Jump to content

Trails in the Sky 1st Chapter


Recommended Posts

Posted (edited)
On 10/1/2025 at 10:46 PM, Fartlockerr said:

My Best DOE Skin Edits.zip

 

 

I have made a new pack of my best modifications to the @amorrow28 DOA pack. There are 7 different costumes and all used a different slot.

I hope you enjoy!

Screenshot 2025-10-01 223607.png

Screenshot 2025-10-01 223704.png

Screenshot 2025-10-01 223750.png

Screenshot 2025-10-01 223822.png

Screenshot 2025-10-01 223849.png

Screenshot 2025-10-01 223903.png

Screenshot 2025-10-01 224000.png

Screenshot 2025-10-01 223953.png

Screenshot 2025-10-01 223658.png

Screenshot 2025-10-01 223630.png

 

 

Screenshot 2025-10-02 195019.png

Screenshot 2025-10-02 195036.png

My Best DOE Skin Edits.zip 18.09 MB · 0 downloads

Someone had requested Estelle using the body mesh I had used for Khloe, so I've added that to this pack.

Screenshot 2025-10-02 195019.pngScreenshot2025-10-02233454.thumb.png.1ec77d012337a572a44fb740d9624dbf.png

Edited by Fartlockerr
Posted
2 hours ago, Fartlockerr said:

Someone had requested Estelle using the body mesh I had used for Khloe, so I've added that to this pack.

Screenshot 2025-10-02 195019.png

so are there a complete nude mod like this for all 3 girls in the pack or just estel ?

Posted
1 hour ago, lunarfreya said:

so are there a complete nude mod like this for all 3 girls in the pack or just estel ?

There are 5 outfits for Estelle, 4 for Schera, and one for Khloe. Please reference the previous post on page 25 which has all of my newest mod mesh edits.

Posted

Can anyone help me.
I want to start with the basic modding tut but maby i am dumb

I unpacked the basic mod tools from fairy tail into Trails root and the game crashed at start up.
Wanted to get an cos for blender etc
Just to try it out.

Got all other tools and python.
What do i need to do.

Thanks in advance if someone can help me.

Posted (edited)

Question, working on some mods and I noticed an error on the hands. I understand it's probably a weight issue but what's the best way to fix it? All other weights seem to work as intended (or at least I just haven't noticed egregious errors yet).

 


 

Quote

 

error.png

hand1.png

hand2.png

 

 

Edited by SonicMan1234
Posted
1 hour ago, SonicMan1234 said:

Question, working on some mods and I noticed an error on the hands. I understand it's probably a weight issue but what's the best way to fix it? All other weights seem to work as intended (or at least I just haven't noticed egregious errors yet).

 


 

 

I'm not very good at weight painting, so I might not be much help. However, one possible issue could be that other vertex groups have weight paint on the hand when they shouldn't. Could you check the other vertex groups to see if that's the case?

Posted
23 minutes ago, fakecheng said:

I'm not very good at weight painting, so I might not be much help. However, one possible issue could be that other vertex groups have weight paint on the hand when they shouldn't. Could you check the other vertex groups to see if that's the case?

 

I don't think so. Going through both hands starting from Right/LeftHand to the fingers, they all seem fine? I have RightHand and RightHandThumb1 here for reference as they seem pretty close to each other but I have no idea if they're over lapping enough for the error. It looks fine to me but I also suck as weight painting.

RightHand.png

RightHandThumb1.png

Posted (edited)
54 minutes ago, SonicMan1234 said:

 

I don't think so. Going through both hands starting from Right/LeftHand to the fingers, they all seem fine? I have RightHand and RightHandThumb1 here for reference as they seem pretty close to each other but I have no idea if they're over lapping enough for the error. It looks fine to me but I also suck as weight painting.

 

 

Check other vertex groups like hips, spine1, spine2, etc. I once had a weird model deformation similar to the image above. When I check the model, I found that the hips had a small amount of weight paint assigned to the LeftFoot vertex group, which caused the character's butt to poke through the ground.

 

Another similar situation I’ve encountered is when I merge models: the model I'm merging has a vertex group that the target model doesn't have, which also causes issues like this. But again, I'm not sure if it's the same case for you.

Edited by fakecheng
Posted (edited)
3 hours ago, fakecheng said:

Check other vertex groups like hips, spine1, spine2, etc. I once had a weird model deformation similar to the image above. When I check the model, I found that the hips had a small amount of weight paint assigned to the LeftFoot vertex group, which caused the character's butt to poke through the ground.

 

Another similar situation I’ve encountered is when I merge models: the model I'm merging has a vertex group that the target model doesn't have, which also causes issues like this. But again, I'm not sure if it's the same case for you.

 

Nope, scrolling through the groups with arrow keys shows nothing lights up on hands except hand related groups, and I made sure my model had no weights and all were taken from Lakovic's nude base. Is it possible some weights got inside the hand mesh, or something? I know sometimes normals get flipped but I have no idea if that applies to weights too. I appreciate the rubberducking though. 

 

Should I just try and manually fix it by decreasing the weight a little bit? That might fix it but it doesn't seem like the best option, especially when both meshes I've imported so far seem to have this hand issue. 

 

 

issue.png

Edited by SonicMan1234
Posted
3 hours ago, fakecheng said:

----------Trails in the Sky 1st Chapter Secondary NPCs Underwear Mod Vol.2----------

Header1.thumb.jpg.2ed9b3ce3d24a8a4046b7904e2dacf77.jpg

Header2.thumb.jpg.f4181ea35e3fbe5bfa8ad0526e9233cf.jpg

Header3.thumb.jpg.cbe8bbc689f4d995846829c4e1de302a.jpg

Header4.thumb.jpg.8e566e5d3f1c6da26d6ab25fd005e471.jpg

 

Preview:

  Reveal hidden contents

AinaPreview1.jpg.bd6cd67196b6246caf740083a938edc9.jpgAliciaPreview1.jpg.532a7fd57abb495236a5c1de4cd86d71.jpgDorothyPreview1.jpg.9d66efb2c41ca6c782abacc664d272f5.jpgElissaPreview1.jpg.46fbfeff500db2c0db636084f95eb68d.jpgJillPreview1.jpg.ca424e5b3e356a79e122c0347f209e40.jpgJoshuaPreview1.jpg.113024fe87f5b80f28d52ad555ff1344.jpgJoshuaPreview2.jpg.2754eab72c02e701f96721c6df68de77.jpgLilaPreview1.jpg.54bfab0f8cf6516329c5f1e3a49e1ef1.jpgMaybellePreview1.jpg.d6fc61881ca7651596897e1fc53b4831.jpgTheresaPreview1.jpg.727a3a4f2b0e7578f39f378cf96fbaae.jpgTioPreview1.jpg.f5b111ce53ecc9b7880fd820b2af5c52.jpg

 

 

The secondary NPCs UDW Pack Vol.2 includes Aina, Dorothy, Elissa, Jill, Joshua(Female), Lila, Matron Theresa, Mayor Maybelle, Queen Alicia(with younger face) and Tio.

 

----------Download----------

SNpcUDW_Vol.2.7z 29.73 MB · 85 downloads

 

You can find other underwear mods here.

 

*Please do not repost or re-upload my published mods without my prior consent.

*If you wish to modify my mods or use materials from my mods while creating your own, you do not need to obtain my permission in advance. However, if you plan to publicly release your mod, please include a link to the original mod or give proper credit to me.

 

*請勿在未經本人事先同意的情況下轉載或重新上傳本人發佈的模組。

*如果你希望修改本人的模組,或在製作自己的模組時使用本人模組中的素材,無需事先取得本人同意。 但如果你打算公開發佈你的模組,請附上原始模組的連結,或註明本人為原始模組的原作者。

 

Installation:

 

Method 1: 

1. Follow this tutorial to unpack 'asset_common_model.pac' and 'image.pac'.

2. Choose the model you want to install, and place the mdl files into the game base folder\asset\common\model.

3. Open the 'Textures' folder, and move the 'asset' folder into the game base folder.

 

Method 2:

1. Download sora1looselad from here. Put 'xinput_1_4.dll' into the game base folder.

2. In game base folder, create the following directory:

  Reveal hidden contents

asset\common\model

3. Choose the model you want to install, and place the mdl files into game base folder\asset\common\model.

4. Open the 'Textures' folder, and move the 'asset' folder into the game base folder.

Will shea and lady Hilda be added

Posted
On 9/29/2025 at 9:46 PM, amorrow28 said:

 

There's no way that a mod that has textures will work on the switch without major work.  The MDLs depend on the textures being present, they will crash the game without the textures.  I also have serious doubts about whether my DOA mod could be made to work on switch even with proper textures, since lakovic's nudes are incredibly high-poly-count and the textures for all the models are high-res.  It might be possible, but I would start with much simpler mods and work upwards while troubleshooting.  Actually strike that, I know my DOA mods will never work because they rely on being MDL v1, which is not compatible with the Switch's GPU.

 

Some of the unskirt mod might work (specifically the non-Estelle non-Anelace models).  Estelle's models will not work because they are MDL v1, and Anelace will not work because her model has a modified texture.

That's okay, I understand and appreciate your patience in trying to think of a solution!

Posted (edited)

Hello, gentlemen. Once I was lost in a sea of basic nude mods, jobless and powerless, but now I have a disposable income and a will to change fate.

 

To put it simply, is there anybody around who I can commission to create a professional-quality mod of Estelle from this game with big tits and a FAT bubble butt, but in her completely vanilla outfit (or perhaps something close to it, with just a bit of tasteful cleavage)? Trails is my favorite game series, and Estelle is my favorite character from it... and I just happen to like really big fat titties and asses (probably too big, according to most in this thread, but I have to stay true to myself. I can't compromise on what makes me horny).


Something like this size:

 

Spoiler

EstelleBigbshadowedit.thumb.png.5f3978cdb07cdea8cff7dafa0b4dc8f0.png

 

 

When I say "professional-quality," also, I really mean I want something that could fool someone into thinking it's official content (the sexualization of it notwithstanding). I'm willing to pay up to $300 for this (in stages, as an anti-scam measure).

If anybody is interested, feel free to DM me.

Edited by PvtRyan96
Just being more specific
Posted
4 hours ago, SonicMan1234 said:

 

Nope, scrolling through the groups with arrow keys shows nothing lights up on hands except hand related groups, and I made sure my model had no weights and all were taken from Lakovic's nude base. Is it possible some weights got inside the hand mesh, or something? I know sometimes normals get flipped but I have no idea if that applies to weights too. I appreciate the rubberducking though. 

 

Should I just try and manually fix it by decreasing the weight a little bit? That might fix it but it doesn't seem like the best option, especially when both meshes I've imported so far seem to have this hand issue. 

 

 

issue.png

If the hand weights are painted correctly but the mdl still shows glitches in the game—like in your screenshot where the fingers look spiky, as if they had thorns—that usually means you just need to convert the mdl into a glb, then import the glb into Blender (using the most suitable Blender import option), and export it again as a glb (make sure to check Data → Mesh → Keep Tangents).

After that, extract the glb into meshes with kuro_gltf_to_meshes.py from @amorrow28’s script, and finally repack the meshes back into an mdl.

Usually, mdl files rebuilt this way may still come with certain bugs—for example, glasses disappearing when equipped, or hair color not changing. You can imagine how many issues I ran into while making these mdls.😂

 

Posted (edited)
23 minutes ago, lakovic said:

If the hand weights are painted correctly but the mdl still shows glitches in the game—like in your screenshot where the fingers look spiky, as if they had thorns—that usually means you just need to convert the mdl into a glb, then import the glb into Blender (using the most suitable Blender import option), and export it again as a glb (make sure to check Data → Mesh → Keep Tangents).

After that, extract the glb into meshes with kuro_gltf_to_meshes.py from @amorrow28’s script, and finally repack the meshes back into an mdl.

Usually, mdl files rebuilt this way may still come with certain bugs—for example, glasses disappearing when equipped, or hair color not changing. You can imagine how many issues I ran into while making these mdls.😂

 

 

So to make sure I understand it,

1. import the VB body

2. then export with Blender's built in .glb exporter...

3. then import that exported .glb with the same one provided in Blender

4. then export it again with the data options provided

5. then extract it with the script (which I assume will be VBs again?)

If it's a VB then it's just straight to pack into a .mdl file?

 

I'm sure it'll make more sense when I get to it but it's late for me and thinking of all these extra steps has my head spinning, haha.

glb.png

Edited by SonicMan1234
Posted
15 hours ago, snake230 said:

Can anyone help me.
I want to start with the basic modding tut but maby i am dumb

I unpacked the basic mod tools from fairy tail into Trails root and the game crashed at start up.
Wanted to get an cos for blender etc
Just to try it out.

Got all other tools and python.
What do i need to do.

Thanks in advance if someone can help me.

unfortunatley 3md (the base that very tail uses) is no longer valid for trails newer than daybreak. as for learning theres a great new person friendly discord. ijust look up kiseki modding discord :)

Posted
24 minutes ago, SonicMan1234 said:

 

So to make sure I understand it,

1. import the VB body

2. then export with Blender's built in .glb exporter...

3. then import that exported .glb with the same one provided in Blender

4. then export it again with the data options provided

5. then extract it with the script (which I assume will be VBs again?)

If it's a VB then it's just straight to pack into a .mdl file?

 

I'm sure it'll make more sense when I get to it but it's late for me and thinking of all these extra steps has my head spinning, haha.

glb.png

Suppose you’ve already created the .mdl, but it has issues in the game.
What you need is the kuro_mdl_to_basic_gltf.py script to convert the .mdl into .glb.
Next, import the .glb into Blender, and without making any changes, export it back as .glb (make sure to follow the import/export options I mentioned).
Then, use kuro_gltf_to_meshes.py to convert the .glb into a chrxxxx folder.
Finally, use kuro_mdl_import_meshes.py to pack it back into .mdl.

Posted
7 minutes ago, lakovic said:

Suppose you’ve already created the .mdl, but it has issues in the game.
What you need is the kuro_mdl_to_basic_gltf.py script to convert the .mdl into .glb.
Next, import the .glb into Blender, and without making any changes, export it back as .glb (make sure to follow the import/export options I mentioned).
Then, use kuro_gltf_to_meshes.py to convert the .glb into a chrxxxx folder.
Finally, use kuro_mdl_import_meshes.py to pack it back into .mdl.

 

Ah, got it. I keep thinking every change needs to be before the .mdl stage.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...