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Nude Arknights Endfield (mod series)


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Posted
On 6/1/2026 at 12:51 AM, Dam0nBaird said:

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Finally got two days off - returned to the hobby, there is still a lot of work to do on Ardelia, the worst model of those I have seen from the technical side (there is an assumption that the creator of the model was either in a hurry or did not try very hard on it).

I borrowed the horns from Orphea - I think this version is cuter

Man I hate her face so much. She has a face that's rectangular, round, and triangular at the same time. She's so fugly. Idk what you did but this looks a little cuter, maybe thanks to the hair. 

Posted
On 2026/6/7 at PM8点59分, Dam0nBaird said:

我看到有更新,但还没来得及查看。这很有趣,如果成功了,那将非常棒。

 

I have installed all your mods and I really like them. Will there be any mod updates in version 1.3?

Posted
On 6/7/2026 at 7:43 PM, Butter9487 said:

Favorite is Akekuri  but a little bit too less toggles :( Hope you will have time to you know 😆 give more *love* to this cute doggy 

Yeah, I know...I just couldn't think of anything interesting when I was creating the mod. I'm still sticking to my word that I plan to expand on the mods I've already created. And now that I've finally sorted things out, I plan to release updates and new mods more frequently.

Posted
On 6/13/2026 at 4:27 PM, Corona Cerveza said:

Hi:) Your work is amazing, we look forward to each one. I also have an idea that might be interesting for you; it will help develop your skills and make your work even more interesting.

2D9D4EBA-5F31-42F8-839E-40744BF2A9E1.png

78F99A9C-67B6-49F7-A655-00C81FCCE275.png

CEDF4751-4A71-4FAF-9B9F-80369BE3F5B2.png

Greetings. Interesting art. But it always looks so stupid in the game itself when they change a male character to a female one. Even if you make a very beautiful and attractive model, she'll still use male animations and a male voice... I don't know... I just don't know...

Posted
On 6/14/2026 at 6:59 PM, Aldritch_L said:

Estella's fingers have some problem🥺

image.png.124dff6e0c8ea1f5859e91ca756440a6.png

Hello. I'll check everything and if I find this issue, I'll release a fix tomorrow.

 

Posted
On 6/15/2026 at 2:28 PM, kivaer said:

Man I hate her face so much. She has a face that's rectangular, round, and triangular at the same time. She's so fugly. Idk what you did but this looks a little cuter, maybe thanks to the hair. 

The only thing I did was replace the horns and remove the asymmetrical hairstyle - I replaced it with a ponytail.

Posted
13 hours ago, t52642905 said:

I have installed all your mods and I really like them. Will there be any mod updates in version 1.3?

Regarding the mods already released, the priority is bug fixing and changing the body material (so that the body uses the material of the original body, not clothing). Everything else—general accessories, and adding new switches—will only happen after I've made at least three or four new mods.

Posted (edited)

I've resolved the skin shader issue I mentioned earlier. Chen is included as an example, and I've attached the INI file.

However, there is still one problem. For mods like Perlica, where the torso is split into two separate components, it seems that only one side can be modified.

I tried using the attach command on both components, but only one of them gets applied. In addition, since only a single skeleton can be saved, the other component becomes loose/deformed after being transferred.

As a result, when the shader fix is transferred, only one torso component works correctly while the other does not.

If possible, it might be a good idea to merge the torso into a single component for mods such as Perlica or Xaihi.

 

Also, each LOD of the components being attached needs to be assigned its own unique ID. In the example INI file, I used IDs 4 and 5, and these IDs must not overlap with any others.

Please keep this in mind when using the same setup across multiple characters.

This is already mentioned in the original guide, but I wanted to reiterate it just to be safe.



+) Known unresolved issue: when Chen uses her Ultimate, the character's body temporarily turns black.

It appears that the shader applied through attach is conflicting with the shader used during the Ultimate animation/effect. As far as I can tell, there does not seem to be a viable workaround or fix at the moment.

Chen.zip

chen2.png

chen1.png

Edited by BigBelt
reupload ini file
Posted
7 hours ago, BigBelt said:

I've resolved the skin shader issue I mentioned earlier. Chen is included as an example, and I've attached the INI file.

However, there is still one problem. For mods like Perlica, where the torso is split into two separate components, it seems that only one side can be modified.

I tried using the attach command on both components, but only one of them gets applied. In addition, since only a single skeleton can be saved, the other component becomes loose/deformed after being transferred.

As a result, when the shader fix is transferred, only one torso component works correctly while the other does not.

If possible, it might be a good idea to merge the torso into a single component for mods such as Perlica or Xaihi.

 

Also, each LOD of the components being attached needs to be assigned its own unique ID. In the example INI file, I used IDs 4 and 5, and these IDs must not overlap with any others.

Please keep this in mind when using the same setup across multiple characters.

This is already mentioned in the original guide, but I wanted to reiterate it just to be safe.



+) Known unresolved issue: when Chen uses her Ultimate, the character's body temporarily turns black.

It appears that the shader applied through attach is conflicting with the shader used during the Ultimate animation/effect. As far as I can tell, there does not seem to be a viable workaround or fix at the moment.

Chen.zip 5.93 kB · 1 download

chen2.png

chen1.png

Looks cool, seriously. I'll look into it. If it were possible to combine the entire body into a single component, I would have done so from the start, but it's impossible for me. I'll try to explain why: the same vertices are named differently in each component. (For example, in Perlika, the stomach vertex responsible for position in space and animation is called 6 in component 7, but 0 in component 8. Therefore, if I use the dress—component 7—as the basis for the entire body, I won't be able to find out the names of the vertices for the hips, knees, and shins because they're not in the dress. Therefore, for the lower body, I use a different component where I can find these vertex values.)179.png.37cfcfdecd74fef2b3b3368633c4da80.png178.png.0bb6762adc6c6f406f847a356d0df7bb.png180.png.7e42cd8f60e24d1b24b9e92c10f6a50a.png

 

Posted
7 hours ago, Dam0nBaird said:

Looks cool, seriously. I'll look into it. If it were possible to combine the entire body into a single component, I would have done so from the start, but it's impossible for me. I'll try to explain why: the same vertices are named differently in each component. (For example, in Perlika, the stomach vertex responsible for position in space and animation is called 6 in component 7, but 0 in component 8. Therefore, if I use the dress—component 7—as the basis for the entire body, I won't be able to find out the names of the vertices for the hips, knees, and shins because they're not in the dress. Therefore, for the lower body, I use a different component where I can find these vertex values.)179.png.37cfcfdecd74fef2b3b3368633c4da80.png178.png.0bb6762adc6c6f406f847a356d0df7bb.png180.png.7e42cd8f60e24d1b24b9e92c10f6a50a.png

 

So that's why Pellica and Xaihi barely have any mods. I didn't realize they had that kind of limitation.

I guess we'll have to wait for RabbitFX to add support for multi-component transplants.

 

Posted

It looks like there may be an LOD-related bug in Perlica v1.2.

Everything works fine in v1.1, but in v1.2 the arms become distorted/glitched when the character is viewed from a distance, as shown in the screenshot.

1.1.png

1.2.png

Posted (edited)

Yesterday I mentioned that transplanting across multiple components wasn't possible, but it turns out the issue was caused by a mistake on my end.

I had assigned IDs to the attached components, but I completely forgot to assign IDs to the corresponding draw components as well. Because of that, I mistakenly assumed multi-component transplants weren't working. Haha.

In any case, I've confirmed that Pellica now works correctly too. You should be able to use the attached INI file as a reference.
 
the attached INI file is based on Perlica v1.1.

perlica.png

 

Perlica1.1.zip

Edited by BigBelt

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