LamiaW Posted November 11, 2025 Posted November 11, 2025 (edited) memory bad allocation size? what am I doing wrong, how to view files in umodel(resolved wrong version) . Did I download this one or do I need some other version from github? Edited November 11, 2025 by LamiaW
animatedtiddy Posted November 12, 2025 Posted November 12, 2025 2 hours ago, LamiaW said: 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 we're not responsible for you only learning an extremely niche and frankly just bad method of modding. go look up the stellar blade modding guide that's close enough for starters
Kokuei Posted November 12, 2025 Posted November 12, 2025 On 11/1/2025 at 5:22 AM, SnForI said: man i need sibylle thicc mods Man I need Rebecca thicc mods... 1
Kokuei Posted November 12, 2025 Posted November 12, 2025 (edited) Not sure if anyone else found these, but I figured I'd help by posting this here in case nobody knew: the link is in the video comments area, but I'll just place it here anyways to help out: https://drive.google.com/drive/folders/11SetlUNbkzx5X5BcD-l-djpbRzPBHr8u?usp=sharing These are all character models and are all able to work in Blender. I would definitely follow the video for more information cause the girl in the video does load up Psyche into blender to show you some things you can do. Edited November 12, 2025 by Kokuei
Tedom Posted November 12, 2025 Posted November 12, 2025 (edited) Finally managed to build a map in my head on how this works. At the very least, I can modify texture and modify meshes. Let's see which should i start first modding. (And SFW mod since i'll make a guide) Honestly, i'm not so sure even making a thicc mod here (which is the most basic in migoto) would take a bit more skills. And what are the chances that modding will be gone the next update XD In order to make a guide for dummies, i gotta uninstall everything and try to reinstall UE, Fmodel and everything. Edited November 12, 2025 by Tedom 7
wookie69 Posted November 12, 2025 Posted November 12, 2025 1 hour ago, Tedom said: In order to make a guide for dummies, i gotta uninstall everything and try to reinstall UE, Fmodel and everything. Or just use a virtual machine
Tedom Posted November 12, 2025 Posted November 12, 2025 Yea, I realized there's still a few things idk. First, what is this orange thingy and black thingy? I only know the Diffuse and the normal map but where are these other two supposed to be connected? my guess is that they're metalic and emmission color but what's the blend type? by default it's giving me just "color"
LamiaW Posted November 12, 2025 Posted November 12, 2025 (edited) 2 hours ago, Tedom said: Yea, I realized there's still a few things idk. First, what is this orange thingy and black thingy? I only know the Diffuse and the normal map but where are these other two supposed to be connected? my guess is that they're metalic and emmission color but what's the blend type? by default it's giving me just "color" Diffuse Glowmap Lightmap(or Material) Normalmap we need discord chan to discus all of this Edited November 12, 2025 by LamiaW
Tedom Posted November 12, 2025 Posted November 12, 2025 (edited) Well. If no one's going to make one. I'll make one. https://discord.gg/2bYWR39Q If it gets popular enough, I'll hand it over to someone who have time to manage since I don't exactly have time myself to mod discords rn. But there's like just 5 pages on this forum, I doubt it needs a discord yet. Edited November 12, 2025 by Tedom 1
Tedom Posted November 13, 2025 Posted November 13, 2025 Here's the guide I've made. I would appriciate it if fuzzy, DC or anyone here who's really good at UE modding take a look at give me advice on how to shorten the workflow or even correct the things that I think is right but could be wrong. Especially when it comes to textures 1
SocketSprint Posted November 13, 2025 Posted November 13, 2025 2 hours ago, Tedom said: Here's the guide I've made. I would appriciate it if fuzzy, DC or anyone here who's really good at UE modding take a look at give me advice on how to shorten the workflow or even correct the things that I think is right but could be wrong. Especially when it comes to textures Skimmed through the video, here's some tips: 1) When starting an Unreal project, you can select "No Starter Content" so you don't have to delete everything manually. You get an actual blank project. 2) If you name your Unreal project to "EM", you don't have to use UnrealPak to package your mod -Open packaging settings("Edit -> Package Project -> Packaging Settings..."), and enable "Generate Chunks" -Also set: "Edit -> Package Project -> Build Configuration -> Shipping" -In your "Content" folder, right-click -> Miscellaneous -> Data Asset -> PrimaryAssetLabel -Open the Data Asset, and set Chunk ID to any random large number (lower numbers are reserved for base-game files) -Under "Explicit Assets," add any file(s) that you edited (Meshes and Textures, not materials) -Use: "Edit -> Package Project -> Windows (64-bit)" to pack your mod instead of using "Cook Content for Windows" -Your .pak file will be under [Project Folder]\EM\WindowsNoEditor\EM\Content\Paks -Your packaged mod (whatever you defined in the Data Asset) will be "pakchunk[number]-WindowsNoEditor.pak," where [number] is the Chunk ID you assigned -Rename this mod to whatever with "_P" at the end, along with a .sig file with the same name, and throw it into "\~mods" -Ignore pakchunk0-WindowsNoEditor.pak, this is all the extra shit (engine data, materials, etc.) that you don't want 3) You don't actually have to assign any textures to materials in Unreal, as long as items have correct file names and paths, the game will use your modified textures -ie. no need to open material editor to assign Diffuse, Normal, etc., you can leave the materials blank 4) The "_M" textures are actually Mask textures, not Metallic textures. The mask defines ORM, which is Occlusion, Roughness, Metal -Red channel = Occlusion -Green channel = Roughness -Blue channel = Metal -(I might've flipped around red and blue i don't remember lol) 3
animatedtiddy Posted November 13, 2025 Posted November 13, 2025 On 11/12/2025 at 12:51 AM, Kokuei said: Not sure if anyone else found these, but I figured I'd help by posting this here in case nobody knew: the link is in the video comments area, but I'll just place it here anyways to help out: https://drive.google.com/drive/folders/11SetlUNbkzx5X5BcD-l-djpbRzPBHr8u?usp=sharing These are all character models and are all able to work in Blender. I would definitely follow the video for more information cause the girl in the video does load up Psyche into blender to show you some things you can do. those are the old mmd models they distributed for ugc stuff. Do NOT use those On 11/12/2025 at 1:00 AM, Tedom said: Honestly, i'm not so sure even making a thicc mod here (which is the most basic in migoto) would take a bit more skills. And what are the chances that modding will be gone the next update XD Bro you have actual skeletons here and can play the animations to test its honestly way easier just a bit more setup. you can also do custom skeletons btw, you just have to be sure you never remove any of the main animating bones, adding new stuff is totally fine. Can also have multiple mesh pieces, morph targets, real ingame widgets, etc. If there's enoug attention I can setup ingame widgets for sliders and swappable pieces with UE4SS and can also make it so we dont have to replace the base models quite frankly they can't stop it atp but I doubt they'll even try 1
BlackSwanTW Posted November 13, 2025 Posted November 13, 2025 (edited) 1 hour ago, animatedtiddy said: but I doubt they'll even try Unlike other Gacha games, the main source of income for DNA is the skins. So they might try a bit harder to crack down on mods. Hope not though... Edited November 13, 2025 by BlackSwanTW clarity
LamiaW Posted November 13, 2025 Posted November 13, 2025 17 minutes ago, BlackSwanTW said: Unlike other Gacha games, the main source of income for DNA is the skins. So they might try a bit harder to crack down on mods. Hope not though... I'm also a little scared (getting banned), but I want what I want (making,playing mods). And I bought a skin on Psyche. Also, people who don't buy skins won't buy them regardless of whether there will be mods or not. if they ban me, so be it. they will also lose a certain percentage of people who want to play with mods (and the number of people who actually play it is not that large)
LamiaW Posted November 13, 2025 Posted November 13, 2025 9 hours ago, SocketSprint said: Skimmed through the video, here's some tips: 1) When starting an Unreal project, you can select "No Starter Content" so you don't have to delete everything manually. You get an actual blank project. 2) If you name your Unreal project to "EM", you don't have to use UnrealPak to package your mod -Open packaging settings("Edit -> Package Project -> Packaging Settings..."), and enable "Generate Chunks" -Also set: "Edit -> Package Project -> Build Configuration -> Shipping" -In your "Content" folder, right-click -> Miscellaneous -> Data Asset -> PrimaryAssetLabel -Open the Data Asset, and set Chunk ID to any random large number (lower numbers are reserved for base-game files) -Under "Explicit Assets," add any file(s) that you edited (Meshes and Textures, not materials) -Use: "Edit -> Package Project -> Windows (64-bit)" to pack your mod instead of using "Cook Content for Windows" -Your .pak file will be under [Project Folder]\EM\WindowsNoEditor\EM\Content\Paks -Your packaged mod (whatever you defined in the Data Asset) will be "pakchunk[number]-WindowsNoEditor.pak," where [number] is the Chunk ID you assigned -Rename this mod to whatever with "_P" at the end, along with a .sig file with the same name, and throw it into "\~mods" -Ignore pakchunk0-WindowsNoEditor.pak, this is all the extra shit (engine data, materials, etc.) that you don't want 3) You don't actually have to assign any textures to materials in Unreal, as long as items have correct file names and paths, the game will use your modified textures -ie. no need to open material editor to assign Diffuse, Normal, etc., you can leave the materials blank 4) The "_M" textures are actually Mask textures, not Metallic textures. The mask defines ORM, which is Occlusion, Roughness, Metal -Red channel = Occlusion -Green channel = Roughness -Blue channel = Metal -(I might've flipped around red and blue i don't remember lol) import your method, where to get the sig file?
SocketSprint Posted November 13, 2025 Posted November 13, 2025 11 minutes ago, LamiaW said: import your method, where to get the sig file? You can just copy any .sig from the game’s files and i think it should work. i’ve personally just been copying and renaming the same .sig file from another mod cuz ik that that one works 2
SocketSprint Posted November 13, 2025 Posted November 13, 2025 15 minutes ago, LamiaW said: import your method, where to get the sig file? oh also i noticed your project name isn’t set to “EM,” so i doubt those files will even work since Unreal actually uses your project name as part of the mod’s file path 2
DeadGamerCz Posted November 13, 2025 Posted November 13, 2025 On 11/9/2025 at 1:54 PM, animatedtiddy said: Time to import to UE and cook, surely nothing will go wrong How's the cooking going boss we hope you succeed. 2
animatedtiddy Posted November 13, 2025 Posted November 13, 2025 (edited) 9 hours ago, BlackSwanTW said: Unlike other Gacha games, the main source of income for DNA is the skins. So they might try a bit harder to crack down on mods. Hope not though... they don't even have an anticheat lol. even if they attempt to add a feature to detect mods I could patch the thing that checks for it. But the best way to counter this fear is to give them money and recommend the game to your friends so they do so well they dont even have to think about blaming anyone for not making enough Anyway I got my model to cook but I was missing the socket and morph target data somehow even though I used jsonasasset to get the skeleton which shouldve got that stuff so I tried using uassetgui to splice together the real asset file and mine and it did not work so I gotta try again today. Well, I got it to load in fmodel but in the real game my character is just missing But anyway I was also looking at the premium skin (TP01). FYI if anyone is trying to find the textures for that, the player girl model all use Saiqi's skin texture for that and I'm thinking rather than make a custom skin material I might just replace that texture with a lewd one. Btw if anyone is trying to make new model and wants to get as close as possible to the vanilla body type, the TP01 models have a lot going on to work with lol reminds me of the marvel rivals assets. Anyway considering the way this game shares assets between body types and given the accessory system I think we would be throwing if we don't take advantage of this and setup common base bodies. If anyone is able to make a faithful and high quality full nude body for at least the girl and lady body types I think it would be quite easy to setup a baseline nude (anyone know if lewdlad is interested in this game?) for all of those characters and use the accessories as a way to make lewd clothing that actually layers on top of the body as an additional mesh. With just asset replacement this should already be possible but its easy to attach new meshes with ue4ss without overriding base content. personally I've always wished more mod communities would do this instead of full mesh replacement. skyrim is one of very few that does. Also consider the emotes allow us to at any time play an animation and summon a new mesh prop. That has a ton of potential. I mean shit they even gave us a bed... Edited November 13, 2025 by animatedtiddy
SocketSprint Posted November 13, 2025 Posted November 13, 2025 2 hours ago, animatedtiddy said: they don't even have an anticheat lol. even if they attempt to add a feature to detect mods I could patch the thing that checks for it. But the best way to counter this fear is to give them money and recommend the game to your friends so they do so well they dont even have to think about blaming anyone for not making enough Anyway I got my model to cook but I was missing the socket and morph target data somehow even though I used jsonasasset to get the skeleton which shouldve got that stuff so I tried using uassetgui to splice together the real asset file and mine and it did not work so I gotta try again today. Well, I got it to load in fmodel but in the real game my character is just missing But anyway I was also looking at the premium skin (TP01). FYI if anyone is trying to find the textures for that, the player girl model all use Saiqi's skin texture for that and I'm thinking rather than make a custom skin material I might just replace that texture with a lewd one. Btw if anyone is trying to make new model and wants to get as close as possible to the vanilla body type, the TP01 models have a lot going on to work with lol reminds me of the marvel rivals assets. Anyway considering the way this game shares assets between body types and given the accessory system I think we would be throwing if we don't take advantage of this and setup common base bodies. If anyone is able to make a faithful and high quality full nude body for at least the girl and lady body types I think it would be quite easy to setup a baseline nude (anyone know if lewdlad is interested in this game?) for all of those characters and use the accessories as a way to make lewd clothing that actually layers on top of the body as an additional mesh. With just asset replacement this should already be possible but its easy to attach new meshes with ue4ss without overriding base content. personally I've always wished more mod communities would do this instead of full mesh replacement. skyrim is one of very few that does. Also consider the emotes allow us to at any time play an animation and summon a new mesh prop. That has a ton of potential. I mean shit they even gave us a bed... Quick correction: For the xmas skin, tall females use Lynn's texture (Char011_Linen), short females use Psyche's texture (Char010_Saiqi), and Hellfire has her own. because y'know. red. The xmas skins are really easy to lewd since you can literally just delete the underwear mesh and retexture the skin underneath. I actually already did this for everyone, but I suck at texturing. Might upload what I got to nexus later after some adjustments. Another thing, Rebecca's standard banner skin also has a generous amount modelled underneath if anyone wants to do anything with that 9
wookie69 Posted November 14, 2025 Posted November 14, 2025 4 hours ago, animatedtiddy said: I think it would be quite easy to setup a baseline nude (anyone know if lewdlad is interested in this game?) Let's hope we don't use a lewdlad base as the norm for this game. Always found his bodies to be oddly shaped and badly blown out proportions. I'll probably get hate for saying that, but hoping we get something lore friendly for the few body types in game. 3
inputdelay Posted November 14, 2025 Posted November 14, 2025 4 hours ago, SocketSprint said: Quick correction: For the xmas skin, tall females use Lynn's texture (Char011_Linen), short females use Psyche's texture (Char010_Saiqi), and Hellfire has her own. because y'know. red. The xmas skins are really easy to lewd since you can literally just delete the underwear mesh and retexture the skin underneath. I actually already did this for everyone, but I suck at texturing. Might upload what I got to nexus later after some adjustments. Another thing, Rebecca's standard banner skin also has a generous amount modelled underneath if anyone wants to do anything with that could you share some of your cooks?
darsig Posted November 14, 2025 Posted November 14, 2025 2 hours ago, SnForI said: man thicc mods needed ........... but only secondarily...
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