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Umamusume: Pretty Derby (Steam)


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Posted

hello, i have made a simple texture mod for one of the swim suit models (global ver.)
 


i tried also to change the model so that it has better geometry but it did not work in the game, i think i will have to restart it from scratch. if i succeed i will probably not make nude edits right away for the rest of the swimsuits because it is so tedious. instead i will make partial nude outfits for super creek to improve my skill and come back to swimsuits when it is more appealing.

 

i am interested in the technical side a little bit, it would be good if we can create a program that automates finding and repacking the files or at least the textures. it seems simple but so time consuming right now. if we include that to the modloader, could be we don't have to make different versions for different regions

Posted

unfortunately no matter what i try the model import either invisible, crashes the game, or looks like a skeleton like this:

 

Spoiler

Screenshot2025-07-24211309.png.7f0a84c4a1ee08a2b67ff6fdd1de738c.png

 

i am following tutorial linked by goofyahhcats so i do not know why it fails. could anyone list their process repacking from blender/exported fbx or how it is different from linked tutorial? i have tried umamusume's unity version, tutorial's unity version, and first unity version that does not give fbx error when importing (2022) and all fail.

Posted
1 hour ago, plunmup said:

unfortunately no matter what i try the model import either invisible, crashes the game, or looks like a skeleton like this:

 

  Reveal hidden contents

Screenshot2025-07-24211309.png.7f0a84c4a1ee08a2b67ff6fdd1de738c.png

 

i am following tutorial linked by goofyahhcats so i do not know why it fails. could anyone list their process repacking from blender/exported fbx or how it is different from linked tutorial? i have tried umamusume's unity version, tutorial's unity version, and first unity version that does not give fbx error when importing (2022) and all fail.


I had that happen when I exported the camera and lamp during the export fbx from blender part. It could be something else though? Like not closing UABE at the right parts?

Also does anyone know why my swimsuit mesh edit is getting cut in half and how I can fix it?

Spoiler

Screenshot_21.png.0c8288f8f598adaba4b97509b3d2c9fb.pngScreenshot_20.png.8be081eaf3ffe05e71fad7a8ed4a18ab.png



When importing back into Unity, there's verticies with no weight which I think could be it: 

ImportFBX Warnings:
Mesh 'M_Body_1' has 25 (out of 2750) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 1887, 1909, 2044, 2188, 2211, 2212, 2213, 2237, 2239, 2241 and so on...

UnityEngine.GUIUtility:ProcessEvent (int,intptr)

And when taking a look in blender I was able to find the verticies with no vertex group in the original mesh which looks like it lines up with the broken new mesh in viewer.

Spoiler

Screenshot_23.png.5a5f794e452e4165a910e9f37be98060.png



I'm just not sure if I did something wrong with the assetripper to Unity part or that the default mesh requires something else. Newish to Blender so not sure how to fix in there if I'm even supposed to.

Posted
23 minutes ago, asadfolghauis said:


I had that happen when I exported the camera and lamp during the export fbx from blender part. It could be something else though? Like not closing UABE at the right parts?
 

 

i have tried using the game model as the "new" model for test, and it still caused a skeleton without any blender involved. i will look again at uabe and see if i can find the problem.

Posted
2 hours ago, plunmup said:

unfortunately no matter what i try the model import either invisible, crashes the game, or looks like a skeleton like this:

 


 I haven't modded in a few years, but last I had a skeleton looking model, it was because the units and scale I had in blender did not match the game. 

Posted
On 7/19/2025 at 4:41 AM, 楪蘭楓 said:

image.thumb.jpeg.9ef3f5e28df9f1f81e247409289c8439.jpeg

 

Added support for more characters.

 

Agnes Digital
Air Messiah
Bubble Gum Fellow
Buena Vista
Cheval Grand
Copano Rickey
Curren Chan
Daitaku Helios
Espoir City
Fine Motion
Furioso
Grass Wonder
Haru Urara
Jungle Pocket
Katsuragi Ace
King Halo
Matikanefukukitaru
Matikanetannhauser
Mayano Top Gun
Mejiro Dober
Nice Nature
Nishino Flower
Rhein Kraft
Sakura Bakushin O
Sakura Chiyono O
Sakura Laurel
Smart Falcon
Special Week
Symboli Rudolf
Tokai Teio
Tosen Jordan
Yaeno Muteki

Knot of Ecstasy.zip 247.78 MB · 772 downloads

How exactly do we install this?
Do I extract the .zip into "C:\Users\{UserName}\AppData\LocalLow\Cygames\Umamusume\dat or %AppData%\..\LocalLow\Cygames\Umamusume\dat"

Posted
4 hours ago, Superant19 said:

How exactly do we install this?
Do I extract the .zip into "C:\Users\{UserName}\AppData\LocalLow\Cygames\Umamusume\dat or %AppData%\..\LocalLow\Cygames\Umamusume\dat"

dont think its a Global Version so might not work...

Posted

Why do you upload things here? that are not for steam version ,clearly written umamusume-pretty-derby-steam open glases people. 

Posted
1 hour ago, Geto999 said:

Why do you upload things here? that are not for steam version ,clearly written umamusume-pretty-derby-steam open glases people. 

This is also umamusume-pretty-derby-steam. There are two servers on steam. A global server and a Japanese server. This mod is for the Japanese server, not the global server.

Posted

unfortunately all i try fail for packing models. the skeleton bug is not a blender export problem, it happen even when trying to repack the original fbx as long as you treat it like edited model (use generate skin mesh script in unity, etc.) it is also not a problem of not closing the file properly in uabe.

 

if people who succeed when repacking models could tell me the unity version, uabe version, etc or could give a video that just show them repacking a model, maybe that helps. for now i stay to texture edits against my will.

Posted (edited)
44 minutes ago, plunmup said:

unfortunately all i try fail for packing models. the skeleton bug is not a blender export problem, it happen even when trying to repack the original fbx as long as you treat it like edited model (use generate skin mesh script in unity, etc.) it is also not a problem of not closing the file properly in uabe.

 

if people who succeed when repacking models could tell me the unity version, uabe version, etc or could give a video that just show them repacking a model, maybe that helps. for now i stay to texture edits against my will.

not sure but here skinned mesh modding guide & revised by chatgpt
tell is anyone want fix this guide, tried all this

Edited by goofyahhcats
Posted
On 7/25/2025 at 1:03 PM, plunmup said:

unfortunately no matter what i try the model import either invisible, crashes the game, or looks like a skeleton like this:

 

  Hide contents

Screenshot2025-07-24211309.png.7f0a84c4a1ee08a2b67ff6fdd1de738c.png

 

i am following tutorial linked by goofyahhcats so i do not know why it fails. could anyone list their process repacking from blender/exported fbx or how it is different from linked tutorial? i have tried umamusume's unity version, tutorial's unity version, and first unity version that does not give fbx error when importing (2022) and all fail.


this looks like a scale problem to me, either the model is bigger or smaller than the original one, if you could share the fbx/blend file i could look into it

Posted
On 7/19/2025 at 7:41 AM, 楪蘭楓 said:

image.thumb.jpeg.9ef3f5e28df9f1f81e247409289c8439.jpeg

 

Added support for more characters.

 

Agnes Digital
Air Messiah
Bubble Gum Fellow
Buena Vista
Cheval Grand
Copano Rickey
Curren Chan
Daitaku Helios
Espoir City
Fine Motion
Furioso
Grass Wonder
Haru Urara
Jungle Pocket
Katsuragi Ace
King Halo
Matikanefukukitaru
Matikanetannhauser
Mayano Top Gun
Mejiro Dober
Nice Nature
Nishino Flower
Rhein Kraft
Sakura Bakushin O
Sakura Chiyono O
Sakura Laurel
Smart Falcon
Special Week
Symboli Rudolf
Tokai Teio
Tosen Jordan
Yaeno Muteki

Knot of Ecstasy.zip 247.78 MB · 926 downloads

 

So this doesn't work on the Global/English version? How hard is that to port over and is it being worked on?

Posted
7 hours ago, BLACKGODCOMPLEX said:

 

So this doesn't work on the Global/English version? How hard is that to port over and is it being worked on?

The files are probably identical, it's a matter of:

 

- Identify which file goes to which character in the JP version

- locate said file in the Global directory

- Change filename so it specifies correct file in Global.

Posted
9 hours ago, dgainey said:

The files are probably identical, it's a matter of:

 

- Identify which file goes to which character in the JP version

- locate said file in the Global directory

- Change filename so it specifies correct file in Global.

so doing it manually will take a very long time lol

Posted (edited)
9 hours ago, dgainey said:

The files are probably identical, it's a matter of:

 

- Identify which file goes to which character in the JP version

- locate said file in the Global directory

- Change filename so it specifies correct file in Global.

different unity version
DMM version are compiled assetbundle & have added bone. so it doesn't not work unless re-weight group

i using mesh generate & UABEA method

Edited by goofyahhcats
Posted
On 7/18/2025 at 3:06 PM, dgainey said:

The MOD MANAGER is not robust enough to use in tandem with modding yet. Its backup system is unreliable, occasionally losing track of core files. Instead of moving backups, it should be generating copies to prevent data loss due to collision when editing.

 

As it stands, if some but not all of the files in the original data pack match the files in a mod, the mod can be labeled as "Active" when it is not. and the manager cannot correctly parse the change. It can lead to certain complications.

 

You also have to switch a mod off before changing the files, or the mod enters an un-readable sub-state. Basically, there are some data errors to be managed.

Yeah I know the current backup system for the original files is not the best solution, Steam not redownloading the original files automatically when you deactivate (remove/delete) a modded file is annoying 😅
I'll see what changes to implement.

Posted
6 hours ago, entertheeversogrowingvoid said:

damn, no futa mods yet

we live in a society

Futa mods always require some level of extra attention because of clipping, sizes, physics etc but god i wish more people made em

Posted
8 hours ago, fixphantomcheer said:

Futa mods always require some level of extra attention because of clipping, sizes, physics etc but god i wish more people made em

Dont even have basic nude mods for everyone yet, lets figure that out first lol

Posted

What do I need to do to install these mods? please   I tried to copy the file and overwrite it in this path, but it doesn’t seem to take effect.

Snipaste_2025-08-01_01-47-56.png

Posted (edited)
2 hours ago, 西域23 said:

What do I need to do to install these mods? please   I tried to copy the file and overwrite it in this path, but it doesn’t seem to take effect.

Snipaste_2025-08-01_01-47-56.png

costume mod are made 3*
you need unlock first

i don't recommend overwrite, there a fork called UMPD Mod Loader (original made for JPN)
but only mod support that

Edited by goofyahhcats
Posted (edited)
13 hours ago, 西域23 said:

What do I need to do to install these mods? please   I tried to copy the file and overwrite it in this path, but it doesn’t seem to take effect.

Snipaste_2025-08-01_01-47-56.png

You have to have mods that are specific to your version, whether that be the Steam or DMM version, which there are only about 3-4 mods for the Steam version at the moment

Edited by Soninthe3rd

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