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FATAL FRAME II: Crimson Butterfly REMAKE [Req Mod]


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Posted (edited)
30 minutes ago, jackrider53 said:

are these real or? 

Depends on what you define as "real."

Real tits? Yes. They absolutely don't look like fake tits. I'd ask my surgeon a refund if my fake tits look like those.

Real person? Absolutely not. These are CGIs.

Real picture? Maybe yes. Maybe no.

Edited by squillliam
Posted
6 hours ago, squillliam said:

Depends on what you define as "real."

Real tits? Yes. They absolutely don't look like fake tits. I'd ask my surgeon a refund if my fake tits look like those.

Real person? Absolutely not. These are CGIs.

Real picture? Maybe yes. Maybe no.

hahahahahahah

Posted
20 hours ago, Unkwn37 said:

Gonna need some performance patches first, otherwise if we do get a thicc mod its gonna blow your pc's back out.

I like to say I have decent specs (7700XT, 5600X, 32gb ddr4) and this game was annoying to set up. Forced into FSR2 (I do not have the option to turn it off) I struggle to stay at 60 fps with 65% scaling, if I try 1080p it starts to look like a smear fest (even had disabled motion blur already and it still looks bad). The smoothest and clearest image I could get was LOD option on standard previously stated fsr scaling and med settings essentially for 2k and it still has a hard time staying at 60fps and 99th% going as low as 30 in some areas causing noticeable jitter.

I'm new to this game, never got to play the og but if there is a mechanic to take care of a second character, then making any thicc mod will basically force me to play at 30fps with the performance experience i've been having, let alone surviving both of them getting modded lol

 

I really don't understand, this game looks barely better than Code Vein 2 (which is getting patches this month for performance) and at least that game had the excuse of its larger open world, the fuck happened here?

 

Lol im hearing this first time, mods tanking fps? You are right about the optimization tho, the game does run pretty bad on my 4070

Posted

Mods can be slow, I understand. It's definitely possible, don't worry about it being impossible.

We saw a Nioh 3 nude mod just last month, and that game also uses the Katana Engine.

We need to give it some time. If it's rushed and incomplete, the game will crash or freeze.

Posted
1 hour ago, SnForI said:

 

Lol im hearing this first time, mods tanking fps? You are right about the optimization tho, the game does run pretty bad on my 4070

Yeah, mostly a joke unless the modder made a 8k resolution model, they don't usually present issues, but yeah the base game performances is spotty.

Funny story: in the Steam Discussions someone noted that apparently a fix to their stutter was to have the game out of focus. like, your mouse shows on the window while you play instead of hiding and it worked for the OP of that thread. funny to think about, but unsure if true.

Posted
On 3/11/2026 at 12:47 PM, Sonagi_XXI said:

Well that's bad news already, Venus Vacation Prism also uses Katana and folks stopped modding because it was extremely difficult to do, considering FF it's a more niche saga I doubt a lot of people will be willing to endure the headache to mod it 

do not take me as a "katana engine expert" or stuff like that but i want to explain more in detail about this engine in this part

 

So far the issues with modding the katana engine is tied to file extraction and file injection, any dump of files that uses the current fdata tool gives outputs in a bunch of unnamed hash files that are divided by format like textures, object id, mats, etc. despite the file format of the packed files changing per game or per franchise, the internal formats atleast so far hasn't been giving any changes since DOA6, although the lack of info i have found for updated tools because everything is spread per game makes me unaware of probably some blender addon that can import the g1m(model format) to blender and back to g1m.

 

Back to the extraction, this is something similar that the RE engine games suffer, where without a paklist(a file generated by reading all the files the game loads at the time of the tool being injected into the game) files would get extracted as a bunch of shit, i know for some games they left dev files that had file names inside the pack files and DOA6 being the exception with the qrdb tool and DOA6 having the rdb files (Idk what they are and beware of DOA6LR changing how the game is packed) but most of them the luck is if you find how to inject back and the first 3 models that you were checking in noesis are by luck the ones you need.

 

it's atleast reduced in these aspects:
-fdata doesn't have traditional file groups inside the format
-extracted files don't have name files or organization by how they load ingame
-we don't have a tool or a way to get these file names to implement into the extractor

-atleast internal formats have not changed that much per game so noesis model scripts or texture scripts dont work

 

but again i haven't check other places like nioh modding and the altelier series to know if someone has parsed this bullshit or if the modders can be all group into finding ways to get file list or a better way to extract the game files and make stuff easier

Posted
22 hours ago, Razorio said:

I’m not a modder, so my questions might be a bit dumb.

What toolset are you using to extract fdata? The ones mentioned in amorrow28’s post? Just checking in case there’s something else that’s more up to date.

 

Use the qrdbtool from the dynasty warriors origins mod loader on nexus. U can extract just the files u want. Noesis and the g1t tool should work fine with the textures. All the same as nioh 3. 

Posted

I followed this Venus Vacation Prism Modding Tutorial to dump files using fdump tool, then used qg1t_tool to extract g1t files in bulk.


I searched through 10,000 textures for Mayu’s spats texture, but I couldn’t find it.
I’ve now started searching for Mayu’s spats texture again using qudbtool.
Going through textures one by one… this is causing me tremendous agony.

Posted

Unfortunately, I couldn't find Mayu's spats texture. It's probably one of the files that failed to convert. That's a shame.

Posted
1 hour ago, Sanurai said:

Unfortunately, I couldn't find Mayu's spats texture. It's probably one of the files that failed to convert. That's a shame.

At first it looked like there was no texture at all - just black part without any texture, but with a normal map applied to give them some surface detail.

FatalFrameII_1.thumb.jpg.f826f3f6e79722f96bf8207e4e4ef4a0.jpg

However, if you move a light source closer and shine it from the front, some kind of texture actually becomes visible, and the material even has a sheen similar to silk.

FatalFrameII_2.thumb.jpg.11857679d1fcbddb2bb58f715178d2de.jpg

And from certain angle a strange blue area appears (more like an indigo color) in a rather interesting spot.

FatalFrameII_3.thumb.jpg.ac3308597fb0a482dd54e365eb59d461.jpg

I suppose the reason the correct texture is hard to find is that it doesn’t really stand out among the many similar dark textures in the game?

Posted
2 hours ago, Anewidea said:

I wish I could play the game. I had to refund it since I was getting Black Screen and/or Infinite Loading screens.

I head this is due to missing video codecs, but I don't have the game so I can't confirm it.

Posted

This is a texture extracted from a game scene using Ninja Ripper.
I can't find a matching texture in extracted game assets thumbnails.

 

FatalFrame2_Mayu_spats_texture.jpg.532966a74688e3c51566bd5f2ca6992d.jpg

 

 

 

7 hours ago, Razorio said:

At first it looked like there was no texture at all - just black part without any texture, but with a normal map applied to give them some surface detail.

FatalFrameII_1.thumb.jpg.f826f3f6e79722f96bf8207e4e4ef4a0.jpg

However, if you move a light source closer and shine it from the front, some kind of texture actually becomes visible, and the material even has a sheen similar to silk.

FatalFrameII_2.thumb.jpg.11857679d1fcbddb2bb58f715178d2de.jpg

And from certain angle a strange blue area appears (more like an indigo color) in a rather interesting spot.

FatalFrameII_3.thumb.jpg.ac3308597fb0a482dd54e365eb59d461.jpg

I suppose the reason the correct texture is hard to find is that it doesn’t really stand out among the many similar dark textures in the game?

 

Posted

I recall in the xbox version (Director's Cut) they gave us a huge amount of costumes including these, for Mayu and Mio, including bikini and bondage costumes. Here's some of them.

ff2-mayu-i-f.jpg

ff2-mayu-l-f.jpg

ff2-mayu-m-f.jpg

ff2-mayu-n-f.jpg

ff2-mio-n.jpg

ff2-mio-m.jpg

ff2-mio-l.jpg

ff2-mio-i.jpg

ff2-mio-h.jpg

Posted (edited)

Sucks that we finally get really good character models for Mio and Mayu, but get the lamest unlockable costumes out of all the versions of FF2 and possibly the whole series. Now these same guys are trying to bring back the DOA series.

Edited by oaktree10
Posted
12 hours ago, Sanurai said:

This is a texture extracted from a game scene using Ninja Ripper.
I can't find a matching texture in extracted game assets thumbnails.

Okay, I see now what you're trying to do. Yeah, in this case it's probably either an issue with the fdata extractor, or Ninja Ripper isn't dumping the models and textures completely correctly.

 

I can also see that the shorts are actually modeled. Even if the texture is eventually found, the painted underwear on top would probably look unnatural. And if you remove them, that's part of the mesh itself, which would leave a hole in the model - meaning the mesh would need additional editing to fill that empty space. I highly doubt Team Ninja left any properly modeled geometry underneath the shorts.

 

In any case, I really appreciate the effort. Hopefully someone else might take a look at this as well.

Posted

I modified 16741a74.g1m (Gothic Left-wing), then repackaged fdata according to the instructions and injected it into the fdata_package folder, but the game still won't open. I even tried unpacking and repackaging the original 16741a74.g1m without any modifications, but it still caused the game to crash. I feel that some of the .py files in the process don't support this game, and I'd like to see what everyone thinks.image.thumb.png.16fe044124f34022125658a7ea2bb81a.png

Posted
21 minutes ago, Sanurai said:

 

我成功了!我用Python脚本从Nioh3-Model-Texture-Mapping-Database数据库
中找到了Mayu的护腿纹理。

https://github.com/kassent/Nioh3-Model-Texture-Mapping-Database

 

RDB Explorer 信息如下:
名称:0x05DE21E7.g1t 类型:StreamingTexContext 容器:0xda8c9d84.fdata 哈希值:0x05DE21E7

 

 

0x05DE21E7.TEX0.dxt1.png

Most of the models' bodies are incomplete; the leggings are a separate model, not connected to the thighs, and will need to be added in post-production. The primary issue now seems to be successfully packaging the modified models.

Posted
1 hour ago, cow623906528 said:

I modified 16741a74.g1m (Gothic Left-wing), then repackaged fdata according to the instructions and injected it into the fdata_package folder, but the game still won't open. I even tried unpacking and repackaging the original 16741a74.g1m without any modifications, but it still caused the game to crash. I feel that some of the .py files in the process don't support this game, and I'd like to see what everyone thinks.image.thumb.png.16fe044124f34022125658a7ea2bb81a.png

the .py in noesis, right? are you using the script for Nioh 3 or an entirely different one?

Posted (edited)

successfully swapped textures

It worked when imported correct format file using RDB Explorer

 

I found several instances of same texture, so I replaced them all.
There are two slightly different versions of the spats texture, I think they are remake and original version of the costume, respectively.

 

textures hash:

0x4BFE2EAC

0x5EF95A67

0x176EBDA0

0x6932DBE2

0xB9FC402A

0xBAF6FA24

0xC5AA9F5E

 

and

 

0x4D22E620

0x05DE21E7

0x9EE70462

0x47C91383

0x60E107AA

0xF0AB22A4

0xF2E2F62C

0xFB5EC7DE

 

texture_test.jpg

Edited by Sanurai
Posted
1 hour ago, squillliam said:

the .py in noesis, right? are you using the script for Nioh 3 or an entirely different one?

I'm using this tutorial from DOA. Is the script not universally applicable? Then I'll have to look at the Nioh 3 tutorial.

Posted
2 hours ago, cow623906528 said:

I'm using this tutorial from DOA. Is the script not universally applicable? Then I'll have to look at the Nioh 3 tutorial.

If they haven't updated the engine that much, you can use the previous game's script. Look at the extracted g1m files, if the .mesh format numbers are different, then they're not compatible and would crash.

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