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Pokemon Legends: ZA


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Posted
3 minutes ago, Scarecrow03 said:

Do you know how to delete a single mod from a mod bundle? Or do i need to create the whole bundle again excluding  what i wanted to remove?

I think you just gotta replace the old bundle with a new one with unchecked mods that you dont want in the newly built one or if you have more mods, rescan for mods and tick the boxes of the mods you want 

Posted
1 hour ago, leonhartd666 said:

something in the mod pack crashing my game after the dude with 3 starters runs off cant get past that

Who's pack did you grab/which version of the pack? Also these packs are specifically for v1.0 of the game and presumably on Ryujinx Canary (1.3.203) and using at least the settings I posted earlier in this thread. I am unable to test these packs on other emulators or an actual switch.

I did test this just now on a new save file and was able to get past the tutorial with no issues.

Posted
3 minutes ago, BlazingBeast said:

I think you just gotta replace the old bundle with a new one with unchecked mods that you dont want in the newly built one or if you have more mods, rescan for mods and tick the boxes of the mods you want 

i have been applying  updated mods like emma v1 to an existing bundle only marking emma v1 did replaced the first version without removing all other mods previously  installed. So i guess we can replace mods but not delete them unless you delete the bundle and create a new one remembering all the mods it had activated 

Posted (edited)
38 minutes ago, Scarecrow03 said:

i have been applying  updated mods like emma v1 to an existing bundle only marking emma v1 did replaced the first version without removing all other mods previously  installed. So i guess we can replace mods but not delete them unless you delete the bundle and create a new one remembering all the mods it had activated 

Delete and recreate because the old ones ive made had the thicc emma mod so that might have issues with nude emmav1

Edited by BlazingBeast
Posted (edited)
20 hours ago, ItsAFoxMan said:

All the mods listed are packed together via trinity mod. HD mod is already in it and working.

 

I was asking because I don't want to use some of the mods you included in your pack. Ideally, I would like the HD mod to be compatible with the mods I currently have installed, and the only conflicting mod with the HD textures is the Boobier Taunie mod. If I use your pack, I am forced to use some mods I don't like. Since I have my mods all added to the romfs folder as one singular mod, can I just make a copy of the contents of my romfs folder, add it to a folder named "mods" or something, add it to Trinity and then pack with HD textures mod? Or is my understanding of the process flawed?

Edited by PolskaKielbasa
Fixed an error
Posted
16 hours ago, sinonwastaken said:

before exporting, select every object you want to use in the model. The body, face, face objects, hair, any objects, select them all, then do the export process. The player character is a bit different, but for other characters, anything that is going to be edited needs to be included in the folder. That includes the trmbf and trmsh, any btnx files, and I would include the edited _lod1 and _lod2 files. Look to my previous post for lods.

 

You can of course include everything, since the files arent too big. My mods for Gwynn include 7 variations, all 7 include every single default and edited files, and its only 126.44MB.

 

In switch tool box, when you double click a .btnx file it creates a usable image, which you can save as any format. Once youve made any edits, go back into switch toolbox, right click on the image, not the btnx part, and click replace, finding the edited image. Once you've done that, right click the btnx file and select export. Dont change the name, and you should be good

 

Thank you for the reply! Helpful for sure, though I'm still not quite getting some of what you described. Sorry if I get pedantic here, I've been guessing what to do but nothing's quite working yet so I'm trying to really get it.

 

When you say "select every object you want to use in the model," does that mean literally only take what I want to be visible on the model? So in Urbain's case, his mesh objects are: baggage (bag on his back), barefeet, barehands, body, body_skin (which is just his neck), eyeball, face, face_parts, fronthair, and hair. In my case it seems the only objects I want from him are eyeball, face, face_parts, fronthair, and hair, and then I'm assuming I need to replace one of his other objects with the nude body object I prepared, so here let's say I name it 'body_skin_mesh' and use that in the export. Is that correct?

 

Is there anything special I need to do with my nude body mesh to make it work, a property that has to be applied or something? Because I tried what I described above only for Urbain to show up in game as a floating head with no visible body. I even tried emptying the vertices on his body_skin_mesh and merging the nude body mesh into that object: still just a floating head.

urbainFloating.PNG

Posted (edited)
On 10/31/2025 at 10:08 PM, cinabunz said:

I opened up the jacket for Lida a bit and moved her hair to the side. I also made a quick change to the bottom area. It could be better but I don't plan on improving it anymore until I stop being lazy and progress the game because there are no other instances of her for me to be able to check out her model in game.

It's hard to see when she's sitting there.

Let me know if there are any issues with it. It's nice to have feedback.

I've been using all this as an excuse to practice and learn how modeling works for the most part. So there's bound to be a lot of rough edges.

image.png.e224041b417ade650eb8264c55e887be.png

LidaOpenJacketV1.zip 5.38 MB · 3 downloads

Hi, would it possible to request this version of Lida but with the spats you gave her on the previous version?  (the pic below)

Preview.png.680a5e36a65c6daa5e10944b5b840133.png

Edited by wsdf
Posted
1 hour ago, fernform said:

 

Thank you for the reply! Helpful for sure, though I'm still not quite getting some of what you described. Sorry if I get pedantic here, I've been guessing what to do but nothing's quite working yet so I'm trying to really get it.

 

When you say "select every object you want to use in the model," does that mean literally only take what I want to be visible on the model? So in Urbain's case, his mesh objects are: baggage (bag on his back), barefeet, barehands, body, body_skin (which is just his neck), eyeball, face, face_parts, fronthair, and hair. In my case it seems the only objects I want from him are eyeball, face, face_parts, fronthair, and hair, and then I'm assuming I need to replace one of his other objects with the nude body object I prepared, so here let's say I name it 'body_skin_mesh' and use that in the export. Is that correct?

 

Is there anything special I need to do with my nude body mesh to make it work, a property that has to be applied or something? Because I tried what I described above only for Urbain to show up in game as a floating head with no visible body. I even tried emptying the vertices on his body_skin_mesh and merging the nude body mesh into that object: still just a floating head.

urbainFloating.PNG

This is what Gwynn looks like for me. Her nude mesh is on the body mesh with the body_skin material, and ive selected everything to export. If youve done this, and you're still getting the invisible, then you should either check the normals, which you can do by going into material preview and if you feel like you can see through the body, you should press either shift + n or ctrl shift n. If that doesnt work, then you should check to make sure the nude body has any verticies assigned to a vertex weight as that can make it "appear" invisible sometimes. If neither of those options work, it could be that the material you have applied has transparent properties and somehow the texture has been messed up. Any more than that, and I would need to actually see the blender file

Screenshot_20251102_195600.png

Posted (edited)
4 hours ago, PolskaKielbasa said:

 

I was asking because I don't want to use some of the mods you included in your pack. Ideally, I would like the HD mod to be compatible with the mods I currently have installed, and the only conflicting mod with the HD textures is the Boobier Taunie mod. If I use your pack, I am forced to use some mods I don't like. Since I have my mods all added to the romfs folder as one singular mod, can I just make a copy of the contents of my romfs folder, add it to a folder named "mods" or something, add it to Trinity and then pack with HD textures mod? Or is my understanding of the process flawed?

Which mods are you using? Because the HD textures works with Boobier Taunie as there are no conflictions. There would be a confliction if you're using another taunie mod with this existing taunie mod. Or if you are trying to use multiple "arc" folders when combining yourself.

Otherwise what I do for combining mods into a pack is I use this version of trinity (I've included all the missing files), you have to dump your romfs folder by opening Ryujinx Canary -> right click PLZA -> mouse over "Extract Data" -> click "RomFS", once you click that, select a spot to save the dumped romfs folder (for me, I selected desktop, but it shouldn't matter. Then when you open Trinity Nightly, it'll either ask you to select the romfs folder, or if it doesn't or you accidentally click out of it, just hit "File" -> "Open RomFS Folder", then select that folder. If it does things right, there should be a green bar loading on Trinity and it'll give you a confirmation button when it finishes loading.

Then what I do is I'll add the zip files using trinity, but I'll make sure to manually zip the following files in the screenshot examples. So I'll select all the files inside the romfs folder, right click them and .zip them. Then I'll rename the new zip to "<mod name> Trinity", then add that .zip to trinity. Just what I do is that i just dont ever include "arc" folders lol and it just seems to work for me.


I could've written this better, but hopefully it kinda helps.

Otherwise just tell me what mods you want and I can make you a custom tailored pack of everything you need.

PLZA Romfs Dumping.png

PLZA romfs dump folder.png

HD mod 1.png

HD mod 2.png

TrinityNightly.zip

Edited by ItsAFoxMan
Accidentally'd a word.
Posted
6 hours ago, sinonwastaken said:

Gwynn is done. There are 7 variations to choose from

 

Gwynn.zip 49.63 MB · 2 downloads

3.PNG.9d7d0fbaa679b12f6143b484f0108525.PNGCapture.PNG.1c2c39b7eaf6711a5ec537bd466a052c.PNG1.png.1aa9f4291bc6750b192a774e988aff4d.pngCapture.PNG.e5f2a7d4ae9b3acc942e1c32259d776c.PNGCapture.PNG.f3bc38ba769882a3363910eed4565f41.PNG

Capture.PNG

 

Also want to do nude reactions/nude commentary from her, but I gotta either play through the game again, or watch a playthrough to see all her lines

She's just about perfect, just her face skin tone mismatching her body is different but I love her regardless 

Posted (edited)
3 minutes ago, Luzid1ty said:

Y'all think this would be allowed on GB? Or its it also too Pornographic?🤔

Screenshot 2025-11-02 210644.png

Screenshot 2025-11-02 211347.png

I feel like they'd still remove it, they don't like this level of sexy lmao

Incredible work my goat

Edited by ItsAFoxMan
Posted

Is it possible to isolate the remove satchel part of the nude mod so it can be used on other cosmetics? Namely not having Emmas butt blocked on her mod.

Posted
14 minutes ago, Hatzel said:

Is it possible to isolate the remove satchel part of the nude mod so it can be used on other cosmetics? Namely not having Emmas butt blocked on her mod.

Do you want the invisible satchel on it's own? Unless I'm misreading. But otherwise, I'm pretty sure it's doable.

Posted
18 minutes ago, ItsAFoxMan said:

Do you want the invisible satchel on it's own? Unless I'm misreading. But otherwise, I'm pretty sure it's doable.

 

Yes excactly. Just the ability to hide the satchel.

Posted
1 hour ago, Galak7F said:

The body color can match up better?

Capture.PNG.a3eb5b2ef7b783a20e3edf5a17d6b2a8.PNGCapture.PNG.ccd8bf123f89131126155656f750e35b.PNG

Left is the newer skin texture, right is the original

 

Is this better, or should it be a little darker?

Never been good with textures

Posted
3 minutes ago, sinonwastaken said:

Capture.PNG.a3eb5b2ef7b783a20e3edf5a17d6b2a8.PNGCapture.PNG.ccd8bf123f89131126155656f750e35b.PNG

Left is the newer skin texture, right is the original

 

Is this better, or should it be a little darker?

Never been good with textures

I did notice the difference in color with her face but after seing her in my game it wasn't that bad

Posted
Just now, Scarecrow03 said:

I did notice the difference in color with her face but after seing her in my game it wasn't that bad

I thought so too, but its been up for 7 hours and only 2 people have downloaded. Either noone wants gwynn, or they didnt like the texture and didnt download

Posted (edited)

I think she looks fine. I will download every nude or semi nude mod of any npc so you will always have my download. I like to play games with everyone semi nude if possible even if i don't like the character

Edited by Scarecrow03
Posted
1 hour ago, sinonwastaken said:

This is what Gwynn looks like for me. Her nude mesh is on the body mesh with the body_skin material, and ive selected everything to export. If youve done this, and you're still getting the invisible, then you should either check the normals, which you can do by going into material preview and if you feel like you can see through the body, you should press either shift + n or ctrl shift n. If that doesnt work, then you should check to make sure the nude body has any verticies assigned to a vertex weight as that can make it "appear" invisible sometimes. If neither of those options work, it could be that the material you have applied has transparent properties and somehow the texture has been messed up. Any more than that, and I would need to actually see the blender file

Screenshot_20251102_195600.png

Hmm, I checked over things and the normals seem to be fine, The weights all seemed fine (unless they need to be in the same order and not just have matching names? I might try that in a moment). I did notice I had like 6 different materials on that particular object so I deleted them all except the "upperbody_skin" one that he came with. 

 

That change did do something for me in that his body is now showing up.... though it looks janky. Any ideas based off of this? I'll just post the .blend as well

urbain glitch.PNG

UrbainNudeModel.zip

Posted
2 minutes ago, Scarecrow03 said:

I think she looks fine. I will download every nude or semi nude mod of any npc so you will always have my download. I like to play games with everyone semi nude if possible even if i don't like the character

Ill most likely still provide another bundle download with the left texture, since she looks a little less pale. Then at least the option is out there

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