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Umamusume: Pretty Derby (Steam)


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Posted

I had a mod that replaced every outfit with a nude one (including swimsuits). To use it, I had to load the mod manually using UMML. I restored the backup so I could play in public, however, it did not fix the default swimsuit, leading to Uma's like Special Week being nude during summer camp and stamina training. Even with a backup restore, and a database deletion, it didn't fix it. Is there any way to fix it beside reinstalling the entire game?

Posted
54 minutes ago, UnstoppablePhoenix said:

I had a mod that replaced every outfit with a nude one (including swimsuits). To use it, I had to load the mod manually using UMML. I restored the backup so I could play in public, however, it did not fix the default swimsuit, leading to Uma's like Special Week being nude during summer camp and stamina training. Even with a backup restore, and a database deletion, it didn't fix it. Is there any way to fix it beside reinstalling the entire game?

is "Restore All" not work on you?

Posted
7 minutes ago, goofyahhcats said:

is "Restore All" not work on you?

When I load the hons mod manually, it tells me that 575 assets were loaded correctly and 121 were not in the meta database. On restoring the assets, it restores 575, which fixes every outfit except the default swimsuit.

Posted (edited)
2 hours ago, goofyahhcats said:

1. if you use UmaViewer, go to Loaded Assets > Copy Spawned
2. what do you mean?

Sorry for not being clear. What I mean is if UABEA gives the model in a way that is ready to be installed by umml like this.
and why do i have go to copy spawned?

Ope.zip

Edited by Soulz257
Posted
31 minutes ago, Soulz257 said:
Sorry for not being clear. What I mean is if UABEA gives the model in a way that is ready to be installed by umml like this.
and why do i have go to copy spawned?

Ope.zip 6.07 MB · 0 downloads

sorry

if you going copy original asset then use UmaViewer (Loaded Assets > Copy Spawned). cuz is encrypted
those file are not encrypted, you can export with AssetStudio
UMML will encrypt these file during load assets

Posted
4 hours ago, UnstoppablePhoenix said:

I had a mod that replaced every outfit with a nude one (including swimsuits). To use it, I had to load the mod manually using UMML. I restored the backup so I could play in public, however, it did not fix the default swimsuit, leading to Uma's like Special Week being nude during summer camp and stamina training. Even with a backup restore, and a database deletion, it didn't fix it. Is there any way to fix it beside reinstalling the entire game?

Wait so like, did someone behind you see nude spe chan by accident!? When you clicked stamina training in a public space?

Posted
On 6/25/2026 at 3:05 AM, goofyahhcats said:

please download 145fix 
lemme know if work

image.png.835828b07d1232d9bbe64e7b60275a32.png

Sorry, I just decided to look here today.
No, it's not working.

Posted (edited)

This isn't directly related to the issue itself, but just in case it helps:
If only Special_Week common costume appears to have changed, you may be loading an Uma Musume that isn't in the reference list.
When changing costumes in UMML, height also restricts which outfits a character can wear. For characters 140 cm or shorter, such as Nishino_Flower, trying to equip certain costumes will instead swap the model to Special Week wearing that costume.
Changing the height from 135 cm to 140 cm or above makes it display correctly.

Edited by einnarr
Posted

komoeumamusume / honse CN pc help
i don't have storage left so i need question

- i need HKEY_CURRENT_USER\Software\komoemumamusume with downloaded game as reference
- is the asset encrypted?
- where gamedata located?
 

Posted (edited)

@Soulz257 Sorry for taking a while to reply, been busy

 

I've been working on a more in-depth modding tutorial alongside working on more mods myself, but it's been slow going.

Rather than waiting until I've gotten 5~ish mods deep before sharing it though, I'll just post most of what I have here for now:

(Disclaimer: I am still VERY new to this myself, and this is mostly intended as a supplementary guide for use alongside the other two guides)

 

(INCOMPLETE) Uma Modding Tutorial:

 

[1] - UmaViewer

Export and Decrypt AssetBundles

  1. Load the character with the outfit you want to modify.
  2. Under “Loaded Assets” select “Copy All” or “Copy Spawned” depending on:
    • If it’s a Character-Specific outfit, you’ll NEED to select “Copy All” to get the wet/dirt textures! (*otherwise, choosing "Copy Spawned" won't export those!)
      • To ensure that ONLY the assets you want to export are loaded, use "Other > Clear Loaded Bundle" to purge everything and then load relevant assets again!
      • (Also, you'll likely want to delete the “Shader” file inside the folder for your exported asserts– it often causes problems!)
    • If it’s a Generic outfit, simply choosing “Copy Spawned” will get you all assets, including wet/dirt textures.
  3. Save your exported assets somewhere safe.
    • Remember: it’s best practice to make copies of these files any time you would need to modify them!

[2] - AssetStudioMod
Extract Assets from AssetBundles

  1. In AssetStudioMod, select “File > Load Folder” and then navigate to the folder you saved the assets you exported from UmaViewer in.
    • You can make sure that the specific mesh/texture you wish to modify is actually in there using the “Filter Type” menu.
  2. Select “Model > Export all objects (split)” from the menu.
    • Ideally, you would save these assets to a new, separate folder as well!
      • If you know EXACTLY what assets you won’t need to modify, you can delete them to minimize bloat!
    • (For some reason, things like the wet/dirt textures don’t like to export this way; be sure to separately export them!)

[3] - Blender
Modify Mesh Data

  1. Import the model that you want to modify using "File > Import > FBX (.fbx)" from the menu.
    • Do NOT change any of the import settings from the default; keep the scale at 1.000!
  2. From here, you can (*mostly) edit the model as you see fit. (Personally, I suggest a– Model Edit > Weight Paint > UV Map > Texture Paint > Texture Edit –pipeline.)
    • *Though, please DO keep in mind the following:
      • Any newly-created vertices NEED to have at least SOME weight painting assigned to them!
      • If you want to REMOVE a mesh component, you CANNOT simply delete it– you must keep at least 1 tri (3 connected verts) or else you will encounter errors!
        • (A much easier (but slightly-less hardware-efficient) alternative way to delete mesh components is given in section [4] - Unity)
  3. When finished with your changes, export your modified model using "File > Export > FBX (.fbx)"
    • Importantly, you must change the export scale to 0.01!
      • (Also, to negate the chances of things going awry, I strongly recommend deleting anything not relevant to your mod before you export as well!)

[3.5] - Texture Editing
Modify Image Data

As far as I am aware, you can edit textures in any image-editing program you like– no need to 'preserve metadata' using Paint.net, or whatever.

  • That said, here is a (brief) disambiguation of how the main textures in Uma work (*to my current understanding) for your convenience:
  • (Hyperlinks lead to an official explanation– straight from the horse's mouth –in an interview with the model devs themselves.  
    • DIFF - Light color texture, used when fully lit. Most often just plain blocks of color, without much finer detailing or gradients.
    • SHAD_C - Dark color texture, used when shadowed. Almost identical to the 'Diff' but a bit "muddier" and missing highlights.
    • BASE - The primary color mask for effects and details; each color channel corresponds to the following:
      • Red → Shadow Mask - Establishes limits on the relationship between the Diff and Shad_c (100% is Always Lit, 0% is Always Shadowed)
      • Green → Specular Mask - Exhibits a 'Light Glint' effect when facing the camera; good for hair highlights and other shiny surfaces.
      • Blue → Cutoff Mask - Alpha/Transparency (100% is OPAQUE, 0% is Transparent)
    • CTRL - The secondary color mask, seemingly ENTIRELY dedicated to yet more lighting effects; they are:
      • Red → "Metallic" Effect...? - (I am the most unsure about this one; it was entirely unused for a long time, but IS used in newer models)
      • Green → Matcap Effect - Environmental lighting (very similar to the Specular Mask but not only when directly facing the camera)
      • Blue → Rimlight Effect - Backlighting, or more aptly the 'Wraparound Light-bleed" effect on the edges of characters
    • WET - Alt versions of the Diff and Shad_c textures, saturated with a 'bluish wetness' in various amounts depending on the affected area
    • DIRT - Applies dirt to the model when on dirt tracks; red, green, and blue are in order of least-dirty to dirtiest (blue is often reserved for shoes)
    • RFL - Seemingly used sparingly as a custom reflection on individual models..? (probably not ever worth messing with)

[4] - Unity
Convert Modded Files for Importing

  1. (If you need a bit of help using Unity for the first time, you can largely follow the "Unity" section of this 'Neptunia' Tutorial until around step 7.)
  2. Create a new unity project, ideally with the version of Unity set to "2022.3.62f2"
  3. Extract the contents of “nissan-main.zip” and drag them into the (newly-created) “Editor” folder within Unity (Assets > Editor)
  4. Add the original, unmodified .fbx and also your edited version to the Assets folder (*top level, with all the new folders!)
  5. On the top bar, go to Tools → Mesh → Generate Skinned Mesh Component.
  6. In the new window, drag the unmodified mesh component to the “Base Mesh” section (or select it from the menu)
  7. Add a Component (set it to 1)
  8. Drag your new, modified mesh component to the new “Element 0” section
    • Before moving on, remember to change the "Color Format" to "Float"!
    • Also, be sure to set “Tangent Option” to “From Normal” to retain the outlines!!!
  9. Click Generate!
  10. Repeat for EVERY INDIVIDUAL MESH COMPONENT YOU MODIFIED!!!
    • (For mesh components you want to remove entirely, an easy method of doing so has since been included in the nissan-main: simply:
      • Expand the menu for the .fbx you imported and find the mesh data for the component you want to remove (the 'grid' icon version)
      • Right-click the mesh component in question
      • In the submenu, near the bottom, select "Delete Geometry"
  11. When finished, select ALL modified mesh assets in the “Export” folder, right click, and select "Build Mesh AssetBundle”

[5] - UABEA
Overwrite Modified Data in Original AssetBundle(s)

(Using the Old Mod Guide for this section works just fine, so I'm just copying it 1-to-1 for right now; to be perfectly transparent)

  1. "Open the mesh_assets.unity3d file from the folder that appeared with UABEA.
  2. Go to Info, select a Mesh type asset, and choose Export Raw.
  3. Find the original asset file for the base model.
  4. Make a backup copy and open it in UABEA.
  5. For each mesh part:
    • Select the part in the archive.
    • Choose Import Raw, and select the corresponding custom mesh dump from Unity.
  6. Don’t forget to replace the texture, if applicable! (not covered in this guide) ((although it is in this one!))
  7. Save your changes: press CTRL + S or use File → Save.
  8. Close the Asset Info window and save again."

Final Note:

You do NOT need to re-encrypt your mod! (UMML can do that for you!)

All you need to do when you have a finished mod is create a UMML-ready mod folder structure and then load it with UMML– yes, it's THAT easy!

Edited by peachy.keane
updated incorrect info with correct info provided by goofyahhcats, and added a few more texture explanations
Posted (edited)

@peachy.keane 

u also need change Vertex Color to Float in Unity

if you want delete mesh without issue: select mesh you want to remove > click right > Delete Geometry > output can be found on suffix _deleted
 

BASE & CTRL map can be found here

 

Edited by goofyahhcats
updated script
Posted
6 hours ago, peachy.keane said:

@Soulz257 Sorry for taking a while to reply, been busy

 

I've been (slowly) working on a more in-depth modding tutorial alongside working on more mods myself, but it's been slow going.

Rather than waiting until I've gotten 5~ish mods deep before sharing it though, I'll just post most of what I have here for now:

(Disclaimer: I am still VERY new to this myself, and this is mostly intended as a supplementary guide for use alongside the other two guides)

 

(INCOMPLETE) Uma Modding Tutorial:

 

[1] - UmaViewer

Export and Decrypt AssetBundles

  1. Load the character with the outfit you want to modify.
  2. Under “Loaded Assets” select “Copy All” or “Copy Spawned” depending on:
    • If it’s a Character-Specific outfit, you’ll NEED to select “Copy All” to get the wet/dirt textures! (*otherwise, choosing "Copy Spawned" won't export those!)
      • To ensure that ONLY the assets you want to export are loaded, use "Other > Clear Loaded Bundle" to purge everything and then load relevant assets again!
      • (Also, you'll likely want to delete the “Shader” file inside the folder for your exported asserts– it often causes problems!)
    • If it’s a Generic outfit, simply choosing “Copy Spawned” will get you all assets, including wet/dirt textures.
  3. Save your exported assets somewhere safe.
    • Remember: it’s best practice to make copies of these files any time you would need to modify them!

[2] - AssetStudioMod
Extract Assets from AssetBundles

  1. In AssetStudioMod, select “File > Load Folder” and then navigate to the folder you saved the assets you exported from UmaViewer in.
    • You can make sure that the specific mesh/texture you wish to modify is actually in there using the “Filter Type” menu.
  2. Select “Model > Export all objects (split)” from the menu.
    • Ideally, you would save these assets to a new, separate folder as well!
      • If you know EXACTLY what assets you won’t need to modify, you can delete them to minimize bloat!
    • (For some reason, things like the wet/dirt textures don’t like to export this way; be sure to separately export them!)

[3] - Blender
Modify Mesh Data

  1. Import the model that you want to modify using "File > Import > FBX (.fbx)" from the menu.
    • Do NOT change any of the import settings from the default; keep the scale at 1.000!
  2. From here, you can (*mostly) edit the model as you see fit. (Personally, I suggest a– Model Edit > Weight Paint > UV Map > Texture Paint > Texture Edit –pipeline.)
    • *Though, please DO keep in mind the following:
      • Any newly-created vertices NEED to have at least SOME weight painting assigned to them!
      • If you want to REMOVE any mesh part, you CANNOT simply delete it– you must keep at least 1 tri (3 connected verts) or else you will encounter errors!
  3. When finished with your changes, export your modified model using "File > Export > FBX (.fbx)"
    • Importantly, you must change the export scale to 0.01!
      • (Also, to negate the chances of things going awry, I strongly recommend deleting anything not relevant to your mod before you export as well!)

[3.5] - Texture Editing
Modify Image Data

 

As far as I am aware, you can edit textures in any image-editing program you like– no need to 'preserve metadata' using Paint.net, or whatever.

  • That said, here is a disambiguation of how the textures in Uma work (*to my current understanding) for your convenience:
    • DIFF - Light color texture, used when fully lit. Most often just plain blocks of color, without much finer detailing or gradients.
    • SHAD_C - Dark color texture, used when shadowed. Almost identical to the _diff but a bit "muddier" and missing highlights.
    • BASE - The primary color mask for effects and details; each color channel corresponds to the following:
      • Red → Color Detail Mask - Establishes limits on the relationship between the Diff and Shad_c (100% is Always Lit, 0% is Always Shadowed)
      • Green → Specular Effect - Exhibits a 'Light Glint' effect when facing the camera; good for glitter, sequins, and the like.
      • Blue → Alpha/Transparency - (100% is OPAQUE, 0% is Transparent)
    • CTRL - The secondary color mask, seemingly ENTIRELY dedicated to yet more lighting effects; they are:
      • Red → "Metallic" Effect - (I am the most unsure of this one...)
      • Green → Matcap Effect
      • Blue → Rimlight Effect

[4] - Unity
Convert Modded Files for Importing

  1. (If you need a bit of help using Unity for the first time, you can largely follow the "Unity" section of this 'Neptunia' Tutorial until around step 7.)
  2. Create a new unity project, ideally with the version of Unity set to "2022.3.62f2"
  3. Extract the contents of “nissan-main.zip” and drag them into the (newly-created) “Editor” folder within Unity (Assets > Editor)
  4. Add the original, unmodified .fbx and also your edited version to the Assets folder (*top level, with all the new folders!)
  5. On the top bar, go to Tools → Mesh → Generate Skinned Mesh Component.
  6. In the new window, drag the unmodified mesh component to the “Base Mesh” section (or select it from the menu)
  7. Add a Component (set it to 1)
  8. Drag your new, modified mesh component to the new “Element 0” section
    • Be sure to set “Tangent Option” to “From Normal” to retain the outlines!!!
  9. Click Generate!
  10. Repeat for EVERY INDIVIDUAL MESH COMPONENT YOU MODIFIED!!!
  11. When finished, select ALL modified mesh assets in the “Export” folder, right click, and select "Build Mesh AssetBundle”

[5] - UABEA
Overwrite Modified Data in Original AssetBundle(s)

(Using the Old Mod Guide for this section works just fine, so I'm just copying it 1-to-1 for right now; to be perfectly transparent)

  1. "Open the mesh_assets.unity3d file from the folder that appeared with UABEA.
  2. Go to Info, select a Mesh type asset, and choose Export Raw.
  3. Find the original asset file for the base model.
  4. Make a backup copy and open it in UABEA.
  5. For each mesh part:
    • Select the part in the archive.
    • Choose Import Raw, and select the corresponding custom mesh dump from Unity.
  6. Don’t forget to replace the texture! (not covered in this guide) ((although this one does!))
  7. Save your changes: press CTRL + S or use File → Save.
  8. Close the Asset Info window and save again."

Final Note:

You do NOT need to re-encrypt your mod! (UMML can do that for you!)

All you need to do when you have a finished mod is create a UMML-ready mod folder structure and then load it with UMML– yes, it's THAT easy!

Thanks, this really helps. I didn't fully get how textures are structured...
I think there should be all kinds of MODs out there (within a closed circle, at least).
A Christmas tree going full sprint, a horse head hitting the training grounds, CJ enrolling at the TraCen.all fair game,of course lol

Posted
6 hours ago, peachy.keane said:

@Soulz257 Sorry for taking a while to reply, been busy

 

I've been (slowly) working on a more in-depth modding tutorial alongside working on more mods myself, but it's been slow going.

Rather than waiting until I've gotten 5~ish mods deep before sharing it though, I'll just post most of what I have here for now:

(Disclaimer: I am still VERY new to this myself, and this is mostly intended as a supplementary guide for use alongside the other two guides)

 

(INCOMPLETE) Uma Modding Tutorial:

 

[1] - UmaViewer

Export and Decrypt AssetBundles

  1. Load the character with the outfit you want to modify.
  2. Under “Loaded Assets” select “Copy All” or “Copy Spawned” depending on:
    • If it’s a Character-Specific outfit, you’ll NEED to select “Copy All” to get the wet/dirt textures! (*otherwise, choosing "Copy Spawned" won't export those!)
      • To ensure that ONLY the assets you want to export are loaded, use "Other > Clear Loaded Bundle" to purge everything and then load relevant assets again!
      • (Also, you'll likely want to delete the “Shader” file inside the folder for your exported asserts– it often causes problems!)
    • If it’s a Generic outfit, simply choosing “Copy Spawned” will get you all assets, including wet/dirt textures.
  3. Save your exported assets somewhere safe.
    • Remember: it’s best practice to make copies of these files any time you would need to modify them!

[2] - AssetStudioMod
Extract Assets from AssetBundles

  1. In AssetStudioMod, select “File > Load Folder” and then navigate to the folder you saved the assets you exported from UmaViewer in.
    • You can make sure that the specific mesh/texture you wish to modify is actually in there using the “Filter Type” menu.
  2. Select “Model > Export all objects (split)” from the menu.
    • Ideally, you would save these assets to a new, separate folder as well!
      • If you know EXACTLY what assets you won’t need to modify, you can delete them to minimize bloat!
    • (For some reason, things like the wet/dirt textures don’t like to export this way; be sure to separately export them!)

[3] - Blender
Modify Mesh Data

  1. Import the model that you want to modify using "File > Import > FBX (.fbx)" from the menu.
    • Do NOT change any of the import settings from the default; keep the scale at 1.000!
  2. From here, you can (*mostly) edit the model as you see fit. (Personally, I suggest a– Model Edit > Weight Paint > UV Map > Texture Paint > Texture Edit –pipeline.)
    • *Though, please DO keep in mind the following:
      • Any newly-created vertices NEED to have at least SOME weight painting assigned to them!
      • If you want to REMOVE any mesh part, you CANNOT simply delete it– you must keep at least 1 tri (3 connected verts) or else you will encounter errors!
  3. When finished with your changes, export your modified model using "File > Export > FBX (.fbx)"
    • Importantly, you must change the export scale to 0.01!
      • (Also, to negate the chances of things going awry, I strongly recommend deleting anything not relevant to your mod before you export as well!)

[3.5] - Texture Editing
Modify Image Data

 

As far as I am aware, you can edit textures in any image-editing program you like– no need to 'preserve metadata' using Paint.net, or whatever.

  • That said, here is a disambiguation of how the textures in Uma work (*to my current understanding) for your convenience:
    • DIFF - Light color texture, used when fully lit. Most often just plain blocks of color, without much finer detailing or gradients.
    • SHAD_C - Dark color texture, used when shadowed. Almost identical to the _diff but a bit "muddier" and missing highlights.
    • BASE - The primary color mask for effects and details; each color channel corresponds to the following:
      • Red → Color Detail Mask - Establishes limits on the relationship between the Diff and Shad_c (100% is Always Lit, 0% is Always Shadowed)
      • Green → Specular Effect - Exhibits a 'Light Glint' effect when facing the camera; good for glitter, sequins, and the like.
      • Blue → Alpha/Transparency - (100% is OPAQUE, 0% is Transparent)
    • CTRL - The secondary color mask, seemingly ENTIRELY dedicated to yet more lighting effects; they are:
      • Red → "Metallic" Effect - (I am the most unsure of this one...)
      • Green → Matcap Effect
      • Blue → Rimlight Effect

[4] - Unity
Convert Modded Files for Importing

  1. (If you need a bit of help using Unity for the first time, you can largely follow the "Unity" section of this 'Neptunia' Tutorial until around step 7.)
  2. Create a new unity project, ideally with the version of Unity set to "2022.3.62f2"
  3. Extract the contents of “nissan-main.zip” and drag them into the (newly-created) “Editor” folder within Unity (Assets > Editor)
  4. Add the original, unmodified .fbx and also your edited version to the Assets folder (*top level, with all the new folders!)
  5. On the top bar, go to Tools → Mesh → Generate Skinned Mesh Component.
  6. In the new window, drag the unmodified mesh component to the “Base Mesh” section (or select it from the menu)
  7. Add a Component (set it to 1)
  8. Drag your new, modified mesh component to the new “Element 0” section
    • Be sure to set “Tangent Option” to “From Normal” to retain the outlines!!!
  9. Click Generate!
  10. Repeat for EVERY INDIVIDUAL MESH COMPONENT YOU MODIFIED!!!
  11. When finished, select ALL modified mesh assets in the “Export” folder, right click, and select "Build Mesh AssetBundle”

[5] - UABEA
Overwrite Modified Data in Original AssetBundle(s)

(Using the Old Mod Guide for this section works just fine, so I'm just copying it 1-to-1 for right now; to be perfectly transparent)

  1. "Open the mesh_assets.unity3d file from the folder that appeared with UABEA.
  2. Go to Info, select a Mesh type asset, and choose Export Raw.
  3. Find the original asset file for the base model.
  4. Make a backup copy and open it in UABEA.
  5. For each mesh part:
    • Select the part in the archive.
    • Choose Import Raw, and select the corresponding custom mesh dump from Unity.
  6. Don’t forget to replace the texture! (not covered in this guide) ((although this one does!))
  7. Save your changes: press CTRL + S or use File → Save.
  8. Close the Asset Info window and save again."

Final Note:

You do NOT need to re-encrypt your mod! (UMML can do that for you!)

All you need to do when you have a finished mod is create a UMML-ready mod folder structure and then load it with UMML– yes, it's THAT easy!

have a few questions about this
1. In the blender part, you said this: If you want to REMOVE any mesh part, you CANNOT simply delete it - you must keep at least 1 tri. For example, if I wanted to delete all the body and some clothes of the model to replace them, do I still need 1 tri connected? Does it have to be connected to something, and what do I do with it? Hide it?
2. In the UABEA part, you said: Don't forget to replace the texture, is it only for when I edit the textures, or do I have to do it even when I didn't edit them?
Posted
7 hours ago, Soulz257 said:
have a few questions about this
1. In the blender part, you said this: If you want to REMOVE any mesh part, you CANNOT simply delete it - you must keep at least 1 tri. For example, if I wanted to delete all the body and some clothes of the model to replace them, do I still need 1 tri connected? Does it have to be connected to something, and what do I do with it? Hide it?
2. In the UABEA part, you said: Don't forget to replace the texture, is it only for when I edit the textures, or do I have to do it even when I didn't edit them?

1. i added DeleteGeometry script in nissan update
you only need click right on mesh then "Delete Geometry". output file is _deleted

2. no need edit texture. you may need it for combine texture

Posted
18 hours ago, goofyahhcats said:

@peachy.keane 

u also need change Vertex Color to Float in Unity

if you want delete mesh without issue: select mesh you want to remove > click right > Delete Geometry > output can be found on suffix _deleted
 

BASE & CTRL map can be found here

 

Why do you need to change the vertex color to float? What happens if you don't do that?

(I ask because I didn't do that on my goofy/silly/stupid horse-mask mod, lmao)

 

Also that article you linked is a VERY cool resource; I can't thank you enough for linking that, but still, thanks a ton!

Posted (edited)
15 hours ago, Soulz257 said:

1. In the blender part, you said this: If you want to REMOVE any mesh part, you CANNOT simply delete it - you must keep at least 1 tri. For example, if I wanted to delete all the body and some clothes of the model to replace them, do I still need 1 tri connected? Does it have to be connected to something, and what do I do with it? Hide it?

1) It sounds to me like you just want to modify existing geometry within the M_Body mesh, and that's fine; editing that geometry (basically) however you like is fair game.

When I say "Mesh Component" or "Mesh Part" in the tutorial, I'm referring to the triangular icons in blender (officially, they're called 'mesh data blocks' but idk about elsewhere)

Most body models have just the 'M_Body', but it isn't uncommon for there to be other parts. (character heads have a lot of individual components, in fact)

When I made my Horse Mask Mod, I removed multiple mesh components from Golshi's head (because you wouldn't be able to see them anyway, and getting rid of them ensures they wouldn't clip through the mask) The only way to "remove" a mesh part, however, is to replace it with a 'blank' version of itself. That's what I meant by "you CANNOT simply delete it."

15 hours ago, Soulz257 said:

2. In the UABEA part, you said: Don't forget to replace the texture, is it only for when I edit the textures, or do I have to do it even when I didn't edit them?

2) Yeah, if you don't edit any of the textures, then you don't need to replace any of the textures, plain and simple.

Edited by peachy.keane
Posted
2 hours ago, peachy.keane said:

Why do you need to change the vertex color to float? What happens if you don't do that?

(I ask because I didn't do that on my goofy/silly/stupid horse-mask mod, lmao)

 

Also that article you linked is a VERY cool resource; I can't thank you enough for linking that, but still, thanks a ton!

vertex color wont generated on output

meaning outline mask wont generated on output

Posted
On 6/27/2026 at 8:12 PM, goofyahhcats said:

can you screenshot inside DMM Game Path?

both game data are in the same cygame folder
Umamusume is Glo steam
umamusume is Jp DDM

or can we just can we select folder data manually..?

World of Tanks Screenshot 2026.07.05 - 19.37.25.81.png

Posted (edited)

image.png.451081fdad3b9857b68f21b3e32e6b3b.png
Tried editing the waifish body (bust 0, style 0).
This might let me expand the range of half-nude stuff...
...Lost some of its individuality though.

Edited by einnarr
Posted (edited)

Since the last update, the mod stopped working. Does anyone know a solution?
From UMML, when I select the mod and choose "Load Assets Manual," I get a message saying "No platform folder detected. Are you loading unencrypted/legacy assets?" I select "No," and then I get the "Load Assets Now" message. I select "Yes," and the files seem to load without errors, but when I launch the game, the mod isn't activated.

I want to know if I'm doing something wrong or if the mod no longer works.

I'm using the mod on the global version; I didn't have any problems with that version before.

preview.thumb.png.6fee1aac4d237b.png

Edited by MaauPuvlo

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