amorrow28 Posted February 16 Author Posted February 16 4 hours ago, tiger2012010 said: 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! 4 hours ago, tiger2012010 said: 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? Sounds like the .mi files are missing, or in the wrong place. Sorry, I can't help more than that, this is not my mod.
SuperKam1 Posted February 16 Posted February 16 Hi any chance for a FPV mod through cheat engine? The closest I can get is playing with the custom distance set almost to 0 and keeping clipping on. However running animations make the controlled character appear again and sometimes when initiating dialogue the camera moves too close to the character youre trying to talk to and clips them out. Maybe something to disable camera movement on dialogue and only the controlled characters’ running animations? Its fun playing this way during exploration so it would be much appreciated!
lakovic Posted February 16 Posted February 16 @Agent0071@tiger2012010 It seems that both of your issues are likely caused by the .mi files. Please note that the .mi files from the NIS version and the CLE version are not interchangeable. For the CLE version .mi files, you need to use the tool kuro_decode_bin_json.py provided by @amorrow28 to convert them into .json files. Then rename the .json files to .mi, and they will work with the NIS version.
Tjoeb123 Posted February 16 Posted February 16 I've been thinking...I know Falcom would never do this in a million years, but can you imagine the characters actually being self aware about the lewd outfits (or nothing at all) that they're wearing? Especially given a certain section of the story around the middle of the game (I won't spoil it if you've not played the game yet, but IYKYK).
tiger2012010 Posted February 16 Posted February 16 @lakovic @amorrow28 I have tried renaming the NISA version's .mi file to .json, and then used the kuro_encode_bin_json.py tool downloaded from GitHub to convert the .json back into a .mi file, as shown in the screenshot here: https://imgur.com/a/qAlT6M0 I put the resulting file into the game, but after testing, the game still crashes (CTD), and the outfit still lacks any physics. Did I do this correctly? Is this the proper way to get the .mi file required for the CLE (Clouded Leopard) version?
lakovic Posted February 16 Posted February 16 Alright, I think I’ve figured out the cause. I used chr5001_c15.mi as a reference and converted both the NIS and CLE versions of the .mi files into .json format, then compared them in a text editor. Structurally, their parameters are completely identical—the only difference is the order. Spoiler However, it’s precisely this difference in order that causes the CLE version to be incompatible with .mi files converted from the NIS version. On the other hand, the NIS version can read CLE .mi files even if the order is different. After using the .mi file converted from the NIS version, I noticed that Agnes (chr5001_c15.mdl) lost most of her physics functionality. I then rearranged the breast physics parameters back to the CLE version’s order, re-entered the game, and found that the breast physics had returned to normal. Still, I have to complain a bit about the CLE version—what kind of strange bug is this?😅 3
amorrow28 Posted February 16 Author Posted February 16 8 hours ago, Tjoeb123 said: I've been thinking...I know Falcom would never do this in a million years, but can you imagine the characters actually being self aware about the lewd outfits (or nothing at all) that they're wearing? Especially given a certain section of the story around the middle of the game (I won't spoil it if you've not played the game yet, but IYKYK). I'm only in act 1 so yes, no spoilers please, but you can edit the script with this tool. 7 hours ago, tiger2012010 said: @lakovic @amorrow28 I have tried renaming the NISA version's .mi file to .json, and then used the kuro_encode_bin_json.py tool downloaded from GitHub to convert the .json back into a .mi file, as shown in the screenshot here: https://imgur.com/a/qAlT6M0 I put the resulting file into the game, but after testing, the game still crashes (CTD), and the outfit still lacks any physics. Did I do this correctly? Is this the proper way to get the .mi file required for the CLE (Clouded Leopard) version? My post already has NISA versions of all the .mi files. The first version I posted was missing a bunch of them, so yes, the game would crash, but I replaced the upload within a day. So unless you kept the original download and not the new version, the files I provided have working .mi files. 5 hours ago, lakovic said: Alright, I think I’ve figured out the cause. I used chr5001_c15.mi as a reference and converted both the NIS and CLE versions of the .mi files into .json format, then compared them in a text editor. Structurally, their parameters are completely identical—the only difference is the order. Reveal hidden contents However, it’s precisely this difference in order that causes the CLE version to be incompatible with .mi files converted from the NIS version. On the other hand, the NIS version can read CLE .mi files even if the order is different. After using the .mi file converted from the NIS version, I noticed that Agnes (chr5001_c15.mdl) lost most of her physics functionality. I then rearranged the breast physics parameters back to the CLE version’s order, re-entered the game, and found that the breast physics had returned to normal. Still, I have to complain a bit about the CLE version—what kind of strange bug is this?😅 The .mi files from Falcom have two orders - the storage order and the hash order. There is actually no way for me to preserve both. This is a really weird bug with Falcom's actual JSON encoder. CLE didn't introduce this bug, Falcom did (it's been there since Ys X JP for the Switch and Kai JP PS4 if I remember correctly). However, CLE Kai is very particular about the order of the entries, probably because Falcom programmed the .mi files to be read without the dictionary keys for speed / memory. As far as I know, NISA DB1 / DB2 / Horizon does not care about the order of the entries, because it can read the dictionary keys properly. Maybe one day I will figure out a decent workaround to decoding / encoding these files while preserving both storage and hash order, but as of right now I have not figured out the algorithm (which I suspect is little more than lazy programming). 1
Agent0071 Posted February 16 Posted February 16 (edited) 17 hours ago, lakovic said: @Agent0071@tiger2012010 It seems that both of your issues are likely caused by the .mi files. Please note that the .mi files from the NIS version and the CLE version are not interchangeable. For the CLE version .mi files, you need to use the tool kuro_decode_bin_json.py provided by @amorrow28 to convert them into .json files. Then rename the .json files to .mi, and they will work with the NIS version. I tried to fiddle with it but for me this tool is a bit to high~ i am not able to use it couse some modules(?) are not arble to be installed to use any of the scripts? Cant install the modules blowfish and the others with CMD for some reason. So i gues i have to live with my work around i gues~ or if you add it to your downloads in itch. But thanks anyway for the solution. Edited February 16 by Agent0071
Tjoeb123 Posted February 16 Posted February 16 4 hours ago, amorrow28 said: I'm only in act 1 so yes, no spoilers please, but you can edit the script with this tool. Oh don't worry, I'm pretty leery of spoilers myself so I won't dare spoil the story for others. And oh wow, really? Heh, I may have to mess with that a bit during a second playthrough. X)
Tjoeb123 Posted February 17 Posted February 17 I do have one question though. With regards to DLC - both official and custom tables - is being detected by the game (ie in the DLC menu) enough to poison the save file? Or does it take using it from the DLC tab?
afdbg Posted February 18 Posted February 18 On 2/14/2026 at 7:48 PM, lakovic said: 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. Hide contents 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. Reveal hidden contents { "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. Wow thanks again for the detailed response. It definitely looks like a significant improvement in my eyes - in Daybreak 2, Agnes default outfit with her breasts just looks so unrealistic. And actually for the jiggle I was thinking about reducing them, something in between the game's default jiggle and the mod setup. So I assume I can just do the opposite adjustments. I am eagerly awaiting your final updates to Horizon! Going to play Sky 1st first so that I can catch your latest update when I start Horizon. 3
Boltzmann1111 Posted February 20 Posted February 20 On 2/9/2026 at 4:17 AM, Porker56989 said: Do you plan to do the remaining girls? I got onto Rean's Path and finished Fie, Towa and Altina Spoiler 1
muhj Posted February 21 Posted February 21 Hi there, I really appreciate all the time and effort for the mods being showcased here. I actually just recently purchased lakovic's mod - well worth it! Which is why I wanted to give back. Are there any modders here interested in commissioned work? There are certain mod requests I have in mind and hopefully be of interest. Let me know. Thanks again!
Era1234567 Posted February 21 Posted February 21 (edited) Hi, I'm not very tech-savvy. I have downloaded several of the .p3a mods and, as per instructions, dropped them in the main folder. However, I cannot find any of the costumes in the game. Is there a dlc shop somewhere or are the costumes supposed to automatically be selectable? Edit: I have managed to get the revealing outfits costume added! However, although I have other mods like the Wedding costume mods in the folder as well, they don't seem to be loading. Any idea? Is it a conflict issue? Edit 2: Have learnt that only 1 p3a file is loaded at a time. Trying to 'combine' the p3a files, but somehow now dlc disappears altogether. Edited February 21 by Era1234567
Tjoeb123 Posted February 24 Posted February 24 (edited) Hey @lakovic, dunno if anyone has mentioned this yet, but with your paid mod...I'm getting a ton of crashes going through the Grim Garten with Agnès, Renne, Celis and Nadia all completely undressed (via their towels). I can't even cast Quick Arts without it crashing unless I remove the costume. I have log files I'm willing to provide, if those'll help at all. Edit: Also in the Grim Garten, when any of the nood characters use an S-Craft, the camera shifts to an abnormal position when the S-Craft starts. Edit 2: And also when a clothed playable character comes into contact with a lewd character on the field. Edited February 24 by Tjoeb123
lakovic Posted February 24 Posted February 24 5 hours ago, Tjoeb123 said: Hey @lakovic, dunno if anyone has mentioned this yet, but with your paid mod...I'm getting a ton of crashes going through the Grim Garten with Agnès, Renne, Celis and Nadia all completely undressed (via their towels). I can't even cast Quick Arts without it crashing unless I remove the costume. I have log files I'm willing to provide, if those'll help at all. Edit: Also in the Grim Garten, when any of the nood characters use an S-Craft, the camera shifts to an abnormal position when the S-Craft starts. Edit 2: And also when a clothed playable character comes into contact with a lewd character on the field. Could you send a relevant save file so I can test it?
Tjoeb123 Posted February 24 Posted February 24 8 hours ago, lakovic said: Could you send a relevant save file so I can test it? Sent via PM.
Your Cinderella Posted February 24 Posted February 24 16 hours ago, Tjoeb123 said: Hey @lakovic, dunno if anyone has mentioned this yet, but with your paid mod...I'm getting a ton of crashes going through the Grim Garten with Agnès, Renne, Celis and Nadia all completely undressed (via their towels). I can't even cast Quick Arts without it crashing unless I remove the costume. I have log files I'm willing to provide, if those'll help at all. Edit: Also in the Grim Garten, when any of the nood characters use an S-Craft, the camera shifts to an abnormal position when the S-Craft starts. Edit 2: And also when a clothed playable character comes into contact with a lewd character on the field. i have already finish the game, and i have not experience any crashes using lakovic paid mod. ( waiting for trails in the sky 2nd chapter remake and trails beyond the horizon 2 )
Tjoeb123 Posted February 25 Posted February 25 On 2/24/2026 at 1:13 AM, Tjoeb123 said: Hey @lakovic, dunno if anyone has mentioned this yet, but with your paid mod...I'm getting a ton of crashes going through the Grim Garten with Agnès, Renne, Celis and Nadia all completely undressed (via their towels). I can't even cast Quick Arts without it crashing unless I remove the costume. I have log files I'm willing to provide, if those'll help at all. Edit: Also in the Grim Garten, when any of the nood characters use an S-Craft, the camera shifts to an abnormal position when the S-Craft starts. Edit 2: And also when a clothed playable character comes into contact with a lewd character on the field. Turns out I too failed to realize that the .ml files needed converting to JSON. Funny story, when I went to rename all those extensions, you'd think hitting Tab would rename the next file in Linux like on Windows, right? Nope! Instead it inserts an indentation. I went back and ran the conversation and noticed it wasn't working after multiple attempts. So I switched over to Windows on my Desktop, tried it there and it still wouldn't do it. Eventually I deleted the files, and it came up with an error saying one of the files had an invalid character...and that's when I realized...the Tab key inserts an indentation character on Linux. Of course, this also meant I couldn't delete or rename the file in Windows. Once I went back to my Steam Deck and corrected the file extension, everything went off with it a hitch.
kaiDragona112 Posted February 27 Posted February 27 On 1/24/2026 at 1:08 PM, Mr_Phelps said: To answer your question, yes it is possible to lengthen the girls' hair but I wouldn't recommend it because it can distort the physics of the hair and also, it will clip with the body. Just to give you a quick example of what i mean, here are a few screenshots with a longer hair edit. Reveal hidden contents Reveal hidden contents Reveal hidden contents Reveal hidden contents Pm sent.
Porker56989 Posted February 28 Posted February 28 Nice On 2/21/2026 at 7:55 AM, Boltzmann1111 said: I got onto Rean's Path and finished Fie, Towa and Altina Hide contents Nice! please share it with us soon.
Boltzmann1111 Posted March 2 Posted March 2 (edited) On 2/27/2026 at 10:28 PM, Porker56989 said: Nice Nice! please share it with us soon. Oops. I thought I did. Ill upload that now and update it soon with the girls from Kevin's path now that Im there. I've also noticed my later portraits look better so I might go back and update some of the older ones like Risette and Feri Update. Added the girls on Kevin's path that I've encountered. Lucrenzia too but haven't tested her yet. CharacterPortraits.zip Spoiler Edited March 2 by Boltzmann1111 Finsihed Kevins girls 1
omnireaper7 Posted March 4 Posted March 4 So I downloaded the .7z file for the Underwear mod then I extracted the folder inside and moved it on top of the p3a_Archive to make the .p3a of it and moved it into the Mods folder but the underwear mod doesn't work for me. The unskirt mod works perfectly though. Anyone have any idea on what i might have done wrong?
omgopolis Posted March 6 Posted March 6 On 3/3/2026 at 7:50 PM, omnireaper7 said: So I downloaded the .7z file for the Underwear mod then I extracted the folder inside and moved it on top of the p3a_Archive to make the .p3a of it and moved it into the Mods folder but the underwear mod doesn't work for me. The unskirt mod works perfectly though. Anyone have any idea on what i might have done wrong? I think the problem is that the KaiUDW folder has a lot of sub folders and the structure is not something that the p3a_archive.exe works with. The folder I've been feeding into the p3a_archive.exe only has a single "asset" folder inside of it, and that asset folder contains common and dx11 folders. So for the KaiUDW files, I had to go through each character UDW folder and pull out the relevant asset/common and asset/dx11 folders (and the "Extra" folders don't have the asset/dx11 files, so those need to come from the Main folder) 1
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