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FATAL FRAME II: Crimson Butterfly REMAKE [Req Mod]


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Posted

Good luck guys I hope you find a good way to mod this gorgeous game and make some good nude or at least swimsuit outfits.

 

Posted
3 hours ago, cow623906528 said:

Clarification on the Mesh Splicing Logic

Regarding the modding of Fatal Frame II Remake, I want to clarify why I’m sticking with mesh splicing instead of simply replacing the whole model with a new one. The main goal is to keep the original body proportions and skin tones.

This is my first time working with this engine, and here is what I’ve found (using a simple example instead of messy hash values):

Suppose the protagonist's A.g1m file contains two components: 1.vb (Upper Body) and 2.vb (Lower Body).

  • 1.vb contains all vertex groups and weights for the upper body (head, arms, etc.) and points to the upper body textures (A1.g1t).

  • 2.vb contains the weights for the lower body (legs) and points to its own textures (A2.g1t).

The issue when making a mod:

To create a full-body mod, I have to split the new mesh into two parts to match these .vb files. If I don't—for example, if I merge a full body into 1.vb—the lack of lower-body weights in that file will cause the mesh to "explode" in-game. The same happens with 2.vb for the upper body. After the split, we also need to adjust both texture sets and align the UVs perfectly.

 

Specific challenges with this game:

The outfits in this remake are quite restrictive, and the "exposed skin" (forearms, back, calves) is very fragmented and stored in a specific Body.vb. This file simply doesn't have enough vertex groups to support a full body mesh; forcing it always leads to a crash or mesh corruption.

Using the Clothing.vb as a base isn't much better, as it still lacks the specific vertex groups used by the Body.vb. On top of that, matching the material settings to the original skin tone is a massive headache.

 

One quick tip:

If you are looking for texture mappings for a g1m model, check the CharacterEditor.kidssingletondb.kidsobjdb.json I shared earlier and use yumia_ktid_tool for the lookup.

Thanks for explaining, hope people can use this to make something XD

Posted
3 hours ago, cow623906528 said:

Using e4104470.g1m (the original Mio's initial clothing) as the model base, its vertex group is complete, and the nude model's animation is flawless. However, the materials in the 1.vb (clothing model) section need modification. You'll notice fine stripes on the skin, similar to those on the clothing. I've already addressed these in Photoshop, but I'm unsure where the problem lies.

The 1.vb (clothing model) contains the following five materials:

7ebc7453.g1t (color map)

6a05ba85.g1t (normal map)

7b81f871.g1t (mask map? black + green)

20f5590b.g1t (AO map)

bb90e7fa.g1t (ambient occlusion map)

 image.thumb.png.d883f291768c3f14189d353cecfa9b29.png

in nothing we are going to have the nude mod do it barefoot too please

Posted
3 hours ago, cow623906528 said:

Using e4104470.g1m (the original Mio's initial clothing) as the model base, its vertex group is complete, and the nude model's animation is flawless. However, the materials in the 1.vb (clothing model) section need modification. You'll notice fine stripes on the skin, similar to those on the clothing. I've already addressed these in Photoshop, but I'm unsure where the problem lies.

The 1.vb (clothing model) contains the following five materials:

7ebc7453.g1t (color map)

6a05ba85.g1t (normal map)

7b81f871.g1t (mask map? black + green)

20f5590b.g1t (AO map)

bb90e7fa.g1t (ambient occlusion map)

 image.thumb.png.d883f291768c3f14189d353cecfa9b29.png

can this be transfered to other characters? maybe see if theres a diffrence between them?

Posted

Hello everyone,

I’m a beginner in modding and don’t know much about it, to be honest. I was browsing the Fatal Frame 5 remake section of the website and found that, at some point, someone managed to restore the censored swimsuit outfit from the Wii U version and make it into a mod for the PC version.

According to them, they used the Switch version of the game. Their exact statement was:
"Just need the JAPANESE SWITCH version of the game and unpack the ROM. You will find two folders named H_MIU_L and H_YRI_N."

So I was wondering: I know there is no Switch version available anymore, but with the old PS2 or Xbox version (I mean the original game), is there any chance to find these outfits in it and make it possible to swap them (I imagine that would be quite difficult)?

Posted (edited)
13 hours ago, zimna97 said:

So I was wondering: I know there is no Switch version available anymore, but with the old PS2 or Xbox version (I mean the original game), is there any chance to find these outfits in it and make it possible to swap them (I imagine that would be quite difficult)?

Depends if the other version can be cracked and if the older version of the game has the same file structure, someone did mention they had a ROM of the original game with the Cut content likethe swimsuits but nothing came from that, or they just never shared or tried.

 

Side note, wonder if the Older files can be used here, if so, if the swisuit from the older version have the correct weights, could it be used instead? Need to see if the Old Game files can be used in the remake though..

Edited by eightballblaze
Posted

Like i said before, the game works just like FF4 and FF5, for now i can't do a nude mode since idk why the yumia can't find mio's skin texture on her OG FF2 costume 

Captura de pantalla (559).png

Posted
On 2026/3/30 at PM11点04分, cow623906528 said:

我以e4104470.g1m(Mio的婚纱)为模型基础,其顶点组已经完成,虚模型的动画也完美无瑕。然而,1.vb(服装模型)部分的材质需要修改。你会注意到皮肤上有细小的一些条纹,就像服装上的条纹。我已经用Photoshop处理过这些问题,但我不确定问题出在哪里。

1.vb(服装模型)包含以下

On 2026/3/30 at PM11点04分, cow623906528 said:

我以 e4104470.g1m(Mio 的初始服装)为模型基础,其顶点组已完成,裸体模型的动画也完美无瑕。然而,1.vb(服装模型)部分的材质需要修改。你会注意到皮肤上有一些细小的条纹,类似于服装上的条纹。我已经用 Photoshop 处理过这些问题,但我不确定问题出在哪里。

1.vb(服装模型)包含以下五种材质:

7ebc7453.g1t(颜色图)

6a05ba85.g1t(法线贴图)

7b81f871.g1t(掩码图?黑色+绿色)

20f5590b.g1t(AO地图)

bb90e7fa.g1t(环境光遮蔽图)

 image.thumb.png.d883f291768c3f14189d353cecfa9b29.png

7ebc7453.g1t(颜色图)

6a05ba85.g1t(法线贴图)

7b81f871.g1t(空白码图?黑色+绿色)

20f5590b.g1t(AO地图)

bb90e7fa.g1t(环境光遮蔽图)

 image.thumb.png.d883f291768c3f14189d353cecfa9b29.png

求分享

Posted
On 3/30/2026 at 6:50 PM, cow623906528 said:

Clarification on the Mesh Splicing Logic

Regarding the modding of Fatal Frame II Remake, I want to clarify why I’m sticking with mesh splicing instead of simply replacing the whole model with a new one. The main goal is to keep the original body proportions and skin tones.

This is my first time working with this engine, and here is what I’ve found (using a simple example instead of messy hash values):

Suppose the protagonist's A.g1m file contains two components: 1.vb (Upper Body) and 2.vb (Lower Body).

  • 1.vb contains all vertex groups and weights for the upper body (head, arms, etc.) and points to the upper body textures (A1.g1t).

  • 2.vb contains the weights for the lower body (legs) and points to its own textures (A2.g1t).

The issue when making a mod:

To create a full-body mod, I have to split the new mesh into two parts to match these .vb files. If I don't—for example, if I merge a full body into 1.vb—the lack of lower-body weights in that file will cause the mesh to "explode" in-game. The same happens with 2.vb for the upper body. After the split, we also need to adjust both texture sets and align the UVs perfectly.

 

Specific challenges with this game:

The outfits in this remake are quite restrictive, and the "exposed skin" (forearms, back, calves) is very fragmented and stored in a specific Body.vb. This file simply doesn't have enough vertex groups to support a full body mesh; forcing it always leads to a crash or mesh corruption.

Using the Clothing.vb as a base isn't much better, as it still lacks the specific vertex groups used by the Body.vb. On top of that, matching the material settings to the original skin tone is a massive headache.

 

One quick tip:

If you are looking for texture mappings for a g1m model, check the CharacterEditor.kidssingletondb.kidsobjdb.json I shared earlier and use yumia_ktid_tool for the lookup.

There is NO logic at all to this type of game programming other than intentional obfuscation by the game developer to make it very hard to mod the game. Fck Koei Tecmo!! (or specifically, fck modern, westernized Koei Tecmo, as the old team never implemented something like this).

Posted
1 hour ago, superzero9999 said:

There is NO logic at all to this type of game programming other than intentional obfuscation by the game developer to make it very hard to mod the game. Fck Koei Tecmo!! (or specifically, fck modern, westernized Koei Tecmo, as the old team never implemented something like this).

If you look at my Blonde Hair mod. a couple of hair pieces is still brown, while the hair texture has been colored blonde completely. 

 

It feels like this videogame engine was designed to make it hard to modify their files.

 

Our only hope, is if someone is willing to spend their time and knowledge, to create a tool, that will make modding a lot more friendlier/easier.

The Fatal Frame community is small, so if it is ever going to happen, it might be within the DOA community.

Posted
On 3/24/2026 at 4:28 PM, cow623906528 said:

The file `CharacterEditor.kidssingletondb.kidsobjdb.json` below is a "dictionary" used by the ktid tool. Just like other Tecmo games, it can reverse-engineer the .g1m model to find the corresponding .ktid file, and then automatically export the .git textures.

For example, Mio's original clothing, 0xCADE596E.g1m, uses 0xDE7762CD.ktid, which can be exported using "yumia_grab_textures_using_ktid.py". Her suspenders and stockings use the texture "0x95f86326.g1t".

After modification, this effect can be achieved (this is very rough, just for testing). This effect is not good enough; I'll work on modifying the base model later when I have time, or leave it to a more skilled developer!

Another problem is that it seems that floating ribbons, sleeves, etc., in the clothing cannot be directly modified in Blender; the model will be lost after exporting.

Everyone is immersed in Death Stranding 2.

CharacterEditor.kidssingletondb.kidsobjdb.json 9.82 MB · 11 downloads image.thumb.png.e4fbbf0afa08c3453bd2e1c950f3b147.pngimage.thumb.png.d98d77a3c1cbaedee59fe0e1f2fa5465.png

 

after the new update, all i get from the 0xDE7762CD.ktid, is only one g1t file now... the mask from the collab with silent hill f. Could you please confirm if this happens to you too?

Posted

I have literally the same problem in fatal frame 2 remake and prism. the entire hairstyle does not get colored. Katana Engine is not easy to mod without proper modding tools.

20260403133550_1.jpg

Posted
3 hours ago, FatalFrame_Fan said:

after the new update, all i get from the 0xDE7762CD.ktid, is only one g1t file now... the mask from the collab with silent hill f. Could you please confirm if this happens to you too?

these upodates might get very annoying if this is true, and as there isn't a tool to help, modders will just abandon it.. Will need to use XXMI and there techniques at this rate or other tools that dont replace the model, just runs over it But that means alot of coding work just to get it stable.. or we wait for it to becomes the final update for a finished product, or force people to not update or revert there updates so the mods work.. Either way, its going to get painful if this happens after every update.

Posted

Silent Hill F and Crimson Butterfly Remake were both good games, but unfortunately, they were made by hypocritical companies. They weren't afraid of the ghosts in the game scaring you to death; they were most afraid that the protagonist's underwear would scare the players.

Posted (edited)
8 hours ago, Robert5211 said:

Silent Hill F and Crimson Butterfly Remake were both good games, but unfortunately, they were made by hypocritical companies. They weren't afraid of the ghosts in the game scaring you to death; they were most afraid that the protagonist's underwear would scare the players.

At this point the modders will figure out how to make the Old original Game play on the latest Hardware and then modding that.. 

 

Just really hope this gets better or the game gets a last update soon so people can dive in and make shit from it..

 

Edit: Is the Eastern Version of the game in the same state? is it possible to try buy and mod that version instead?

Edited by eightballblaze
Posted
On 4/3/2026 at 4:44 PM, FatalFrame_Fan said:

after the new update, all i get from the 0xDE7762CD.ktid, is only one g1t file now... the mask from the collab with silent hill f. Could you please confirm if this happens to you too?

1. yeah,Due to the recent game update, the data structure in root.rdb and root.rdx has changed. Consequently, the CharacterEditor.kidssingletondb.kidsobjdb file I previously created needs to be updated. I will upload the revised version shortly.

2. Regarding Textures: It seems the current .kidsobjdb file cannot automatically export the 4 specific textures used for body materials. You’ll need to locate them manually in the files. It shouldn’t be too difficult—just look for the rectangular textures; they are quite easy to identify as skin/body maps.The texture of some hair may also be included in these .g1t files.

3. Adjustment to Modding Plans: I have decided to put "nude" mod projects on hold for now. Until official DLCs with more revealing outfits are released, the current technical difficulty is quite high, and the resulting model quality doesn't meet my personal standards. I’ll be waiting to see what future updates bring. That said, I am still happy to help with smaller requests, such as increasing bust size or removing specific accessories/ornaments.

Posted (edited)
11 minutes ago, cow623906528 said:

1. yeah,Due to the recent game update, the data structure in root.rdb and root.rdx has changed. Consequently, the CharacterEditor.kidssingletondb.kidsobjdb file I previously created needs to be updated. I will upload the revised version shortly.

2. Regarding Textures: It seems the current .kidsobjdb file cannot automatically export the 4 specific textures used for body materials. You’ll need to locate them manually in the files. It shouldn’t be too difficult—just look for the rectangular textures; they are quite easy to identify as skin/body maps.The texture of some hair may also be included in these .g1t files.

3. Adjustment to Modding Plans: I have decided to put "nude" mod projects on hold for now. Until official DLCs with more revealing outfits are released, the current technical difficulty is quite high, and the resulting model quality doesn't meet my personal standards. I’ll be waiting to see what future updates bring. That said, I am still happy to help with smaller requests, such as increasing bust size or removing specific accessories/ornaments.

The game players might fall off if mods dont get added lol

 

wonder why they would make the file structure so hard, would this also make it harder to fix bugs? or is it some kind of encryption tool their using to make the game a muddles mess?

Edited by eightballblaze
Posted
On 4/2/2026 at 2:55 AM, FatalFrame_Fan said:

If you look at my Blonde Hair mod. a couple of hair pieces is still brown, while the hair texture has been colored blonde completely. 

 

It feels like this videogame engine was designed to make it hard to modify their files.

 

Our only hope, is if someone is willing to spend their time and knowledge, to create a tool, that will make modding a lot more friendlier/easier.

The Fatal Frame community is small, so if it is ever going to happen, it might be within the DOA community.

It's been a year already, DOA community has abandoned Prism and focused on modding XVV which doesn't have the obfuscation of the newest katana engine like in Prism and FF2 remake. If there is, you will see tons of modder trying to untangle the mess of it, which is none right now. I'd rather hope Koei Tecmo update their XVV engine and infuriating tons of modder which will, eventually, create a new tools that detangle the mess and makes modding Prism and FF2 easier LOL.

 

I think Koei Tecmo know many people who subscribe to DOAXVV is also modify their game files, so they intentionally makes the game easy to mod, so as to not lost their loyal customer. Because if DOAXVV used heavy obfuscation like their other new games, their customer will react strongly and may leave the service.

 

This is against their own broader company policy, but money is money, so they did nothing. So they keep DOAXVV uncensored, while everything else get heavy censorship.

 

BUT I hope KT got greedy and someone on the top yelling "OBFUSCATE THE ENGINE, WE NEED MORE MONEY FROM COSTUME SALE" and all hell breaks loose.

 

8 hours ago, Robert5211 said:

Silent Hill F and Crimson Butterfly Remake were both good games, but unfortunately, they were made by hypocritical companies. They weren't afraid of the ghosts in the game scaring you to death; they were most afraid that the protagonist's underwear would scare the players.

Unfortunately, that's how 99% of the Japanese game company operate in the western market right now. The order came from the top and become a corporate doctrine, "No sexy-ness allowed", trickling down to artist and game programmer. It's a deep rooted problem and won't change in the near future, unless something revolutionary happened.

 

There's some voice from fellow Japanese game developer, mangaka and other to resist this censor culture but it's very rare, small in scale, and obviously fall on deaf ears. Nothing we can do unless the customer of Japanese culture work started to voice their disagreement and mass boycotting censored work. But there is none to date. People just consume the censored work no question asked. The reality is grim for us.

Posted
14 minutes ago, superzero9999 said:

Unfortunately, that's how 99% of the Japanese game company operate in the western market right now. The order came from the top and become a corporate doctrine, "No sexy-ness allowed", trickling down to artist and game programmer. It's a deep rooted problem and won't change in the near future, unless something revolutionary happened.

 

There's some voice from fellow Japanese game developer, mangaka and other to resist this censor culture but it's very rare, small in scale, and obviously fall on deaf ears. Nothing we can do unless the customer of Japanese culture work started to voice their disagreement and mass boycotting censored work. But there is none to date. People just consume the censored work no question asked. The reality is grim for us.

Think the Big Eastern game wins might change the way they think or is it rooted to far? They need to see the errors of their ways, if losing millions, or in some cases Billions because their game wont sell to a non-existance fanbase, If that dont change how they work, dont think anything will...

Posted
6 minutes ago, eightballblaze said:

Think the Big Eastern game wins might change the way they think or is it rooted to far? They need to see the errors of their ways, if losing millions, or in some cases Billions because their game wont sell to a non-existance fanbase, If that dont change how they work, dont think anything will...

Mainstream games both from Chinese and Koreans already did that, albeit in much subtle way. Except Korean Stellar Blade, which blatantly censored Eve outfit when compared in actual retail gameplay vs concept outfit, and generate some heat in the process. Unfortunately the talk about censorship goes nowhere because Stellar Blade enjoys widespread success, reflecting that the market really thirsty for sexy characters, even if it's censored. That's the unfortunate fact.

 

For Chinese games, they already have their own heavy censorship in their law, so most games doesn't feature sexy characters. Some are did, like Wuchang Fallen Feathers. But most big AAA release never did. They already know how to navigate the current western politics and play it safe. Other smaller "sexy" games like The Killing Antidote doesn't count because its small player base and ridden with bugs (like so many abandon-ware slop from Chinese devs).

 

The Japanese games are different. Japanese mainstream games traditionally have beautiful and sexy characters bundled. Not one, not two, but MOST mainstream games have it, either by original design, or paid DLC. On A, AA, and AAA level games. THAT'S what the censorious western force tried to kill, and unfortunately every C-suite from big Japanese company are complicit in this.

 

So yes, they tried to kill sexy-ness in mainstream games no matter where it came from. Nowadays the only way you get to enjoy sexyness are from gacha games, or some small sub-A games (which dominated by Chinese abandon-ware slop), or straight to hentai games.

 

Even some sexy gacha games are also targeted when they try to enter western market like Korean Brown Dust 2, which lead to severe backlash from its subscriber. We really need that kind of backlash for mainstream Japanese games to reverse this censorship culture...

Posted
1 hour ago, superzero9999 said:

It's been a year already, DOA community has abandoned Prism and focused on modding XVV which doesn't have the obfuscation of the newest katana engine like in Prism and FF2 remake. If there is, you will see tons of modder trying to untangle the mess of it, which is none right now. I'd rather hope Koei Tecmo update their XVV engine and infuriating tons of modder which will, eventually, create a new tools that detangle the mess and makes modding Prism and FF2 easier LOL.

 

Venus Vacation PRISM is easier to modify than ff2remake because it's much more nude, and .vb files have ample vertex sets; a little sculpting and texture replacement are all it takes. Its decline can be attributed to its complete lack of gameplay; even simple cutscenes kill viewers' interest in watching nudity.

image.thumb.png.9ed36fe575737ada6a8e2220b6ee6a36.png

For example, with the VVP swimsuit, you can see that the body's .vb values are concentrated at 0.vb, 1.vb, and 14.vb. I only need to sculpt these three .vb values to complete the base model. Compared to FF2, this is practically the easy mode.

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