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Trails Beyond the Horizon (NIS America, English Language release)


amorrow28

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Posted
23 hours ago, RainbowSplat22 said:


so when i did this method for mod called 

Replace Van with Killia in her underwear   it worked but when i try this method for

My UDW mod All-in-One pack for Kai no Kiseki/Trails Beyond the Horizon

but for some reason it doesnt work for me is there something different you need to do? can somone help 😅

Did you swap the correct mdl? Here’s the full list. Make sure you also swap the JSON file in asset/common/model_info, otherwise the physics will get messed up. (You need to unpack the game’s p3a to access these JSON files.)

Posted (edited)
38 minutes ago, fakecheng said:

Did you swap the correct mdl? Here’s the full list. Make sure you also swap the JSON file in asset/common/model_info, otherwise the physics will get messed up. (You need to unpack the game’s p3a to access these JSON files.)


pretty sure i swapped the correct file for example i wanted Feri outfit number 16 so i deleted the file number 15 wich is her base outfit and renamed the file number 16 to 15 thats the process right? and there is only model folder in the asset/common and no model_info like that all in one is a huge folder and there is like 20 seperate folders meant for each character and there is only model folder in there for each folder 🤔

Edited by RainbowSplat22
Posted
On 2/4/2026 at 5:45 AM, lakovic said:
  Reveal hidden contents

Snipaste_2025-03-14_11-06-44.png.ce8db27f9508a073a1d954ef9aca9552.png

I can’t find the old screenshots anymore, but it’s a bunny girl style similar to this one.

I got this, did you need it 

Posted
9 hours ago, RainbowSplat22 said:


pretty sure i swapped the correct file for example i wanted Feri outfit number 16 so i deleted the file number 15 wich is her base outfit and renamed the file number 16 to 15 thats the process right? and there is only model folder in the asset/common and no model_info like that all in one is a huge folder and there is like 20 seperate folders meant for each character and there is only model folder in there for each folder 🤔

Yes this sounds right to me, and then you just repack it to p3a and put it in your mods folder.

Posted (edited)
1 hour ago, ishtarfan1 said:

Yes this sounds right to me, and then you just repack it to p3a and put it in your mods folder.

well for some reason it doesnt work for me :(  

WAIT i might know why i just started the game im at the very begining are those outfit codes based off different outfits for characters? could it be i think why it doesnt work is becuz maybe i havent unlocked the outfit required for the mod? what is the name of the feri base outfit?

Edited by RainbowSplat22
Posted

I remember there were mods for the CLE version that added alternate bodies for the female characters (ie; pregnant, bigger boobs and thighs for the flatter ones), I think by gggnog?

Any of the modellers in here working on filling in that gap, considering he's straight up gone? Or is that not on the table quite yet

Posted
56 minutes ago, fatesia1995 said:

There are a lot of MDL files, but if anyone knows what role each one plays, could you please explain?

 

If you just mean generally, they contain the models for the characters. Each one is a different outfit.

If you want to know what each one is specifically, look up what they are in this list here:

 

On 12/20/2025 at 2:26 AM, fakecheng said:

----------Trails Beyond the Horizon model name list----------

 

Base on t_name.tbl.

 

Trails Beyond the Horizon Name list.txt 158.57 kB · 35 downloads

 

 

Posted (edited)
On 2/6/2026 at 9:58 PM, detty_rains said:

CLE 버전에 여성 캐릭터의 대체 체형(예: 임신, 가슴 확대, 납작한 허벅지를 위한 큰 가슴 등)을 추가하는 모드가 있었던 걸로 기억하는데, gggnog님이 만드셨던 것 같아요.

그분이 완전히 떠나셨으니, 혹시 여기 계신 모델러분들 중에 그 부분을 채워주실 분이 있을까요? 아니면 아직은 그 작업이 진행 중이 아닌가요?

 

Would it be okay if it's the CLE mode I received before?

 

3319980_2651.thumb.jpg.3e1ba9b5146638c91c83a66b741aec66.jpg3319980_2203.thumb.jpg.73124603df351994b1a5d1446f106552.jpg

Edited by darkloid
Posted
On 2/7/2026 at 5:22 PM, darkloid said:

 

Would it be okay if it's the CLE mode I received before?

 

3319980_2651.thumb.jpg.3e1ba9b5146638c91c83a66b741aec66.jpg3319980_2203.thumb.jpg.73124603df351994b1a5d1446f106552.jpg


That would be fine, yes! Thank you very much. I don't know if the files are compatible with the english release, but i'll try them out.

Posted (edited)
12시간 전에 detty_rains님이 다음과 같이 말했습니다:


네, 괜찮습니다! 정말 감사합니다. 파일이 영어 버전과 호환되는 것은 교체하는 것입니다.

일레인팩.rar큰 아그네스 개선 버전.rarjudith_pack.rar

임신한 토끼.rar

 

This is the nude mode for the CLE version that I received in the past.

There are some that are missing, but I tried to gather as much as possible.

 

3319980_2203.thumb.jpg.3a2b02b14ab481f6e0ddfa5f9b5835fe.jpg

3319980_1901.thumb.jpg.84d210e5fbe75bb591c15a5320927704.jpg

kai nude mod(cle).zip

Edited by darkloid
Add files.
Posted
On 2026/2/8 at 午前3時2分, SkyWarrior623 said:

 

一般的に言えば、登場人物のモデルが含まれています。それぞれ異なる服装です。

それぞれが具体的に何であるかを知りたい場合は、こちらのリストにある内容を確認してください。

 

Thank you!


I've been having fun swapping out various models, but when I replace Shizuna's model with one from another character, the weapon stays sheathed the whole time. Does anyone know what might be causing this?

Posted
On 1/17/2026 at 11:36 AM, amorrow28 said:

lakovic_horizon_mod.png.a6555b6d89abd939a7b0e568da28638d.png

 

@lakovic has given me permission give detailed instructions on how to convert his CLE Kai no Kiseki Nude&Sexy mod to NISA Trails beyond the Horizon.  The mod itself is available here for $10 USD.  To my knowledge, there is no longer a demo version available.  Rest assured that you are getting a lot, there are 236 models (PC and NPC) for the price of a coffee and a donut.
 
NOTE:  I will NOT be offering any help if you struggle with these instructions, do not bother asking me.  Instead, post here in this thread, I am sure someone can help you.  As lakovic instructed above, you can contact him if you have any questions about the mod itself.  Also, there is an issue with Feri's hair in the her default and NSFW default costumes.  I have no idea what the issue is, and I will not be fixing it.  If it bothers you, I think you can remove chr5003_c15.mdl/.mi and chr5003_c16.mdl/.mi before making the .p3a file but I haven't verified this for myself.  EDIT: lakovic posted a fix here.

 

Instructions:

 

NOTE: Starting with Daybreak, Falcom no longer has a modular DLC system, so without making your own custom tables, you can only use one DLC P3A at a time!  Please see here how to combine the tables of 2 or more DLCs using the .kurodlc.json file included in this mod.  It is an intimidating process at first, but will become very easy once you do it once or twice.

 

Finally, last note, the original mod used scripting to remove Altina's hat.  I did not replicate this, so use my Altina no hat mod instead.

 

Enjoy!

Really stupid question but is there a blueprint or something to how to change the costumes on this mod? like if you need to click "F3" or something, I can't find a directory

 

Posted
1 hour ago, HagCHAD said:

Hey guys just bought Lakovic's mod.Will it work for NISA Horizon or do I need to do something before?

It will work if you follow a post step by step by @amorrow28

Posted
On 1/26/2026 at 8:49 PM, lakovic said:

Looking back at the Kai mods I made earlier, there are still many parts I’m not satisfied with — especially the base body model, which I believe still has a lot of room for optimization.

Let’s first look at the comparison image below. I’m using Agnes’s base body as the reference, and I’ve listed a total of six areas that were optimized.

  Reveal hidden contents

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Points 1, 3, 4, and 6 correspond to the neck, waist, thighs, and calves. Compared to the base model on the left, I made these four areas slimmer, which I think results in better overall proportions.

  Reveal hidden contents

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Point 5 relates to the position of the kneecap. I adjusted it slightly higher than in the original model. In my opinion, this makes the character appear taller overall and improves the proportions.

  Reveal hidden contents

Snipaste_2026-01-23_20-17-29.png.c1737988ac76f87e9faf1bedc110fb70.png

 

Point 2 concerns the position of the chest. As you can see, the overall chest position is slightly lower than in the original model. I actually mentioned this back when I first started making the Kai mod — at the time, I was worried about compatibility with various animations, so I didn’t dare move the chest too far down.

This time, however, I was a bit bolder and adjusted it to a position that I believe is more appropriate and more in line with real human proportions. But this also introduced a series of issues. Simply lowering the chest position slightly caused very subtle stretching to appear in the chest area.

This kind of subtle stretching is something I can’t accept, so I tried many different solutions — I even ended up creating over 100 backup files.

  Reveal hidden contents

Snipaste_2026-01-27_13-49-40.png.575c2160f4954e7b94766581919c5ec5.png

From all these results, I selected several representative chest shapes. Which one do you think matches the original chest shape from the earliest Kai mod?

  Reveal hidden contents

4FC8B9CF641713E7AA354BF55A02F389.png.b22a471b7008d9e481ad15b0886c8a40.png

 

From left to right, 1–7:

Image 1 shows the issue I mentioned earlier. After lowering the chest position, a slight stretching appeared. This kind of stretching looks as if an invisible hand is pulling the chest forward, making it appear wider than it should be. That’s exactly where the problem lies — I can’t accept this kind of change that comes as a side effect of adjusting the chest position.

Images 2, 3 can be discussed together. These two shapes actually resemble the body shape of most people in real life: slightly sagging, with the nipples positioned lower. Although they may not look aesthetically pleasing, they are closer to reality.

Image 4 is the model currently used in the Kai mod. You can also notice that the chest position is still relatively high. Even though I had already lowered it slightly at that time, it still wasn’t enough.

Images 5, 6, and 7 represent just a few of many other possible solutions. I couldn’t capture screenshots of all of them, but I still feel none of them are perfect. I haven’t fully identified where the core problem lies yet, so I need to continue adjusting the model before finalizing the solution.

 

At the same time, I also adjusted the physics of the breast movement. Since I can’t directly upload videos, I’ve packed them into a compressed file instead. Please download it and check the results yourself.

mp4.zip 28.26 MB · 13 downloads

 

Finally, I’m including a comparison image between my adjusted model and the Stellar Blade model. As you can see, the proportions after my adjustments are very close to those of the Stellar Blade model.

  Reveal hidden contents

35AAEF7A0D126E7CEE20972AE5BBC8FB.png.3206695a04fb4c6f98ddb3fa5d5774aa.png

As for why characters in Stellar Blade appear to have such long legs and well-balanced proportions, I believe one key reason is that the hip bone is positioned relatively high. However, I don’t dare to casually adjust the hips bone position in the Kai model, as doing so could easily cause a lot of issues.

In short, the new base model is still under adjustment. Once I’ve tested it across most scenarios and confirmed that there are no obvious problems, I will replace all the base body models currently used in the Kai mod. This will also improve the overall proportions of the DLC outfits and make them look better as a whole.

 

I always appreciate that you do these breakdowns of the body design for your mods. It really helps emphasize just how much thought and work you are putting into them.

 

With this "V2" design, when I just look at the comparison screenshot, I find it hard to decide which I personally prefer. 

  • My brain tells me the original (left) is more realistic overall
  • But the new (right) is "skinnier" which I tend to find attractive

I've thought too much about your comments on lowering the chest position, and I figure I would compare with real bodies too. When measuring the whole torso, I think for Agnes-type body, the nipples would sit ~1/3 down the overall upper body, so I can see why you have been trying to lower the breasts overall.

 

I'm sure you have already tried this, but I figured I would ask:

  • Would you consider lowering the nipple position?
  • And/or reducing the breast size?

I feel like you have already done these things and decided they did not look very good or optimized, but those were the things that came to mind ever since you launched this model with the Kai release.

 

Regarding the breast physics - is this a number we can adjust in your model? Or is a bit complicated to manually change?

Posted
37 minutes ago, afdbg said:

 

I always appreciate that you do these breakdowns of the body design for your mods. It really helps emphasize just how much thought and work you are putting into them.

 

With this "V2" design, when I just look at the comparison screenshot, I find it hard to decide which I personally prefer. 

  • My brain tells me the original (left) is more realistic overall
  • But the new (right) is "skinnier" which I tend to find attractive

I've thought too much about your comments on lowering the chest position, and I figure I would compare with real bodies too. When measuring the whole torso, I think for Agnes-type body, the nipples would sit ~1/3 down the overall upper body, so I can see why you have been trying to lower the breasts overall.

 

I'm sure you have already tried this, but I figured I would ask:

  • Would you consider lowering the nipple position?
  • And/or reducing the breast size?

I feel like you have already done these things and decided they did not look very good or optimized, but those were the things that came to mind ever since you launched this model with the Kai release.

 

Regarding the breast physics - is this a number we can adjust in your model? Or is a bit complicated to manually change?

 

You can change jiggle physics values in the .mi files. For the actual values, you'd probably want to compare the original .mi files (either from the vanilla game or N&S kai mod, I think they're the same) to the new one and then adjust things and see what happens.

Posted
4 hours ago, afdbg said:

 

I always appreciate that you do these breakdowns of the body design for your mods. It really helps emphasize just how much thought and work you are putting into them.

 

With this "V2" design, when I just look at the comparison screenshot, I find it hard to decide which I personally prefer. 

  • My brain tells me the original (left) is more realistic overall
  • But the new (right) is "skinnier" which I tend to find attractive

I've thought too much about your comments on lowering the chest position, and I figure I would compare with real bodies too. When measuring the whole torso, I think for Agnes-type body, the nipples would sit ~1/3 down the overall upper body, so I can see why you have been trying to lower the breasts overall.

 

I'm sure you have already tried this, but I figured I would ask:

  • Would you consider lowering the nipple position?
  • And/or reducing the breast size?

I feel like you have already done these things and decided they did not look very good or optimized, but those were the things that came to mind ever since you launched this model with the Kai release.

 

Regarding the breast physics - is this a number we can adjust in your model? Or is a bit complicated to manually change?

I’m not intentionally adjusting only the position of the nipples. I adjusted the position of the entire breasts. When the overall breast position is lowered, the nipples naturally move down as well. However, in practice, the change is minimal. I believe the position is still reasonable and better than the previous model.

As for the breast size, in my current final version, they are indeed slightly smaller—and I emphasize, only slightly. Visually, the proportions look better, and it also matches my impression of Agnes. Although she is indeed very busty, they really shouldn’t be too large.

These subtle changes are difficult to describe perfectly in words. I think it’s much clearer if you just look at the screenshots.

Spoiler

Snipaste_2026-02-15_10-23-36.png.fd30d3d7b17c3ef056278618be2a9d41.pngSnipaste_2026-02-11_02-23-15.png.58fb1ee1eef53360679cd09ecc26a065.png

Snipaste_2026-02-15_10-32-12.png.d24e6a880a7d5423ef1fb56e4d3645bb.pngSnipaste_2026-02-15_10-35-11.png.92851040d6bb17509d8db77d47c79012.png

 

Adjusting the breast position is not only related to the model itself, but also to the position of the bones. Different bone positions and orientations will affect the final in-game appearance of the breasts. At the same time, the bone positions will also influence certain parameters in the .mi file.

Regarding the .mi parameters, in my understanding, the breast physics are controlled by eight segments of parameters—four for the left breast and four for the right breast. For example, the four segments for the left breast are: Leftchest_Root, Leftchest_Down, Leftchest, and Leftchest_Top.

Below is a complete set of physics parameters for the left breast.

Spoiler

{
  "stretch_resilience": 1,
  "resilience": 1,
  "rotation_limit": 3.14159,
  "driven_infl": 1,
  "stretch_limit": 1,
  "freeze_axis": 0,
  "node": "LeftChest_Root",
  "damping_min": 0.1,
  "is_enable_stretch": false,
  "gravity": -0.98,
  "is_disable": false,
  "is_dynamic_damping": false,
  "damping": 0.1,
  "damping_max": 0.1,
  "collision_radius": 0,
  "damping_velocity_ratio": 1,
  "wind_influence": 1
},
{
  "stretch_resilience": 8,
  "resilience": 0,
  "rotation_limit": 0,
  "driven_infl": 1,
  "stretch_limit": 1,
  "freeze_axis": 0,
  "node": "LeftChest_down",
  "damping_min": 0.1,
  "is_enable_stretch": true,
  "gravity": -0.2,
  "is_disable": false,
  "is_dynamic_damping": true,
  "damping": 0.14,
  "damping_max": 0.14,
  "collision_radius": 0,
  "damping_velocity_ratio": 0.5,
  "wind_influence": 0
},
{
  "stretch_resilience": 4.808,
  "resilience": 10,
  "rotation_limit": 0.174533,
  "driven_infl": 1,
  "stretch_limit": 1,
  "freeze_axis": 0,
  "node": "LeftChest",
  "damping_min": 0.1,
  "is_enable_stretch": false,
  "gravity": -0.8,
  "is_disable": false,
  "is_dynamic_damping": false,
  "damping": 0.1,
  "damping_max": 0.1,
  "collision_radius": 0,
  "damping_velocity_ratio": 1,
  "wind_influence": 0
},
{
  "stretch_resilience": 1,
  "resilience": 18,
  "rotation_limit": 0.523599,
  "driven_infl": 1,
  "stretch_limit": 1,
  "freeze_axis": 0,
  "node": "LeftChest_Top",
  "damping_min": 0.55,
  "is_enable_stretch": false,
  "gravity": -0.3,
  "is_disable": false,
  "is_dynamic_damping": true,
  "damping": 0.4,
  "damping_max": 0.24,
  "collision_radius": 0.03,
  "damping_velocity_ratio": 0.3,
  "wind_influence": 0
},

Regarding LeftChest_Root, it is usually located at the root of the bone hierarchy. It serves as the base bone and does not participate in physics calculations.

As for Leftchest_Down, although its name contains “Down,” it does not mean it controls downward movement of the breast. Its parent bone is LeftChest_Root, and its child bone is Leftchest. In my understanding, it functions more like a constraint that suppresses the movement of Leftchest. In Falcom models, it is typically used to prevent clipping issues with chest clothing.

Regarding Leftchest, its parent bone is Leftchest_Down, and its child bone is Leftchest_Top. It is the bone that controls the mid-section movement of the object.

As for Leftchest_Top, it is located at the end of the bone chain. Sometimes it is an actual bone segment, and sometimes it is an empty object. It controls the movement at the tip of the object.

If you want to increase the breast jiggle, you should adjust parameters such as damping, rotation_limit, resilience, and gravity for chest and chest_Top, and then reduce the constraint that chest_Down imposes on chest.

This is just my personal understanding of how these bones work, and it may not be entirely accurate. What I’ve been doing is adjusting one or two parameters at a time, then entering the game to observe the subtle changes in the physics, trying to understand the actual function of each parameter.

Posted

By the way, if you noticed in my screenshots, the swimsuit model on the left is Falcom’s original model. Agnes’ skin tone appears slightly more yellow, while the one on the right is my modified model, where her skin tone looks a bit more reddish. This difference is due to how the character appears when captured in the menu.

However, in the actual in-game environment, their skin tones look very similar—you can see this in the second screenshot. I believe the likely reason is that in the menu, the model is not affected by environmental lighting or direct light, which creates certain differences. So I think this is acceptable, since the final result should primarily be judged in the actual in-game scene😄

Posted (edited)

@lakovic i got into a issue with your N&S mod~ it worked recently but i removed it to test an other mod and reinstalled this and now for some reason it keeps crashing in like 10 -30 secs when i start movin. What i realized, i cant open doors, and i can move through objects like tables on the floor. Basicly ghosting.

 

I tried to remove from some files from the folder and redo a p3a file (removed everything but the asset folder, except for model_info removed that one too) and now it's working fine again. Any idea what might be the cause?

(i also removed all mods and did a verfy files repair on GoG but it still happens)

Edited by Agent0071
Posted

Hi @amorrow28,

I'm playing on the Clouded Leopard (CLE) version of the game. I converted your mod's .p3a file into .mdl files and a kurodlc.json file to use in my game.

The DOA outfits show up perfectly in the in-game shop, and I can purchase and equip them without any issues. However, there is one specific bug: after equipping the DOA outfit on a character, if I control a different character and walk close to the one wearing it, the game immediately crashes to desktop (CTD). Other than this specific situation, everything else works perfectly fine.

Do you have any idea what might be causing this or how I could fix it?

Thanks!

Posted

As a potential clue, I noticed that compared to the official outfits, these modded outfits don't seem to have any active physics. For example, on the equipment screen, parts like ribbons or skirts don't flutter at all—they are completely static.

Could it be that the missing physics data (or broken physics nodes) is exactly what's causing the game to CTD when another character gets close and triggers a physical interaction?

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