part, in my case, "C_MIDNA_PRINCESS.bin" plus a "_0" so "C_MIDNA_PRINCESS.bin_0.g1m"  The 0001.g1t texture file must be named whatever the original "*.bin.gz" was named before the .gz part, in my case, "C_MIDNA_PRINCESS.bin" plus a "_1" so "C_MIDNA_PRINCESS.bin_1.g1t"  Then you need to change the file extension to ".bin" so in the end you'll have two files, for example: C_MIDNA_PRINCESS.bin_0.bin <- model C_MIDNA_PRINCESS.bin_1.bin <- textures  Once you have this completed you should be good to package the mod.    21. Pack the folder using the QuickBMS script back into a .bin.gz  Navigate to where you extracted QuickBMS Run reimport2.bat to start, it should ask for the QuickBMS script, so navigate to where you saved "HyruleWarriorsDE_GZ.bms". Once you feed it that, select the original "*.bin.gz" file we extracted. Finally select the 'folder' you have the 2 files from the previous step in.  So in my case I select: HyruleWarriorsDE_GZ.bms C_MIDNA_PRINCESS.bin.gz \C_MIDNA_PRINCESS.bin\  Now you've got a modded .bin.gz! 22. Create the mod. Recreate the folder tree you originally got the *.bin.gz from.  For example:  midnamod\romfs\data\action\model\  Place your new .bin.gz in the model folder.  midnamod\romfs\data\action\model\C_MIDNA_PRINCESS.bin.gz   Install according to your emulator    I do hope this makes sense, please feel free to ask questions if something doesn't and I'll update this guide. I want to apologize in advance for not being able to provide detailed support for any errors that may pop up. I simply did some internet sleuthing and reading readmes to get to this point and have barely any understanding of these tools.  I love this game and I hope we can get some cool mods for it one day but this is where we're at for now. Linkle and Lana mods (as well as the doo doo poopy example mod I made) from the top of the text wall should be attached. JohnsMods.zip might put on gamebanana or something later now that I actually wrote it idk Edited February 24 by JohnSmith5002 7
Amoguseus Posted September 29, 2025 Author Posted September 29, 2025  I'm also no modder and have no idea what I'm talking about here but I don't believe 3D Migoto would work due to it needing the game to be running dx11 (at least as far as switch emulators go I believe they all run either opengl or vulkan). However, I have dug up ways to make mods that the emulators can run (and maybe original hardware? I don't have a modded switch) using old tools and some 3d migoto tools that I believe were originally intended for other warriors/koei techmo games. The problems I've been running into now are just a general lack of blender and texture making experience and lack of documentation for the tools so I'm not fully sure what's possible. As you can see by the screenshots I've managed basic deletion and sculpting of original meshes however I've had no luck adding anything other than a handful of vertices to smooth jagged edges. I've been considering making a guide for what I've managed to figure out. But I really have no idea what I'm doing here and I'm unsure of there being any interest in this game anymore. That being said, this is probably as good of a place as any to put something basic together. There is also additional information on some of the pages I'll link on more complicated stuff I haven't figured out/don't understand. This will be more of a general guide to maybe get a conversation at least started. This will be for definitive edition on switch. Tools: Cethleann Unbundler: https://github.com/yretenai/Cethleann Noesis model viewer (not entirely necessary but the guide will use it): https://www.richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 .g1m file plugin for noesis: https://github.com/Joschuka/Project-G1M gust tools: https://github.com/VitaSmith/gust_tools g1m exporter: https://github.com/eArmada8/gust_stuff QuickBMS: https://github.com/LittleBigBug/QuickBMS Good information in here too: https://github.com/eArmada8/gust_stuff/wiki/ 3DMigoto blender plugin: https://github.com/DarkStarSword/3d-fixes/blob/master/blender_3dmigoto.py Hyrule Warriors: Definitive Edition - GZ Extractor bms script from: https://archive.vg-resource.com/thread-29836.html  May have forgot something, please let me know if so.  1. Unpack your legally obtained copy.  I don't entirely remember how to do this unfortunately so good luck, google's your new best friend.  2. You should end up with a folder or subfolder containing folders "exefs" and "romfs". Character models are in "*\romfs\data\action\model\*.bin.gz". I'll be using character models because they're the most coolest models in the game.  3. Find the model you're looking to mod.  Most of the files are named in a fairly easy to understand way so you shouldn't have too much trouble here. Skip to the next step if you can find it on your own. I would heavily suggest copying the file to an empty work folder at this stage so things don't get confusing.  The files have a letter prefix which seems to indicate what type of "thing" they are, "C_*" being a character model, "W_*" being a weapon, "F_*" being, I assume, a friend, etc. So a character model will look something like: "C_LINK.bin.gz" links base model and "C_LINK_COS00.bin.gz" being his first costume etc. (Each costume, regardless of whether its a recolor or not, has an independent model that can be edited separately from other recolors.) If you are looking for a certain costume and are unsure of which file you need, continue following the guide with "*_COS00.bin.gz" and try to find it when we look at textures/models. If its the wrong file, return here and do the next number, for example "*_COS01.bin.gz" until you find the right one. 4. Drag and drop the "*.bin.gz" file onto Cethleann.Unbundler.exe in cethleann tools and you should get a folder containing files looking something like: The "*.g1m" is the model and the "*.g1t" is the texture.  (I've set noesis as the default app for opening *.g1m and gust_g1t.exe as the default app for opening *.g1t so the icons may look a little different, we'll get to those tools soon. You can also set the default app for "*.bin.gz" files to be Cethleann.Unbundler.exe to make the previous step easier if you plan on doing this multiple times).  5. I'm going to cover the .g1t texture files here first as those are less complicated. Drag and drop the "*.g1t" file onto gust_g1t.exe in the gust tools folder and you should get a folder with dds files. You can open these files with an editor of choice, paint.net (plugin needed for dds, paint.net also has caused me a lot of issues with exporting so I'd suggest gimp), gimp, photoshop, etc. and make changes.  The information contained in the g1t.json tells the program how to repack the folder and its contents, as well as which compression format the dds is saved in. It may be possible to add textures for new meshes to use here but I haven't gotten there yet. Unfortunately I have no idea what the compression formats are I just know it works with these dds export settings in gimp:  If you make changes to the textures, simply drag and drop the entire 0001 folder onto gust_g1t.exe in gust tools to repack it into the .g1t. That's about all I know about g1t files. 6. Now for the .g1m model files Drag and drop the "*.g1m" file onto Noesis.exe to open it up (make sure you have the plugin installed).  7. File > Export to fbx with these settings:   We only want the skeleton from here so you may be able to check the no geometry, textures, and animations boxes but I haven't tried.   8. You can open up blender at this point and import the fbx. We won't continue in blender for now as we need to get the geometry with another tool so that it's possible to repack into a mod file the emulator can use.   9. Drag and drop the "*.g1m" onto g1m_export_meshes.py in g1m_exporter_v1.3.17.  This will get the geometry we need to be able to repackage the mod.   10. You should have a folder with a bunch of numbered files in the formats: "*.fmt" "*.ib" "*.vb" "*.vgmap" which somehow relate to different sections of the overall mesh. My understanding of these files is very limited and working with them is the main source of my own frustrations, but these are the 3DMigoto files i mentioned earlier so I'm sure someone out there has a better understanding. Any file with a driver mesh or a transformed mesh is a physics mesh and cannot, to the best of my knowledge, be edited in any way. 11. Import all of these meshes into blender with the 3dmigoto plugin using the "3DMigoto raw buffers (.vb + .ib)" import option. You should end up with the small fbx skeleton and mesh and another much larger collection of meshes at this point.   12. Delete all meshes under the "bone_0" armature as these meshes are useless for our needs. 13. Use the transform tab to scale down all the new meshes to 0.01 in each axis so they match the skeleton in size. For whatever reason the skeleton in the fbx is scaled down to 0.01 and I have no idea if it would break stuff to start changing that around.  The weirdly placed meshes are the physics meshes that can't be edited directly, it may be possible to merge them with other meshes but I've had no success there. 14. We now need to parent the new meshes to the skeleton. In the hierarchy tab, click the armature and shift+click to select all the new meshes, then mouse over the 3d display window thing and ctrl+p to parent, select Object (keep transform).   15. Add the armature modifier to each of the meshes and select the bone_0 armature.  At this point the model should be properly attached to the armature with proper vertex weights so you don't need to do anything there.  I also like to delete any non-transformed physics meshes that are misplaced as nothing can be done to them anyway other than to entirely delete them:  You can also add correct textures to the models via trial and error if you wish.   16. Make any edits you want/can.  Cia was giving me issues so I'm switching to twili midna. For example sake I'm going to remove the cape from twili midna as well as her metal waist belt thing:   Keep track of which meshes you've edited as you only need to export the ones you actually changed, furthermore if you plan on entirely deleting a mesh you can simply delete it's *.vb from the vb/ib/fmt/vgmap folder. In this case, the cape is physics mesh 1 and the belt is part of mesh 2. For mesh 1 I can just delete the 1.vb file, and mesh 2 I have to export as I made modifications.   17. Export modified meshes using the 3DMigoto raw buffers (.vb + .ib) option again.  You can either directly export them into the ib/vb/fmt/vgmap meshes we extracted in step 9-10 and overwrite them or you can save them to a separate folder. I would suggest exporting into a separate folder in case of errors and simply copy and pasting later.  Default settings should be fine, just be sure to name the file the same as the one you are exporting to avoid confusion. (if I am exporting mesh 2, I'll make sure to export it as "2.vb0" in the export menu). Once finished you should have something like this in your chosen export location.   18. Copy and paste all these files into your extracted "*.g1m" files from step 9-10 and overwrite.  Leaving the old .vb files seems to be fine and hasn't caused me any issues but you can delete them if you want.  At this point we are ready to start packing everything back up.   19. Drag and drop the 0000 folder onto g1m_import_meshes.py in g1m_exporter_v1.3.17.  (as of writing this, drag and drop wasn't working which hasn't happened before, might need a system restart but I'll finish writing this first. Placing the 0000.g1m and the 0000 folder in the same directory as the script and running it worked fine)  So long as everything went well you should get a modified file and an automatic backup in case something went wrong.   20. Next we need to rename the model and texture folders so quickbms knows what to repack.  This is a bit confusing but I'll try my best to explain what we need:  The 0000.g1m model file must be named whatever the original "*.bin.gz" was named before the .gz part, in my case, "C_MIDNA_PRINCESS.bin" plus a "_0" so "C_MIDNA_PRINCESS.bin_0.g1m"  The 0001.g1t texture file must be named whatever the original "*.bin.gz" was named before the .gz part, in my case, "C_MIDNA_PRINCESS.bin" plus a "_1" so "C_MIDNA_PRINCESS.bin_1.g1t"  Then you need to change the file extension to ".bin" so in the end you'll have two files, for example: C_MIDNA_PRINCESS.bin_0.bin <- model C_MIDNA_PRINCESS.bin_1.bin <- textures  Once you have this completed you should be good to package the mod.    21. Pack the folder using the QuickBMS script back into a .bin.gz  Navigate to where you extracted QuickBMS Run reimport2.bat to start, it should ask for the QuickBMS script, so navigate to where you saved "HyruleWarriorsDE_GZ.bms". Once you feed it that, select the original "*.bin.gz" file we extracted. Finally select the 'folder' you have the 2 files from the previous step in.  So in my case I select: HyruleWarriorsDE_GZ.bms C_MIDNA_PRINCESS.bin.gz \C_MIDNA_PRINCESS.bin\  Now you've got a modded .bin.gz! 22. Create the mod. Recreate the folder tree you originally got the *.bin.gz from.  For example:  midnamod\romfs\data\action\model\  Place your new .bin.gz in the model folder.  midnamod\romfs\data\action\model\C_MIDNA_PRINCESS.bin.gz   Install according to your emulator    I do hope this makes sense, please feel free to ask questions if something doesn't and I'll update this guide. I want to apologize in advance for not being able to provide detailed support for any errors that may pop up. I simply did some internet sleuthing and reading readmes to get to this point and have barely any understanding of these tools.  I love this game and I hope we can get some cool mods for it one day but this is where we're at for now. Linkle and Lana mods (as well as the doo doo poopy example mod I made) from the top of the text wall should be attached. JohnsMods.zip might put on gamebanana or something later now that I actually wrote it idk Holy shit, that's really really really impressive! A shame i can't do much with it, though i wish i could. Still, this is a step in the right direction. All that is needed is more attention to this game, and i think there can be a pretty nice modding scene for the game, and maybe even the sequel. They're very fun games and i've loved them since i was a child. Thank you for posting this
Obligitury Posted February 22 Posted February 22 With the sudden mod breakthrough of both fire emblem three houses And fire emblem warriors, theres a good possibility of this game finally getting the mod potential it desperately needs. Â Heres hoping both switch and wii u versions get some love since the wii u version has the benifit of costumes actually being worn in cutscenes.
Murbor Posted February 22 Posted February 22 (edited) Fingers crossed for some huge tiddy mods for all of the girls in this game, Lana and Marin chief among them. (I'd also enjoy a mod that removes Cia's tattoos, since I don't like tattoos but Cia is otherwise very pretty. Maybe give her some increased tiddy too while you're at it. Cia's are already pretty big, but no reason they can't be bigger.) Â Â On 2/21/2026 at 11:43 PM, Obligitury said: Heres hoping both switch and wii u versions get some love since the wii u version has the benifit of costumes actually being worn in cutscenes. Â I still have no idea why they changed that. There are a bunch of little things like that in the Switch version that are just inexplicably worse than the Wii U original. Â Edited April 15 by Murbor
Rosefan64 Posted February 22 Posted February 22 2 hours ago, Obligitury said: With the sudden mod breakthrough of both fire emblem three houses And fire emblem warriors, theres a good possibility of this game finally getting the mod potential it desperately needs. Â Heres hoping both switch and wii u versions get some love since the wii u version has the benifit of costumes actually being worn in cutscenes. There's a Steve mod on GB where the author responds to a comment on the programs they used to make the mod. Â I'd do it myself, but I think the models would be too detailed for me to do.
Popular Post jmedia7 Posted February 22 Popular Post Posted February 22 (edited) Mod for Hyrule warriros DE- HWDEnudeV1: Nude zelda (default and botw outfits), princess midna, Impa, and lana (rough edit).  HWDEnudeV1.rar  Mods for age of calamity ZAOCnudeV1: includes, nude zelda bottomless Impa, and nude Urbosa.  download here: https://mega.nz/#P!AgHySlNZhpCMUtPn0kVcc3LhORHe8eTtAsTtywIkebIH1EdLZxvoWm6evvm0RWuRzrHqySLXgcvlMr1iT_flYgAdVGiMRXpp3PRG6-ihF7ZrCcgaTxbkvcflx-6AfN1wP7s9LWtRv9Y password: Zelda2025  ZAOCupdate1.7z  Edited February 22 by jmedia7 25
MysteryIam Posted February 23 Posted February 23 On 2/22/2026 at 11:53 AM, jmedia7 said: Mod for Hyrule warriros DE- HWDEnudeV1: Nude zelda (default and botw outfits), princess midna, Impa, and lana (rough edit).  HWDEnudeV1.rar 242.35 MB · 3 downloads  Mods for age of calamity ZAOCnudeV1: includes, nude zelda bottomless Impa, and nude Urbosa.  download here: https://mega.nz/#P!AgHySlNZhpCMUtPn0kVcc3LhORHe8eTtAsTtywIkebIH1EdLZxvoWm6evvm0RWuRzrHqySLXgcvlMr1iT_flYgAdVGiMRXpp3PRG6-ihF7ZrCcgaTxbkvcflx-6AfN1wP7s9LWtRv9Y password: Zelda2025  ZAOCupdate1.7z 98.38 MB · 2 downloads   Great work, Gives my replay of Hyrule Warriors DE a much needed boost in moral lol I look forward to any further characters edited (mainly Cia) 2
Obligitury Posted February 23 Posted February 23 (edited) 6 hours ago, MysteryIam said: Â Great work, Gives my replay of Hyrule Warriors DE a much needed boost in moral lol I look forward to any further characters edited (mainly Cia)Â Id love modifying all the dresses and giving them proper upskirtshots. So many are covered instantly and thats always sad. Edited February 23 by Obligitury 1
JohnSmith5002 Posted February 24 Posted February 24 On 2/22/2026 at 4:53 AM, jmedia7 said: Mod for Hyrule warriros DE- HWDEnudeV1: Nude zelda (default and botw outfits), princess midna, Impa, and lana (rough edit).  HWDEnudeV1.rar 242.35 MB · 3 downloads  Mods for age of calamity ZAOCnudeV1: includes, nude zelda bottomless Impa, and nude Urbosa.  download here: https://mega.nz/#P!AgHySlNZhpCMUtPn0kVcc3LhORHe8eTtAsTtywIkebIH1EdLZxvoWm6evvm0RWuRzrHqySLXgcvlMr1iT_flYgAdVGiMRXpp3PRG6-ihF7ZrCcgaTxbkvcflx-6AfN1wP7s9LWtRv9Y password: Zelda2025  ZAOCupdate1.7z 98.38 MB · 2 downloads  What do you have to do to get the models to export? I've been trying on and off for a while now and can't figure it out. I've been trying to follow tutorials for other 3dmigoto games and I'm sure I must be doing something very obviously wrong but nothing seems to work. 3
Murbor Posted February 24 Posted February 24 Something else I'd like to request, if anybody winds up making a Ruto mod, in addition to whatever other changes you make (nude, big breasts, etc), could you also try to change the way her head looks? This might be heretical to say, but I've never been a fan of Ruto's design, specifically her head. On top of being bald, her head is just a really weird shape, and I'm pretty sure those circles on the sides of her head are an extra set of fish-like eyes. I would be interested in a mod that gives her either a human-like head with shoulder-length blue or green hair, or a normal Zora head with perhaps some human-like hair as well. 1
Rosefan64 Posted February 24 Posted February 24 Nah, the only weird thing about Ruto is that flesh 'bra' they gave her.
Amoguseus Posted February 25 Author Posted February 25 i skip checking LL for a few weeks and come back to this? My birthday must've come early, because those mods are a dream come true. Never thought i'd actually be able to play hyrule warriors with nude mods, but here it is! Not only a theory, but now an actuality too! Just incredible. That's all i can say 1
Obligitury Posted February 26 Posted February 26 are the my fairies up for consideration? if nude is off the table then I would at least like a mod that can modify one of the outfits to be a bra and panties set just for more visual enjoyment when using their area of attack in battle. 2
Murbor Posted March 10 Posted March 10 I wonder, would anybody here be interested in putting models made by KabalMystic into the game? As far as Zelda characters go, this person has made thicc models for Linkle, imp Midna, and Ruto. There's also a site called SFMLab that has "KM style" models for the Toon girls, not made by KabalMystic, just done in his style by a fan. I also recall once seeing models in "KM style" for Zelda, Lana, and Cia, but I don't know where to find them. I know these models aren't really to everyone's tastes, but I personally like them, and I'd love to have them playable in a game someday. (I had asked about this for Sonic games a few times in the past, but not any other game before I don't think.) Â I'd be happy with any mods that make the female characters bustier, I just wanted to bring up KM's models as a suggestion.
daisy_lovers Posted March 10 Posted March 10 did someone create a nude mod for wii U hyrule warrior ?
CuevasRaul Posted March 11 Posted March 11 On 9/29/2025 at 2:58 AM, JohnSmith5002 said: I'm also no modder and have no idea what I'm talking about here but I don't believe 3D Migoto would work due to it needing the game to be running dx11 (at least as far as switch emulators go I believe they all run either opengl or vulkan). However... Â God damn, man, THAT'S AMAZING! This game have been long neglected and your mods give me hope. Thanks! If you're planning to make more, may I suggest some interesting, sexy outfits rather than nude mods? Like, leather, thigh-high boots, thongs/hotpants, bra, long gloves, stockings, garterbelt, heavy makeup, etc. 1
Layle4123 Posted March 24 Posted March 24 On 2/22/2026 at 4:53 AM, jmedia7 said: Mod for Hyrule warriros DE- HWDEnudeV1: Nude zelda (default and botw outfits), princess midna, Impa, and lana (rough edit).  HWDEnudeV1.rar 242.35 MB · 25 downloads  Mods for age of calamity ZAOCnudeV1: includes, nude zelda bottomless Impa, and nude Urbosa.  download here: https://mega.nz/#P!AgHySlNZhpCMUtPn0kVcc3LhORHe8eTtAsTtywIkebIH1EdLZxvoWm6evvm0RWuRzrHqySLXgcvlMr1iT_flYgAdVGiMRXpp3PRG6-ihF7ZrCcgaTxbkvcflx-6AfN1wP7s9LWtRv9Y password: Zelda2025  ZAOCupdate1.7z 98.38 MB · 23 downloads  do I need both or just update ? Â
Amoguseus Posted March 24 Author Posted March 24 6 hours ago, Layle4123 said: do I need both or just update ? Â need both, original first, then overwrite whatever needs overwriting with the update
Layle4123 Posted March 24 Posted March 24 10 hours ago, Amoguseus said: need both, original first, then overwrite whatever needs overwriting with the update so I copy and replace into the main file
Amoguseus Posted March 24 Author Posted March 24 37 minutes ago, Layle4123 said: so I copy and replace into the main file the folder structure for both are the same, so after adding the mod, copy and paste the update folder into the mod
Murbor Posted April 15 Posted April 15 (edited) Another mod request/suggestion for this game, what about changing all of the Great Fairies in this game into the one from Twilight Princess? You know, the canonically topless one. The face on that one is a bit ehh (but most Great Fairies are), so I'd also like to request that she be given a cuter face than what the official TP Great Fairy model has. Something like what the picture below has maybe. Â Also still hoping for huge tiddy mods for the female playable characters too. Â Â Edited April 15 by Murbor 2
Amoguseus Posted April 26 Author Posted April 26 On 2/22/2026 at 12:53 PM, jmedia7 said: Mod for Hyrule warriros DE- HWDEnudeV1: Nude zelda (default and botw outfits), princess midna, Impa, and lana (rough edit).  HWDEnudeV1.rar 242.35 MB · 50 downloads  Mods for age of calamity ZAOCnudeV1: includes, nude zelda bottomless Impa, and nude Urbosa.  download here: https://mega.nz/#P!AgHySlNZhpCMUtPn0kVcc3LhORHe8eTtAsTtywIkebIH1EdLZxvoWm6evvm0RWuRzrHqySLXgcvlMr1iT_flYgAdVGiMRXpp3PRG6-ihF7ZrCcgaTxbkvcflx-6AfN1wP7s9LWtRv9Y password: Zelda2025  ZAOCupdate1.7z 98.38 MB · 46 downloads  Would you be willing to share how you made these mods? I think sharing the modding process would help other people start modding the games themselves 2
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