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Umamusume: Pretty Derby (Steam)


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Posted
15 hours ago, einnarr said:

 

Daiwa_Scarlet. 

Who should I do next...?

image.png.a5f9b2fce97c23b3d91e59a73321ccd3.png

Match skin_texture color is tough...
Any good ways to edit skin,ctrl and base_texture as well?

Daiwa_Scarlet.rar 10.31 MB · 1 download

GG Nice love it :D
netx..? 
how about mejiro ryan or biwa hayahide or air groove.?? hehehehehe :D 
~

but does anyone know if there is a mod for Tazuna?

Posted
2026年5月7日午後10時40分、Edelikeは次のように述べた。

わあ。素晴らしい!

win+R
Ctrl+Shift+Enter+Cmd

つまり、例えば次のような場合です。
F:\UmaDecryptor.exe uma-dir -i "F:\SteamLibrary\steamapps\common\UmamusumePrettyDerby_Jpn\UmamusumePrettyDerby_Jpn_Data\Persistent" -o "D:\UMA_Full_Decrypted" -v
あなたが言った!

エラーが発生するかどうかは分かりませんが、とりあえず様子を見守ることにしました。

ご親切にありがとうございます!

Ops, I'm stuck again. Pick someone's brain.
I decipher cmd code.

1stCMD
F:\UmaDecryptor.exe uma-dir -i F:\SteamLibrary\steamapps\common\UmamusumePrettyDerby_Jpn\UmamusumePrettyDerby_Jpn_Data\Persistent -o F:\UMA_Full_Decrypted --overwrite -v

next

F:\UMA_Full_Decrypted\dat\(Example:7R\7RZQ6UAQN52YMMY4VCUJCBQPJPKOX4ST)) was edited by UABEA

next

2ndCMD
F:\UmaDecryptor.exe decrypt-dat -i F:\UMA_Full_Decrypted\dat -o F:\repackdat -m F:\meta_decrypted --overwrite -v

Replace "F:\SteamLibrary\steamapps\common\UmamusumePrettyDerby_Jpn\UmamusumePrettyDerby_Jpn_Data\Persistent\(Example:7R\7RZQ6UAQN52YMMY4VCUJCBQPJPKOX4ST)" with "F:\repackdat\dat\(Example:7R\7RZQ6UAQN52YMMY4VCUJCBQPJPKOX4ST)".

next 

Use UmaViewer with swimsuit clushed and said "F:\SteamLibrary\steamapps\common\UmamusumePrettyDerby_Jpn\UmamusumePrettyDerby_Jpn_Data\Persistent/dat/7R\7RZQ6UAQN52YMMY4VCUJCBQPJPKOX4ST exists and doesn't work".

I asked and tryied with chatGPT. To my surprise, Not used UABE and not saved by UABEA bring to success startup.
(It mean didn't touch UMA_Full_Decrypted\dat DATA).

In other words,

Not used UABEA

next

2ndCMD
F:\UmaDecryptor.exe decrypt-dat -i F:\UMA_Full_Decrypted\dat -o F:\repackdat -m F:\meta_decrypted --overwrite -v

Replace "F:\SteamLibrary\steamapps\common\UmamusumePrettyDerby_Jpn\UmamusumePrettyDerby_Jpn_Data\Persistent\(Example:7R\7RZQ6UAQN52YMMY4VCUJCBQPJPKOX4ST)" with "F:\repackdat\dat\(Example:7R\7RZQ6UAQN52YMMY4VCUJCBQPJPKOX4ST)".

Using UmaViewer is operate correctly.

Did UABEA broken dat?

Posted (edited)
18 hours ago, catgirlNyanza said:

is it just me or did this also not work

It isn't just you, the textures are still broken for me as well.

 

I checked what files are actually changed in UMML, and I noticed that the mod apparently loads the "wet" textures just fine, so I decided to start a race in rain:

image.jpeg.ec167741e76d299a617fee8aec5a8c5f.jpeg

(LEFT: Seiun and Golshi both happy in the rain - RIGHT: Seiun is sad and covered in paint (I guess?), meanwhile Golshi is still vibin')

 

It seems like the wet textures are, in fact, working as intended.

 

As you can see, I loaded f4de's Golshi mod to compare what files it has that the Seiun mod doesn't, but the files were all the same-- or they were at first glance, anyway.

As it turns out, the Seiun mod DOES replace "mtl_bdy1020_00_alpha0" but it DOES NOT replace "mtl_bdy1020_00", which means it must still be using the vanilla textures.

So then I did some more investigating by loading the .fbx in blender, and I can confirm that the primary mesh, M_body, DOES NOT have a material assigned to it.

I'm willing to guess that's the problem.

 

Though, unfortunately, that's the limit of the help I can give, sorry.

 

(While I HAVE been learning how to mod this game myself, I am NOT quite at the point where I can replace models; thus far, I've only figured out how to replace textures...)

 

Here's hoping some kind soul more knowledgeable than I is willing to lend a hand.

Edited by peachy.keane
Posted

Thank you for your feedback!
I took a look, but since this wasn't built from the ground up and it works fine in my environment, making changes is a bit difficult.
image.png.9cb7baaf919ae0c901788a229b2c8866.png

If anything else catches your eye in my other mods, please don't hesitate to point it out.
I'd like to keep refining my work, as I'm aware there are still some mistakes to iron out.
Honestly I've got way more mods I wanna make. 
Gonna try editing the characters that got mentioned tho.

Seiun Sky Half-Nude_fix_0.1.rar

Posted

i tried using hachimi-mod from RanKaeder
only mod from RanKaeder can be loaded

not on mine too
(tested with random uma without mask)
 

Posted (edited)
On 5/9/2026 at 10:25 PM, einnarr said:

Thank you for your feedback!
I took a look, but since this wasn't built from the ground up and it works fine in my environment, making changes is a bit difficult.
image.png.9cb7baaf919ae0c901788a229b2c8866.png

If anything else catches your eye in my other mods, please don't hesitate to point it out.
I'd like to keep refining my work, as I'm aware there are still some mistakes to iron out.
Honestly I've got way more mods I wanna make. 
Gonna try editing the characters that got mentioned tho.

Seiun Sky Half-Nude_fix_0.1.rar 21.33 MB · 3 downloads

Yeah, sorry to take you away from your amazing work, but it still has broken textures on my end.

 

Why it would work for you but not for us, I do not know.

 

But what I do know is: if I load the mod with UMML, and use Umaviewer to export the loaded assets, then use AssetStudioMod to extract those, I get:

image.jpeg.108a6247849bee6eb2308bf5e4997284.jpeg

Duplicate textures. The 'primary' ones-- without (1) appended --are the vanilla textures; those shouldn't be in there if the mod were overwriting them correctly, I'd think...

 

Also, if I use AssetStudioMod to extract the original .fbx from your fix, then import the body model into Blender, I see:

image.jpeg.784177bb928a9d6360ea56b7e2080d1a.jpegM_Body still has no material assigned. I think the game is still using the default materials, which would also be why they export from Umaviewer.

 

I copied the material from the vanilla model to the modded one and then imported the custom double-wide texture from the mod:

image.jpeg.4706ae899ee7c6c86cc2e0cc94c81b9c.jpeg

And now it looks exactly as it should. The UV map lines up perfectly and everything.

 

Again, I'm not quite savvy enough to replace models myself, but I've attached my files, in case you or someone else even slightly more knowledgeable than me wants to try.

fixed_perhaps.7zblender.7z

Edited by peachy.keane
Posted (edited)

thank you...
Why do old textures keep sneaking into my mod...?
Let me know if there are any other errors!
Strangely, I'm not getting any loading errors in my authoring environment.

By the way,
Mejiro_Ryan.She's really charming.

image.png.9f61200c204fe886899bdb4277f9cf16.pngimage.png.69bc17b599c9e72770a32bf662e61b1a.png

I've also brushed up Super_Creek (TEX, dirt, Busty).
Give it a try if you like!

Super_Creek.rar Mejiro_Ryan.rar

Edited by einnarr
Posted

@楪蘭楓
i tested you hachimi mod

 

- no function of enable, disable, load order mod_name.
- my edit kiseki half nud mod doesn't not loaded.

- your half nud rudolf can be loaded.
 

maybe i'm using dxt5 compression texture? or base asset modified using UABEA?

*file are unencrypted

Posted (edited)
12 minutes ago, goofyahhcats said:

@楪蘭楓
i tested you hachimi mod

 

- no function of enable, disable, load order mod_name.
- my edit kiseki half nud mod doesn't not loaded.

- your half nud rudolf can be loaded.
 

maybe i'm using dxt5 compression texture? or base asset modified using UABEA?

*file are unencrypted

Because this method keeps the mod constantly loaded, the performance is not very good compared to the replacement method. It was only meant as a temporary workaround while researching decryption, so I never continued developing or optimizing it afterward. Currently, the only toggle available is ignoring mod files that start with a ".".

 

Because the IDs remain unchanged after being modified with UABEA, the engine does not load them a second time.

Edited by 楪蘭楓
Posted
6 hours ago, goofyahhcats said:

her leg is kneeling

could you fix it?

SPOILER_image.png

Haha, I think it’s caused by the body proportion differences. This mod was made quite a while ago, and I didn’t pay much attention to the proportions back then, so the thigh and calf proportions don’t match the original model very well. In some fixed poses, it can lead to pretty awkward deformation.

Posted
12 hours ago, deedssss said:

any chance you can make a trackwear version?

Let me be a little lazy and just use this on the master files. It replaces common in-game outfits like gym uniforms, school uniforms, school swimsuits, and training wear with the generic 2-star stage outfit. After that, just apply the Stage Outfit mod.

 

Always Wearing Stage Outfit.zip

Posted
2 hours ago, 楪蘭楓 said:

Let me be a little lazy and just use this on the master files. It replaces common in-game outfits like gym uniforms, school uniforms, school swimsuits, and training wear with the generic 2-star stage outfit. After that, just apply the Stage Outfit mod.

 

Always Wearing Stage Outfit.zip 9.05 MB · 1 download

I get an error while trying to use this that says "no such column: mini_mayu_shader_type

Posted (edited)
4 hours ago, goofyahhcats said:

@einnarr
can you sculpt it & fix weight deform?

 

this nude use Koikatsu base

only bust proportion, it don't have height & shape proportion

 

Haven't looked into it in detail yet, but I think it should be possible.

Though if I'm the one fixing it, they might end up even thicker……lol

On 5/14/2026 at 12:06 AM, 楪蘭楓 said:

preview.thumb.png.6fee1aac4d237b6740e14fc6b9403864.png

https://www.patreon.com/posts/completely-nude-158161015

I fixed the outlines on the nude mod I made before.

If based on Koikatsu_model, how handling the fingertip conversion?
Currently, my MOD_Base_body reuses the original Umamusume model from the wrists and ankles down.
If could learn the editing method, the range of applications for this MOD_Base_body expand significantly...!

Edited by einnarr
Posted

Einnarr: "If could learn the editing method, the range of applications for this MOD_Base_body expand significantly...!"

 

 

Oohhhh! Sounds awesome! We're already getting awesome mods from community and the potential could expand!? 😱

Posted
On 5/15/2026 at 2:02 PM, einnarr said:

Haven't looked into it in detail yet, but I think it should be possible.

Though if I'm the one fixing it, they might end up even thicker……lol

If based on Koikatsu_model, how handling the fingertip conversion?
Currently, my MOD_Base_body reuses the original Umamusume model from the wrists and ankles down.
If could learn the editing method, the range of applications for this MOD_Base_body expand significantly...!

So i went onto your patreon and your mod isnt there are you working on it or something??

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