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Duet Night Abyss


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Posted (edited)
1 hour ago, SnForI said:


Wait what mod is this, plz share, freaking so hot

cant , its a private model commission sadly

Edited by D C
Posted

Just give me some time. Once I figure this out, I'll make a very easy guide to make basic thick mods. 
 

If only watching a 4 hour tutorial video is as easy as watching anime for 4 hours. XD

Posted
7 hours ago, Tedom said:

Just give me some time. Once I figure this out, I'll make a very easy guide to make basic thick mods. 
 

If only watching a 4 hour tutorial video is as easy as watching anime for 4 hours. XD

 

Thanks so much, hope u find the time to do it.

Posted
18 hours ago, D C said:

i got epic one working by getting the main shipping exe file on the steam as a non steam game with the -openfilelog command

 

I reinstalled on epic and now it works, doesn't give me login failed anymore when opening from the shipping.exe, weird that I tried many times to verify integrity and it always found no problems, but reinstalling fixed it.

Posted (edited)

image.thumb.png.86bdadef7dd0d6c1b42859b2f863a474.pngyea. idk what i'm doing wrong. 
I wonder if there's an easy video tutorial out there. I know there isn't for Duet night abyss but maybe a similar game? I have so much skill issue lol. 

We need a discord server to discuss this thing. I've attached the file in case there's a kind helpful soul who can lemme know what i did wrongThiccNPC_BaiTX_P.zipimage.thumb.png.514dcede2cdb4526cb26321608d064fd.png

Edited by Tedom
Posted
On 11/9/2025 at 2:38 PM, DeadGamerCz said:

We may also pay a commission from you? Or is it somehow restricted by privacy.

that model is private but if you want anything else in the game done let me know

 

Posted (edited)
8 hours ago, Tedom said:

image.thumb.png.86bdadef7dd0d6c1b42859b2f863a474.pngyea. idk what i'm doing wrong. 
I wonder if there's an easy video tutorial out there. I know there isn't for Duet night abyss but maybe a similar game? I have so much skill issue lol. 

We need a discord server to discuss this thing. I've attached the file in case there's a kind helpful soul who can lemme know what i did wrongThiccNPC_BaiTX_P.zipimage.thumb.png.514dcede2cdb4526cb26321608d064fd.png

 

hi, the mistake is packaging the materials and textures in the mod but you are only changing the mesh. only the Mesh folder should be in your mod (by data asset)

image.png.2cae0afd21c05b10b88f0fd02721d8d4.png

 

also did you assign a skeleton? it is empty in FModel but should be at "EM/Content/Asset/Char/Player/Skeleton/Biped_Skeleton"

Edited by fuzzybrutaldays
Posted (edited)
2 hours ago, fuzzybrutaldays said:

 

hi, the mistake is packaging the materials and textures in the mod but you are only changing the mesh. only the Mesh folder should be in your mod (by data asset)

image.png.2cae0afd21c05b10b88f0fd02721d8d4.png

 

also did you assign a skeleton? it is empty in FModel but should be at "EM/Content/Asset/Char/Player/Skeleton/Biped_Skeleton"

image.thumb.png.e01ccff062abd89a1f00fa99cdab2e0a.pngThank you. That did fixed the issue with the texture but still not with the armature. I looked at your mod as reference and saw no armature so I assumed that I can delete it after cooking. Turns out, I was wrong. 

I did tried to put an armature on the path you said but even so, the character is still not moving. I even tried deleting it and tried to re-pak again. It's still having the same issue. It could be that snow's armature is in a different path ?

Also, can u tell me how I messed up with how the material is placed? I know I don't need them right now because I'm just thickening the characters but my goal is to import custom characters inside the game. I really appreciate the response. 

ThiccNPC_BaiTX_P.rar

Edited by Tedom
Posted
28 minutes ago, Tedom said:

image.thumb.png.e01ccff062abd89a1f00fa99cdab2e0a.pngThank you. That did fixed the issue with the texture but still not with the armature. I looked at your mod as reference and saw no armature so I assumed that I can delete it after cooking. Turns out, I was wrong. 

I did tried to put an armature on the path you said but even so, the character is still not moving. I even tried deleting it and tried to re-pak again. It's still having the same issue. It could be that snow's armature is in a different path ?

Also, can u tell me how I messed up with how the material is placed? I know I don't need them right now because I'm just thickening the characters but my goal is to import custom characters inside the game. I really appreciate the response. 

ThiccNPC_BaiTX_P.rar 1003.04 kB · 0 downloads

 

make sure in blender the skeleton is renamed to Armature before export to fbx

 

image.png.21afc812b57fd403c8ebc832d9eec133.png

 

 

you can see what the skeleton is by opening original skeletal mesh in FModel 

 

image.png.ba8fb3fa72c499a021f9c38edf581830.png

 

 

custom materials kind of complicated. i had to make one for the nude weitaf mod but it was not easy and im trying to find better way

Posted
5 hours ago, fuzzybrutaldays said:

 

make sure in blender the skeleton is renamed to Armature before export to fbx

 

image.png.21afc812b57fd403c8ebc832d9eec133.png

 

 

you can see what the skeleton is by opening original skeletal mesh in FModel 

 

image.png.ba8fb3fa72c499a021f9c38edf581830.png

 

 

custom materials kind of complicated. i had to make one for the nude weitaf mod but it was not easy and im trying to find better way

image.thumb.png.ee6d95a82451d62a59b749a09e4fb29a.pngimage.thumb.png.c364a766efd63ee8ee9390ca4ff77e4e.png


I feel like I'm getting close. I'm able to know now where the location of stuffs using fmodel and i first thought it was the physics that's causing this issue but maybe it's the armature when i renamed them. 
Can I ask your export settings of the fbx? I put mine here on the screenshot. And the way I import them on UE is just default settings without changing anything. 

ThiccNPC_BaiTX_P.zip

Posted
25 minutes ago, Tedom said:

image.thumb.png.ee6d95a82451d62a59b749a09e4fb29a.pngimage.thumb.png.c364a766efd63ee8ee9390ca4ff77e4e.png


I feel like I'm getting close. I'm able to know now where the location of stuffs using fmodel and i first thought it was the physics that's causing this issue but maybe it's the armature when i renamed them. 
Can I ask your export settings of the fbx? I put mine here on the screenshot. And the way I import them on UE is just default settings without changing anything. 

ThiccNPC_BaiTX_P.zip 992.27 kB · 0 downloads

 

can you share the blender file?

Posted (edited)
46 minutes ago, fuzzybrutaldays said:

 

can you share the blender file?

afadsgdgasgadsdsgagdas.zipSure but I literally did nothing than just import the original psk and thicken the bottom. below is the screenshot on how I import PSK. 

Maybe you'll show me as well on the setting on how to make the materials work? 🫣 

 

 

image.png.bd016683927ea9ae11eb414de3e40431.png

Edited by Tedom
Posted (edited)
57 minutes ago, Tedom said:

afadsgdgasgadsdsgagdas.zipSure but I literally did nothing than just import the original psk and thicken the bottom. 

 

i cant fix that i think PSK format is bugged. i only use UEFormat from FModel settings.

0ggttn.png

 

you can export it again in UEFormat then delete the PSKX skeleton in blender and make your thicker mesh use the UEFormat skeleton.

i did it here ↓ your export settings are correct. if you export from this file it should work.

UEFormat.rar

 

 

for custom materials first create a new material named M_Player_Skin in "/Asset/Char/Player/Common/Material"

 sNLHAi4.png

 

open the material and create 4 TextureParam2D nodes and make them like this. copy and paste the names i have and make blend mode to Masked

 

颜色贴图 → Base Color

混合贴图 → Metallic

自发光贴图 → Emissive Color

法线贴图 → Normal

 

ScDJiIy.png

 

 

now you can right click on the M_Player_Skin material and click Create Material Instance to make your custom material. then open it and set your textures.

c454LMu.png

YBH53gv.png

 

then you can set it in skeletal mesh properties. and do not package M_Player_Skin in your mod

Edited by fuzzybrutaldays
Posted
8 hours ago, fuzzybrutaldays said:

 

make sure in blender the skeleton is renamed to Armature before export to fbx

 

image.png.21afc812b57fd403c8ebc832d9eec133.png

 

 

you can see what the skeleton is by opening original skeletal mesh in FModel 

 

image.png.ba8fb3fa72c499a021f9c38edf581830.png

 

 

custom materials kind of complicated. i had to make one for the nude weitaf mod but it was not easy and im trying to find better way

Just make instance of the master mat
it will save you headache
dont forget to delete the master mat file before packing

Posted
11 minutes ago, D C said:

Just make instance of the master mat
it will save you headache
dont forget to delete the master mat file before packing

i know haha i just edited, but it has a weird glitch in game if you are looking from far away

UwqJoUh.png

Posted (edited)
7 hours ago, fuzzybrutaldays said:

 

i cant fix that i think PSK format is bugged. i only use UEFormat from FModel settings.

0ggttn.png

 

you can export it again in UEFormat then delete the PSKX skeleton in blender and make your thicker mesh use the UEFormat skeleton.

i did it here ↓ your export settings are correct. if you export from this file it should work.

UEFormat.rar 1.54 MB · 1 download

 

 

for custom materials first create a new material named M_Player_Skin in "/Asset/Char/Player/Common/Material"

 sNLHAi4.png

 

open the material and create 4 TextureParam2D nodes and make them like this. copy and paste the names i have and make blend mode to Masked

 

颜色贴图 → Base Color

混合贴图 → Metallic

自发光贴图 → Emissive Color

法线贴图 → Normal

 

ScDJiIy.png

 

 

now you can right click on the M_Player_Skin material and click Create Material Instance to make your custom material. then open it and set your textures.

c454LMu.png

YBH53gv.png

 

then you can set it in skeletal mesh properties. and do not package M_Player_Skin in your mod

What kind of importer do you use for UEmodel on blender? Your model works fine and all and I tested it in game without any problem. I was able to get the mod that I want to see, however, my goal is to be able to do it myself XD. 

When I import using the one on github which I used here it seemed that it's a bit different than the one you uploaded. one of the things I've noticed is that your Uv maps are named UV_SINGLE, EXTRAUVS0, EXTRAUVS1 and so on. Even the Color Attributes are named PSKVTXCOL_0. Mine is just named UV0, UV1, UV2 etc. I think my upload is still bugged even when I use UEmodel.


Did you renamed them manually?

 

This is what it looks like when I try it with my model. 

image.thumb.png.ac701de8ad8814fd0c86b87274c0cd22.png

 

 

Maybe it's something to do with these settings on fmodel? Can I see what yours looks like? 


image.png.902efbea868002670baa27aa74b59bf2.png

 

 

ThiccNPC_BaiTX_P.zip SnowblendfileUE.zip

Edited by Tedom
Posted

Can anyone share a UE project or even just some ideal configs I paste over a new project? I got a bunch of errors cooking (as predicted) and just been too busy/lazy to setup a new project. I setup jsonAsAsset plugin which works well for the skeleton but doesn't work for all mats and I am using a custom mat.

Also what's the recommended way to actually pak for this ue version? Data asset or chunk assignment?

 

 

1 hour ago, Tedom said:

What kind of importer do you use for UEmodel on blender? Your model works fine and all and I tested it in game without any problem. I was able to get the mod that I want to see, however, my goal is to be able to do it myself XD. 

When I import using the one on github which I used here it seemed that it's a bit different than the one you uploaded. one of the things I've noticed is that your Uv maps are named UV_SINGLE, EXTRAUVS0, EXTRAUVS1 and so on. Even the Color Attributes are named PSKVTXCOL_0. Mine is just named UV0, UV1, UV2 etc. I think my upload is still bugged even when I use UEmodel.


Did you renamed them manually?

 

This is what it looks like when I try it with my model. 

image.thumb.png.ac701de8ad8814fd0c86b87274c0cd22.png

 

 

Maybe it's something to do with these settings on fmodel? Can I see what yours looks like? 


image.png.902efbea868002670baa27aa74b59bf2.png

 

 

ThiccNPC_BaiTX_P.zip 974.63 kB · 0 downloads SnowblendfileUE.zip 1.43 MB · 0 downloads

Make sure to turn off importing sockets into blender. Also just to be sure you did set the fmodel game version to dna, yes?

Posted (edited)
5 hours ago, animatedtiddy said:

Make sure to turn off importing sockets into blender. Also just to be sure you did set the fmodel game version to dna, yes?

I believe so, yea. I'm not sure if I can select the archieve if not. this is what you mean, right? 

image.png.93886d255ec69a50966ed2e5f3d70f33.png

image.png.35ef99adf1755b9b40a1dc4df46fe7e9.png

 

So on blender, this is what mine looks like when I try to import UEmodel. 

 

image.png.ec3b98c8f8a06a5180abcbe87a9af38c.png

 

And Fuzzy looks like this when he edited mine. I'm not sure if it was renamed manually.

 

image.png.be03c30015b85f38955f660af60c8e08.png

 

 

It doesn't really bother me and I can rename them myself and all but I'm trying to figure out why my mod is failing. I doubt it's just UV problem or vertexcolor problem.

 

Edit: Just tried to rename those just now and it's still having the same issue. So it really isn't vertexcolor or uv names. I think it's somewhere between when i export it from fmodel to when i import it to blender. 

 

Edited by Tedom
Posted
29 minutes ago, Tedom said:

I believe so, yea. I'm not sure if I can select the archieve if not. this is what you mean, right? 

image.png.93886d255ec69a50966ed2e5f3d70f33.png

image.png.35ef99adf1755b9b40a1dc4df46fe7e9.png

 

So on blender, this is what mine looks like when I try to import UEmodel. 

 

image.png.ec3b98c8f8a06a5180abcbe87a9af38c.png

 

And Fuzzy looks like this when he edited mine. I'm not sure if it was renamed manually.

 

image.png.be03c30015b85f38955f660af60c8e08.png

 

 

It doesn't really bother me and I can rename them myself and all but I'm trying to figure out why my mod is failing. I doubt it's just UV problem or vertexcolor problem.

 

 

uv names dont change anything

i use this addon for import https://github.com/h4lfheart/UEFormat/tree/blender

 

uajL0TV.png

 

 

E6QydrT.png

 

also remember to fix scale for UE5 export. import with 1.00 scale and export with 0.01

uqe8IJD.png

 

98G5HgK.png

 

Posted

bro modders, share the UE format guide. some video link(youtube) standards so I don't have to search through a bunch of useless crap. I only know blender, ххmi, wwmi. this is something new for me UE paks

 

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