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Digimon Story Time Stranger Mods


sakayuki

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Posted

I had an idea for a time stranger mod. You know how normally there's a convo system for your digimon right? You know how specific digimon have specific dialogue exclusive to them right? Someone could make a mod where the dialogue of the waifumon are all lewd stuff, if possible to have higher bond levels trigger different dialogue options. You could make the dialogue choices point to different places in the spectrum of sadistic vs masochistic and dominating vs submissive (for example philanthropy would be maso & sub, valor would be sadist & dom, wisdom would be sadist and sub and amicability would be maso & dom). Assuming someone puts in enough work it'd even be possible to give each waifumon their own niche/fetishes. For example since Junomon is kinda yandere coded you could have dialogue where she plays coy about someone stealing the MC's underwear or you could question her about why you're waking up with a weird fishy taste in your mouth lately and stuff like that that imply she's letting her urges take over and do naughty things towards the MC... Since Angewomon is supposed to be a prim and proper lady you can have dialogue about how you made her wear toys under her clothes and she's worried someone might find out...

Posted (edited)

 

Spoiler

 

 

image.jpeg.4187f985d39f743f266cd19558675aa0.jpeg

 

 

 

 

1984270_130.jpg.24213e1353714a7a241fd23ecb03a567.jpg

 

 

 

1984270_131.jpg.92ff0c292aa9e11b5359dd2b254e322d.jpg

 

 

ROSEMON_192584.zip

 

JUNOMON_603591.zip

 

MERVAMON_342407.zip

 

 

 

This is a mod I made after discovering that the cape doesn't have a black outline. 


Kind of empty due to lack of skills....

 

I have converted the original 'img file' into 'dds file' and enclosed it together, so if you can produce it with better quality, please revise it and use it.

 

Edited by Shoichi
Posted
15 hours ago, perverted demon said:

Pantyless.Hiroko.Inori.FMC.zip 1.32 MB · 79 downloads

 

I removed the black void the lazy way from fMC, Inori and Hiroko because they are too visible, just photoshopped the black out of the texture files (.img rename .dds then back).

0 details but hopefully somebody makes a much more detailed version later, but for now this is better than the distracting abyss in every cutscene.

 

edit: Another lazy mod, Lilithmon recolored legs to bare. 

Preview.png.9bd9ac904dd2ceb23ec9c0ffe0ae2335.png

Lilithmon.Barelegs.zip 1014.53 kB · 37 downloads


Really impressive to see how fast things are moving now. Even though we’re still limited to texture work, it’s great to see that people are already managing to clean up the black voids, recolor outfits, and even refine shading without breaking the models.

 

 

10 hours ago, Murbor said:

I found this just now. Does anybody know if this is a real mod, or just a really good photoshop or something?

 

 

inori1.jpg.2e01b3bf5ad1cd8bed238191a8b4ce09.jpg

inori2.jpg.19f5e5488c0492e29d2d43540ca69950.jpg

 


looks more like a heavily edited render or an AI upscale rather than an in-game mod — mainly because the lighting and reflections don’t match the game’s engine output. But it’s a good indicator of what might eventually be possible once proper mesh exporting and re-rigging become stable.

 

 

7 hours ago, Shoichi said:

 

 

image.png.40bfe50839e39cb728599d14f12386fa.png

 

 

It is impossible because there is a black outline.

It would be nice if I could change the model
For now, only the texture can be modified.

7 hours ago, Shoichi said:

 

 

 

This is a mod I made after discovering that the cape doesn't have a black outline. 


Kind of empty due to lack of skills....

 

I have converted the original 'img file' into 'dds file' and enclosed it together, so if you can produce it with better quality, please revise it and use it.

 



That examples with the cape and shader masks show that the material system is surprisingly flexible once you unpack the .img and convert to .dds.
So for now, texture repaints and shader adjustments are the way forward, but with the progress we’ve seen this week, I’d say we’re not far from proper model edits once the exporter tools drop.

Posted
On 10/23/2025 at 9:51 AM, Doctor Smashman said:

Since model edits are off the table for now, I don't suppose we could get a minor texture edit to Lilithmon to give her dark bags under her eyes like how wanderjegson draws her? The look's grown on me.

 

  Hide contents

865cbe3acf440328e483cf501f8c94e51.jpeg.dea1a9d9d12736fcdb5acd9ff5664731.jpeg

 

Eyebags are fucken hot

Posted
On 2025/10/25 at 午後3時6分, perverted demon said:

パンティレス.ヒロコ.祈.FMC.zip 1.32MB · 116 ダウンロード

 

fMC、Inori、Hiroko の黒い空間は目立ちすぎるので、Photoshop でテクスチャ ファイルから黒を消しました (.img を .dds の名前を変更して戻します)。

詳細はまったくありませんが、後で誰かがもっと詳細なバージョンを作成してくれることを期待しています。今のところは、カットシーンごとに邪魔になる深淵よりはましです。

 

編集: もう一つの怠惰なモッド、リリスモンの脚を裸に再着色しました。 

プレビュー.png.9bd9ac904dd2ceb23ec9c0ffe0ae2335.png

リリスモン.裸足.zip 1014.53 KB · 61 ダウンロード

Sorry if this seems like a very basic question, but how do you apply this?
I'm using machine translation, sorry if it sounds weird.

Posted (edited)
2 hours ago, zzeney said:

Sorry if this seems like a very basic question, but how do you apply this?
I'm using machine translation, sorry if it sounds weird.


Small Note:
You mentioned that you are using machine translation.
If you have any trouble understanding my instructions below, please let me know which language you are most comfortable with — I can write the explanation again in your preferred language.

You need Reloaded-II to use these mods:
🔗 Reloaded-II

Then download these required mods:

  1. 🔗 Digimon Story: Time Stranger Mod Loader – needed for all DSTS mods

  2. (Optional) 🔗 Ryo Framework – some mods use this for loading files


Steps to install and use:

  1. Install and open Reloaded-II.

  2. If your game does not show up:

    • Click the “+” button on the left side of Reloaded-II.

    • A window will open. Go to your game’s folder, usually here:
      C:\Program Files (x86)\Steam\steamapps\common\Digimon Story Time Stranger

    • Select the folder where the game’s .exe file is and click Open.

    • Now the game will appear on the left side with its icon.

  3. To install mods:

    • Drag and drop each .zip file (from the links above) into Reloaded-II.

    • Wait until the mods show up in the list.

    • Click the small grey box next to each mod to activate it (it changes from “–” to “+”).

  4. When all mods are ready, click “Start Application” in the top-left corner to run the game.


⚠️ Important: Always start the game from Reloaded-II.
If you open the game normally (from Steam), the mods will not work.

 

 

Edited by Soulbreaker88
hyperlink correction
Posted (edited)
1 hour ago, GayKobold said:

Is it planned to make a nsfw mod of some of the male Digimon as well someday?

 

Hard to say for now — most modders are still focused on getting model exporting and re-rigging to work properly. Once that’s stable, people will probably start experimenting with more character variety, including male Digimon.

That said, it’s likely that the female characters will take priority at first, simply because they’re already the main focus of current texture and outfit work. But yes, male Digimon mods could absolutely follow later — the real challenge right now lies in getting the technical side (exporting, rigging, and shaders) fully functional. Once that’s solved, topics like that will probably come up again naturally.

 

30 minutes ago, checkingall said:

How's the chance of animation/pose edit tools? Editing "ride" animations would be very interesting.

 

Woah, wow — hold your horses! 😅 (pun absolutely not intended, considering we’re talking about ride animations...)
We’re still quite a bit away from that point though. Animation and pose editing aren’t possible yet, since the exporter and skeleton data aren’t fully supported.

That said, it would be interesting to see just how… universally applicable a “ride” animation could become once editing is possible. 😏
Might turn out to be quite a complex task — but yeah, realistically, we’re still some distance away from that stage.


 

I’ve been digging into this stuff by myself for a few days now — not as a modder (I’ve got zero real experience with that), but just out of curiosity and because I wanted to understand why we’re stuck at this point. I am great in theory and understanding how things work - but I am not the practical guy.
From what I’ve gathered, it looks like we’re hitting a few specific bottlenecks that might explain the current limitations.
So, please correct me if I’m wrong — these are just my thoughts and possible directions to look into:


Export / Import pipeline

It seems like the biggest issue right now is keeping the Skinned Mesh + bone structure intact during export.
Maybe it’s worth experimenting with AssetRipper + Unity Studio, or even a custom FBX exporter that properly preserves the vertex weights and bone mapping.
Resident Evil and Tekken modders had similar problems early on — they fixed it by writing a custom exporter that handles weighted bones differently from Unity’s default system.


Skeleton structure

From what I could tell, the bone hierarchy is probably linked to vertex constraints inside the game’s engine.
That could explain why simply editing meshes breaks everything.
So maybe testing a neutral skeleton (like the one from Hacker’s Memory) and transferring the weights over in Blender could work — if the bone count and names stay identical.
If not, maybe an overlay mesh that sits on top of the original could be a workaround — other modders used that trick in Unity-based games to bypass rigging errors.


Animation hooks

Animations appear to be bound to character IDs.
If someone with scripting skills could take a look at the Animation Controller using UABEA or UnityEX, we might learn whether clips can be replaced or redirected.
And if not, maybe the RyoFramework could be expanded with an animation override hook — basically letting modders inject custom poses or idle states.
That would open up a lot of creative possibilities later on.


🔧 TL;DR

I might be totally off here, but I think the next steps could look something like this:

  1. Focus on reliable export/import — that’s the key.

  2. Try using a neutral skeleton or overlay mesh to avoid breaking the rig.

  3. Work towards an animation-hook system via RyoFramework.

Once those foundations are in place, the rest (outfits, physics, body edits, even animation mods) will probably follow naturally.


What do you guys think? Maybe someone with more technical experience could confirm if that approach makes sense — or tell me where I’m completely off. Either way, I’d love to learn more about the process.

Edited by Soulbreaker88
grammar correction
Posted
1 hour ago, Soulbreaker88 said:

 

Export / Import pipeline

It seems like the biggest issue right now is keeping the Skinned Mesh + bone structure intact during export.
Maybe it’s worth experimenting with AssetRipper + Unity Studio, or even a custom FBX exporter that properly preserves the vertex weights and bone mapping.
Resident Evil and Tekken modders had similar problems early on — they fixed it by writing a custom exporter that handles weighted bones differently from Unity’s default system.

 


Hey, I'm not a modder so I might be saying complete BS here, but what if you just ask ChatGPT to match vertex weights and bone mapping? I think you can upload .obj files and CSV/JSON files of the weight maps to it.

Posted
13 minutes ago, checkingall said:


Hey, I'm not a modder so I might be saying complete BS here, but what if you just ask ChatGPT to match vertex weights and bone mapping? I think you can upload .obj files and CSV/JSON files of the weight maps to it.


 

Hey, don’t worry — that’s actually a really good and creative thought!
You’re definitely not talking BS — a few modders (me included but I am only theoretical 😅) already thought about using ChatGPT or similar AI tools to speed up bone and weight mapping.

But here’s the catch:

What ChatGPT can do

It can explain how weight mapping works, how to use Blender’s Data Transfer or Surface Deform modifiers, and even help you write scripts that automate the process once you’re inside Blender or Unity.
So basically, it’s great for theory, guidance, or generating small Python snippets for automation.

What ChatGPT can’t do

It can’t actually process 3D files like .obj, .fbx, or .dae.
You can’t upload a model and have it “fix” or “match” vertex weights — because that requires manipulating binary mesh data, which LLMs can’t interpret or compile.
Also, .obj doesn’t even contain bones or weights — only geometry and UVs — so the moment you export a rigged model as .obj, that information is gone.

Why it’s trickier than it sounds

Even if you could map vertices with AI, the real challenge isn’t the math — it’s getting the engine to accept the modified mesh.
That’s why a proper import/export pipeline is still the missing piece for DSTS mods.
The weights can be copied in Blender easily — the game integration is the hard part.

So yeah, great thinking — and don’t apologize for bringing it up!
It’s a smart idea that a lot of people in modding circles are experimenting with.
Once stable exporter tools exist, AI might actually play a role in automating rig clean-up or deformation checks later on.

Posted
9 hours ago, Soulbreaker88 said:

 

Hard to say for now — most modders are still focused on getting model exporting and re-rigging to work properly. Once that’s stable, people will probably start experimenting with more character variety, including male Digimon.

That said, it’s likely that the female characters will take priority at first, simply because they’re already the main focus of current texture and outfit work. But yes, male Digimon mods could absolutely follow later — the real challenge right now lies in getting the technical side (exporting, rigging, and shaders) fully functional. Once that’s solved, topics like that will probably come up again naturally.

Thanks for the in-depth reply. I can wait patiently then until someone wants to work on it.

Posted (edited)
5 hours ago, perverted demon said:

Even more ultra lazy, 0 effort mods (I know those suck but Im doing them to give ideas in case anybody does them better lol)

 

Mastemon and Minervamon, they look bad unless under direct lighting

Throw to Reloaded-II and check them out.

Minervamon lazy flesh colored shorts.zip 827.46 kB · 29 downloads Mastemon lazy lwd edit.zip 340.43 kB · 29 downloads

Hey, just a small thought — would you mind adding a quick preview image for future uploads? Like you did with Abyss Walker Jesmon?

It’s usually more convenient for everyone to see how a mod looks before installing it, rather than having to throw it into Reloaded just to check. Even a single in-game screenshot helps a lot to show lighting, tone, or material changes at a glance.

Your uploads are super helpful for giving people ideas — having a preview would just make them even easier to browse and compare.

Edited by Soulbreaker88
Posted
On 10/25/2025 at 5:04 PM, Shoichi said:

 

 

 

This is a mod I made after discovering that the cape doesn't have a black outline. 


Kind of empty due to lack of skills....

 

I have converted the original 'img file' into 'dds file' and enclosed it together, so if you can produce it with better quality, please revise it and use it.

 

 

I made some edits to your mod for Rosemon BM, bit recolors and repositioning to look like this, hope its to your liking.

 

although I lack skill to get rid of the lighting/shadows lol

image.png.e66381d70dd66276063b0a3bcbb6a0f7.png

ROSEMON_192584.zip

Posted
1 hour ago, Soulbreaker88 said:

Hey, just a small thought — would you mind adding a quick preview image for future uploads? Like you did with Abyss Walker Jesmon?

It’s usually more convenient for everyone to see how a mod looks before installing it, rather than having to throw it into Reloaded just to check. Even a single in-game screenshot helps a lot to show lighting, tone, or material changes at a glance.

Your uploads are super helpful for giving people ideas — having a preview would just make them even easier to browse and compare.

 

Done!

Posted
On 10/12/2025 at 2:09 PM, perverted demon said:

for the textures, I found out that it is possible to make lazy edits on existing recolor mods by renaming the .img files to .dds then using Photoshop, save as BC1 then rename from .dds to .img then load with Reloaded-II 

Its very meh though because its just textures not models.

 

edit: example of lazy edits attached.

digimonstorytimestranger.skin.Inori.Uncensored.zip 549.17 kB · 121 downloads Kanon_retexture_for_femc1_0_0.7z 191.85 kB · 92 downloads

These mods are not working for me. For the Nexus mods, I simply download the zip file and drag them into Reloaded-II and it works fine. But none of  the mods on Loverslab work for me using that methode(Reloaded-II). Does anyone happen to know what I am doing wrong?

Posted (edited)
On 10/31/2025 at 2:31 AM, mafuba said:

These mods are not working for me. For the Nexus mods, I simply download the zip file and drag them into Reloaded-II and it works fine. But none of  the mods on Loverslab work for me using that methode(Reloaded-II). Does anyone happen to know what I am doing wrong?

Try this one, all of them combined

 

Edited by perverted demon

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