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Duet Night Abyss


Psalam

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Posted
On 11/13/2025 at 10:56 AM, 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)

 

Red is metal and Blue is occlusion

Posted
42 minutes ago, D C said:

anyone else getting CTD with berry?
i am currently getting ctd when i use ult , only with her

 

I would assume it's due to the custom mod you are using. There might be something different with characters that have custom weapons. That would be my best guess.

Posted

i tried with vanilla berry being reimported 

no other custom models
can anyone else confirm they are not getting crash with berry model mod?

Posted
On 11/17/2025 at 3:40 PM, D C said:

i tried with vanilla berry being reimported 

no other custom models
can anyone else confirm they are not getting crash with berry model mod?

even with a custom model, I never experienced any issues with Berry

Posted (edited)
8 hours ago, SocketSprint said:

even with a custom model, I never experienced any issues with Berry

like you swapped her model with any thing and its not crashing when you use your ult?
only in ult i am getting crash even when i re import her default model

Edited by D C
Posted

stop doomposting with failed game and all
most people that mod have mainly made them paid in their choice of sites
hence why low free mods
 

Posted

It's just a bit boring to mod right now. I want to know if there's a way to make something like a toggle in pak modding. it exist in 3dmigoto so if pak modding is superior then there should be a way, right?  Like changing clothes with a press of a button? 

Posted (edited)

without custom engine
not possible for us but
someone with extensive blueprint modding knowledge can get it done

Edited by D C
Posted
9 hours ago, Tedom said:

It's just a bit boring to mod right now. I want to know if there's a way to make something like a toggle in pak modding. it exist in 3dmigoto so if pak modding is superior then there should be a way, right?  Like changing clothes with a press of a button? 

The pretentious "PAK purists" hating on 3dmigoto and calling the devs retarded monkeys blindly changing code until it stops breaking, probably couldn't even code a simple "Hello World" beginner program without using AI. They just claim PAK modding is better because you can just drop the files in a directory without an asset loader being needed. But it's ignorant, because if you want to have all the awesome superior bells and whistles that plain drag-and-drop PAK modding just can't do, you need to build an engine like 3dmigoto to be able to do stuff like toggle mods, reloading, adding, or disabling mods while still in game, and loads of other stuff. Let the tards hate on 3dmigoto all they want. I don't see any of them making a DNA mod engine for enabling the kinds of features that 3dmigoto modders enjoy. Probably can't even code basic HTML and CSS, let alone edit C++, hlsl and d3d11. Prove me wrong...

Posted
7 hours ago, D C said:

can anyone else use berry and see if this mod causes crash for them as well?

~tests.rar 1.57 MB · 1 download

Crashes for me aswell. Did some testing, you don't crash if you keep the original mesh's materials in the unreal project. If you delete them, that's when you get a crash on ult.

 

If I were to guess why, Berry has a red glow effect in her ult. Deleting the material data might mess up how the game references her material data, causing a crash whenever the game tries to apply the glowing effect. No clue tho, just my guess.

Posted
8 hours ago, wookie69 said:

The pretentious "PAK purists" hating on 3dmigoto and calling the devs retarded monkeys blindly changing code until it stops breaking, probably couldn't even code a simple "Hello World" beginner program without using AI. They just claim PAK modding is better because you can just drop the files in a directory without an asset loader being needed. But it's ignorant, because if you want to have all the awesome superior bells and whistles that plain drag-and-drop PAK modding just can't do, you need to build an engine like 3dmigoto to be able to do stuff like toggle mods, reloading, adding, or disabling mods while still in game, and loads of other stuff. Let the tards hate on 3dmigoto all they want. I don't see any of them making a DNA mod engine for enabling the kinds of features that 3dmigoto modders enjoy. Probably can't even code basic HTML and CSS, let alone edit C++, hlsl and d3d11. Prove me wrong...

 

Well. Not like we can do anything if the agmg devs refuses to make one.

 

Based on my research, i think gustav was working on one but somehow stopped halfway. . . .  (I hope he didn't changed his mind)

 

Based on sins, it's not about making the tool but it's about updating it every patch. 

 

 

We're stuck with pak modding right now. AGMG came a very long way before 3dmigoto became what it is now.

 

I'll make the tools myself if I can, but my brain isn't really built for this. 

 

Posted
14 hours ago, wookie69 said:

The pretentious "PAK purists" hating on 3dmigoto and calling the devs retarded monkeys blindly changing code until it stops breaking, probably couldn't even code a simple "Hello World" beginner program without using AI. They just claim PAK modding is better because you can just drop the files in a directory without an asset loader being needed. But it's ignorant, because if you want to have all the awesome superior bells and whistles that plain drag-and-drop PAK modding just can't do, you need to build an engine like 3dmigoto to be able to do stuff like toggle mods, reloading, adding, or disabling mods while still in game, and loads of other stuff. Let the tards hate on 3dmigoto all they want. I don't see any of them making a DNA mod engine for enabling the kinds of features that 3dmigoto modders enjoy. Probably can't even code basic HTML and CSS, let alone edit C++, hlsl and d3d11. Prove me wrong...

Who's they here, btw?
Stop making drama for something that doesn't need one
 

We need mod makers, not drama makers
help, request, or contribute 

 

don't go off-topic

This is a thread for mods, not drama

You can keep your drama to yourself

Both mod systems can exist side by side

Both have limitations and problems, but also benefits, whatever makes your physics jiggle

 

I already have kawaii physics and custom head facial animation working via pak modding

don't see any 3dm loader getting that working in my decade of modding, especially in Genshin, so yeah, there's a reason people say why it's superior.

Posted
12 hours ago, SocketSprint said:

Crashes for me aswell. Did some testing, you don't crash if you keep the original mesh's materials in the unreal project. If you delete them, that's when you get a crash on ult.

 

If I were to guess why, Berry has a red glow effect in her ult. Deleting the material data might mess up how the game references her material data, causing a crash whenever the game tries to apply the glowing effect. No clue tho, just my guess.

Ah alright, let me see if I keep it and it still crashes

Posted
1 hour ago, D C said:

Who's they here, btw?
 

 You can check the page 3 and 4 of this thread. XD

 

I honestly don't know much about UE modding so idk if it really is superior or not. 

I am curious on what it can do that 3dm can't so I don't want to dismiss this topic or put the UE modders on mute. 

 

I think any sane modders like myself aren't either pak purist or treat migoto as holy grail. We just want to see our characters naked or thicc so we want to know how we can do that. 

 

So if toggling on pak modding isn't possible right now, what else can I do that I can't do with 3dmigoto? 

Posted (edited)
2 hours ago, Tedom said:

 You can check the page 3 and 4 of this thread. XD

 

I honestly don't know much about UE modding so idk if it really is superior or not. 

I am curious on what it can do that 3dm can't so I don't want to dismiss this topic or put the UE modders on mute. 

 

I think any sane modders like myself aren't either pak purist or treat migoto as holy grail. We just want to see our characters naked or thicc so we want to know how we can do that. 

 

So if toggling on pak modding isn't possible right now, what else can I do that I can't do with 3dmigoto? 

Alright i went back and checked, that dude is talking bs out of his ass (if that guy is so smart and good why hasn't he made a single mod in wuwa via pak modding???). Even in the AGMG server, i was the first guy to do a first model port in Wuwa and found it was using a custom strings for mesh modding that makes the game crash and needs a custom engine to get a proper pak modding, even with the best scripter and pak file decompiling team with me on hand, we couldn't do anything big except textures mods due to that custom mesh system they put and after that we left the pak modding server of wuwa to 3dm people.
so yeah, as i said, every tool is there with every kind of thing.

3dm lets you use switching on the go but it can never let you add custom bones to get cloth or extra physics working, or face animation working on games with the shapekey system or custom material to get the Wildest of the effects.

the moment i am sure there's no issues with my skill and confident there is no fault on the mods i am doing, i'll start dropping wild mods

Edited by D C

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