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Trails in the Sky 1st Chapter


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Posted
7 hours ago, __AlilA__ said:

I’ve made another update to my Sky 1st mod manager.

 

Since quite a few people wanted cel shading, the manager can now generate a patch from the right-click menu.

Some source mods are paid, so I can’t share modified copies directly; the patch is generated locally instead.

It only changes the body and face shading, leaving the clothing untouched.

 

I also added MI Studio for easier MI/physics editing, and modified the loose-loading DLL to show when the game accesses local MDL/MI files.

 

One thing I noticed during testing: after entering the game world, the currently equipped outfit appears to remain in memory, so its MDL/MI files are no longer read from disk.

For before/after comparisons, avoid entering the field with the outfit you are testing equipped.

It is better to compare changes from the costume menu whenever possible.

 

GitHub: https://github.com/OmnisyR/looseleaf-mod-manager
Releases: https://github.com/OmnisyR/looseleaf-mod-manager/releases

Hopefully these tools make creating and testing mods a bit easier.

 

image.thumb.png.78d9ea50e9c3c54c035a59e897603ccf.png

 

image.thumb.png.6d1bfd5211f1dd3e82e0a64f4fd9c153.png

 

image.png.6d4a1ea001381132ef60050f79480ba4.png

 

Really cool work on automating the cel-shading. I did it manually for several of the outfits, took a long time... this would have been perfect.

Posted (edited)

Lakovic's mod's install.bat file keeps saying its not in the root directory. Anyone having this issue? im on the current steam version and have the full version of the mod.

Edit: having smart app control on in windows settings, even when ran as admin, made the bat file fail. Turning it off made it work right away

Edited by Six72
Posted
12 hours ago, lakovic said:

This is a brilliant invention! 👍👍
 

MI Studio has definitely made things much more convenient for mod creators.

As for the MDL viewer, I may have misunderstood what you meant. I thought you were referring to something similar to importing a model into Blender and viewing it directly in an A-pose—essentially a standalone MDL viewer that could display the model without going through the game or Blender. However, I imagine that would be a very difficult feature to implement.

In any case, I hope to see you continue updating the project and adding even more features. Keep up the great work!

Actually, I’m working on it.

 

Right now, preview images often have to be added manually, and a single image is rarely enough for a large mod pack.

A built-in viewer would make it much easier to inspect every model directly.

 

Basic model rendering is already working, but the full pipeline is still fairly heavy.

I’m looking for ways to improve performance and provide clearer visualization of model data, and eventually shader/material information as well.


image.png.2ede7100d702bca49b7277c0a4d7cfac.png

Posted
On 7/11/2026 at 10:21 PM, __AlilA__ said:

I’ve made another update to my Sky 1st mod manager.

 

Since quite a few people wanted cel shading, the manager can now generate a patch from the right-click menu.

Some source mods are paid, so I can’t share modified copies directly; the patch is generated locally instead.

It only changes the body and face shading, leaving the clothing untouched.

 

I also added MI Studio for easier MI/physics editing, and modified the loose-loading DLL to show when the game accesses local MDL/MI files.

 

One thing I noticed during testing: after entering the game world, the currently equipped outfit appears to remain in memory, so its MDL/MI files are no longer read from disk.

For before/after comparisons, avoid entering the field with the outfit you are testing equipped.

It is better to compare changes from the costume menu whenever possible.

 

GitHub: https://github.com/OmnisyR/looseleaf-mod-manager
Releases: https://github.com/OmnisyR/looseleaf-mod-manager/releases

Hopefully these tools make creating and testing mods a bit easier.

 

image.thumb.png.78d9ea50e9c3c54c035a59e897603ccf.png

 

image.thumb.png.6d1bfd5211f1dd3e82e0a64f4fd9c153.png

 

image.png.6d4a1ea001381132ef60050f79480ba4.png

How do I adjust the chest physics parameters using MI Studio? Every time I enter the parameters and apply them, the in-game character's physics effects don't change.

微信图片_20260715120629_298_21.png

Posted (edited)
3 hours ago, WPSC said:

How do I adjust the chest physics parameters using MI Studio? Every time I enter the parameters and apply them, the in-game character's physics effects don't change.

 

I found out what the problem is — the changes only take effect after I restart the game every time I apply them. Is there any way to make them take effect without restarting the game? I can't adjust the physics effects in real-time in-game the way you described.

There's another issue: this MI Studio can't edit Lakovic's .mi files.

Edited by WPSC
Posted (edited)
8 hours ago, WPSC said:

I found out what the problem is — the changes only take effect after I restart the game every time I apply them. Is there any way to make them take effect without restarting the game? I can't adjust the physics effects in real-time in-game the way you described.

There's another issue: this MI Studio can't edit Lakovic's .mi files.

关于问题 1:

MI Studio 并不是实时修改游戏内存的工具。

当你更换服装时,其模型和物理数据就已经加载到内存中,无法直接修改当前已经加载的实例。

新应用的 .mi 会在下一次加载该模型时生效。

例如:

  1. 穿着服装 A 进入游戏世界,此时 A 已经加载,之后的 MI 修改,直到游戏重启,不会再影响到 A (至少我现在观测来看是如此,似乎它的内存不会被释放了)。
  2. 打开菜单并选择服装 B,但不要穿着 B 返回游戏世界。
    由于 B 尚未加载到世界场景中,它只要在菜单界面就可以被热更新。
  3. 在 MI Studio 中修改目标字段,例如将 LeftBreast/is_disable 和 LeftBreast_Top/is_disable 都设为 true。
  4. 点击保存到 Mod 和应用到游戏。
  5. 由于 B 已经加载完毕,则需要先切换到其他任意服装,再切换回 B。
    这样会重新加载 B,新参数便会生效,胸部物理消失。

 

关于问题 2:

这一点确实容易产生误解,因为 Lakovic 的 Mod 使用了不同的骨骼命名方式。

MI Studio 默认置顶的是 LeftBreast、LeftBreast_Top,因为官方模型主要使用这些名称。

但 Lakovic 的模型使用的是 LeftChest 和 LeftChest_Top 等骨骼。

你需要手动展开 DynamicBone,在下方找到 LeftChest_Root/Joint/LeftChest 等条目后进行编辑,你也可以点击右侧的星号将其置顶。

 

==============================================================================================================

 

Regarding issue 1:
MI Studio is not a tool for modifying the game’s memory in real time.

Once an outfit changed, its model and physics data are loaded into memory.

The currently loaded instance cannot be modified directly.

A newly applied .mi file will take effect the next time the model is loaded.

For example:

  1. Enter the game world wearing Outfit A.
    Outfit A is now loaded, and subsequent MI changes will not affect it until the game is restarted, at least based on my observations so far (It seems its memory will not be released).
  2. Open the menu and select Outfit B, but do not return to the game world wearing it.
    Since Outfit B has not yet been loaded into the world, it can still be hot-updated at the menu interface.
  3. In MI Studio, edit the desired fields.
    For example, set both LeftBreast/is_disable and LeftBreast_Top/is_disable to true.
  4. Click Save to MOD, followed by Apply to Game.
  5. Once Outfit B has been loaded, switch to any other outfit and then switch back to B.
    This reloads Outfit B, allowing the new parameters to take effect and disabling its breast physics.

 

Regarding issue 2:

This is understandably confusing because Lakovic’s mods use a different bone-naming convention.

MI Studio pins LeftBreast and LeftBreast_Top by default because these names are primarily used by the official models.

However, Lakovic’s models use bones such as LeftChest and LeftChest_Top instead.

You need to manually expand the DynamicBone section and find entries such as LeftChest_Root/Joint/LeftChest farther down the list.

You can then edit them and click the star on the right to pin them to the top.

Edited by __AlilA__
Posted
On 1/22/2026 at 6:28 AM, lakovic said:

About the achievement issue:
This is usually caused by using a cracked version of steam_api64.dll.
There is a backup of the original file in the mods folder. However, if you restore the original file, you will no longer be able to use third-party DLCs.

 

Any fix for this? Isn't there a Version that adds the Outfits to shops instead of DLC?

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