Jump to content

Nude Arknights Endfield (mod series)


Recommended Posts

Posted (edited)
2 hours ago, Dam0nBaird said:

First, thank you.
Second, yes, there is such a glitch. Replace this file in the Amber mod. This will change the key combinations from ALT+ to CTRL+ (this appeared by itself after one of the game updates and I don’t know the reason or how to fix it yet)

Ember.rar
Third, you're not the first to report glitches with Ardelia textures. Could you provide a screenshot? Also, check if the Ardelia mod conflicts with any other mods from a different author, because I don't have that problem.

It helped with Ember thx >_<
I found problem with Ardelia, it was one of the mods (thank god it was 2nd one I checked from many I have), so no glitching. But your Ardelia mod has small problem, that her lower body goes transparent faster, than the rest of the body. Not sure if it's cause you had to make pelvic region from scratch. It is not a big issue, just pointing it out.

PS. Just a question, but do you have plans to add ingame toggle to see key bindings for each character? Or making menu window with buttons to input changes? Compared to many other mods, you have a LOT of options, so with more mods it is quite hard to remember all. And well since I have norwegian keyboard, sadly some combo doesn't work in game, like alt+\ one.

EDIT: Just downloaded Gilberta mod and it has same problem as Ember+Lae. Gilberta connected to Yvonne, so they change each other.
 

Ardelia transp..jpg

Edited by RavenSh
Posted (edited)
2 hours ago, RavenSh said:

It helped with Ember thx >_<
I found problem with Ardelia, it was one of the mods (thank god it was 2nd one I checked from many I have), so no glitching. But your Ardelia mod has small problem, that her lower body goes transparent faster, than the rest of the body. Not sure if it's cause you had to make pelvic region from scratch. It is not a big issue, just pointing it out.

PS. Just a question, but do you have plans to add ingame toggle to see key bindings for each character? Or making menu window with buttons to input changes? Compared to many other mods, you have a LOT of options, so with more mods it is quite hard to remember all. And well since I have norwegian keyboard, sadly some combo doesn't work in game, like alt+\ one.
 

Ardelia transp..jpg

Yes, Ardelia was a very problematic mod—I've already described the issues I encountered; you can browse the posts in this article if you'd like. Briefly, the lower body is a separate component with its own material, which wasn't originally her lower body but just the red straps on her leg... so I had to improvise. Ardelia is the first operative I plan to rebuild and incorporate the skills I learned after creating her, but I'll say right away there will only be one version—the experimental version won't work without it.

I've been wanting to make a toggle menu since the very first mods, but I haven't gotten around to it yet.

Ardeliatransp..jpg.0c9400808098c01a092463c72d9d3c29.webp

Edited by Dam0nBaird
Posted
4 hours ago, Dam0nBaird said:

Yes, Ardelia was a very problematic mod—I've already described the issues I encountered; you can browse the posts in this article if you'd like. Briefly, the lower body is a separate component with its own material, which wasn't originally her lower body but just the red straps on her leg... so I had to improvise. Ardelia is the first operative I plan to rebuild and incorporate the skills I learned after creating her, but I'll say right away there will only be one version—the experimental version won't work without it.

I've been wanting to make a toggle menu since the very first mods, but I haven't gotten around to it yet.

Ardeliatransp..jpg.0c9400808098c01a092463c72d9d3c29.webp

Yeah, I heard from other creators about Ardelia. Btw I think there are few new mods for her on gamebanana, that looks like one solid body, so maybe it could help? But I am not good with this stuff to give advices.

Anyway GL in your work.

 

Posted
On 9/8/2026 at 11:50 PM, RavenSh said:

Yeah, I heard from other creators about Ardelia. Btw I think there are few new mods for her on gamebanana, that looks like one solid body, so maybe it could help? But I am not good with this stuff to give advices.

Anyway GL in your work.

 

use this v42e4.zip

image.png.d19214e3982170cb37641f789f4da477.png

 

He removed something in the newer version, which is why older mods are bugging out.

Posted
16 hours ago, Sangoku25 said:

use this v42e4.zip

image.png.d19214e3982170cb37641f789f4da477.png

 

He removed something in the newer version, which is why older mods are bugging out.

Thx. I did update rabbitFX after 1.5 patch, but still had a problem, maybe downloaded wrong version >_<. Your looks like it's working.

Posted
21 hours ago, RavenSh said:

Thx. I did update rabbitFX after 1.5 patch, but still had a problem, maybe downloaded wrong version >_<. Your looks like it's working.

The problem is that he removed something in versions 43 and 44 that is still needed for certain mods.

I was hoping he’d fix it, but there haven't been any updates, so we're stuck making do with version 42.

Versions 43 and 44 might have a bit less lag... ...but they cause more errors when loading certain mods. XD

To put it briefly for anyone wanting to use 43 or 44: You have to replace all your existing mods with ones built using the latest RabbitFX tools.

The trouble is, not all characters have new mods available. And with things like the "Patron" mods, nobody is saying what the actual problem is. XD

 
 
 
Posted
7 hours ago, Sangoku25 said:

The problem is that he removed something in versions 43 and 44 that is still needed for certain mods.

I was hoping he’d fix it, but there haven't been any updates, so we're stuck making do with version 42.

Versions 43 and 44 might have a bit less lag... ...but they cause more errors when loading certain mods. XD

To put it briefly for anyone wanting to use 43 or 44: You have to replace all your existing mods with ones built using the latest RabbitFX tools.

The trouble is, not all characters have new mods available. And with things like the "Patron" mods, nobody is saying what the actual problem is. XD

 
 
 

Good news, good news, good news, and bad news. Which one should I start with? Well, who cares...
1) The tools have received an update that will greatly simplify my task; plus, I’ll be able to properly update the Ardelia mod featuring a seamless nude body. (I chatted on Discord with the mod's creator—whose work on Ardelia was cited as an example on this page—and he gave me some solid advice that I’ll be using. Also, one of the xxmi developers helped me fix a critical error. Thanks to them for that.)
2) In the future, experimental versions of my mods will be retired, leaving just one standard version—without the experimental RabbitFX build. The skin material effect will be achieved differently, specifically through a new xxmi function (essentially using shared vertices across all components).
3) The Ardelia update—as well as subsequent fixes and new mods—will feature an accessible menu displaying toggle information or allowing you to switch options directly (there are so many toggles that even I sometimes get confused and have to check the site). Plus, all mods will finally be given a name: *Darkness*.
4) Here’s the bad news. Since the updated tools require re-extracting the operator's assets—and, more importantly, alter the numerical vertex values—I’ll have to reassign them for every object in the mod (for instance, Ardelia has around 600 vertices and 101 objects). Consequently, the process of moving away from the experimental version won't be quick.

Posted
On 9/12/2026 at 4:57 AM, Dam0nBaird said:

Good news, good news, good news, and bad news. Which one should I start with? Well, who cares...
1) The tools have received an update that will greatly simplify my task; plus, I’ll be able to properly update the Ardelia mod featuring a seamless nude body. (I chatted on Discord with the mod's creator—whose work on Ardelia was cited as an example on this page—and he gave me some solid advice that I’ll be using. Also, one of the xxmi developers helped me fix a critical error. Thanks to them for that.)
2) In the future, experimental versions of my mods will be retired, leaving just one standard version—without the experimental RabbitFX build. The skin material effect will be achieved differently, specifically through a new xxmi function (essentially using shared vertices across all components).
3) The Ardelia update—as well as subsequent fixes and new mods—will feature an accessible menu displaying toggle information or allowing you to switch options directly (there are so many toggles that even I sometimes get confused and have to check the site). Plus, all mods will finally be given a name: *Darkness*.
4) Here’s the bad news. Since the updated tools require re-extracting the operator's assets—and, more importantly, alter the numerical vertex values—I’ll have to reassign them for every object in the mod (for instance, Ardelia has around 600 vertices and 101 objects). Consequently, the process of moving away from the experimental version won't be quick.

ok that's good news ... the 4th one is yeah ... a big tradeoff

Posted (edited)

I'm baffled. Has gamebanana relaxed its iron grip and is now allowing NSFW mods for Typhoeus? Mods have been banned for less recently.
P.S. The updated Ardelia mod is ready, but I'm still battling with Menu Creator, and so far it's winning.

 

image.png.9937e811e1610cd94ada5de77e8338e1.png

Edited by Dam0nBaird
Posted (edited)
3 hours ago, Dam0nBaird said:

I'm baffled. Has gamebanana relaxed its iron grip and is now allowing NSFW mods for Typhoeus? Mods have been banned for less recently.

I'm telling you its because she's just short haha. She is canonically old enough, has a huge chest, wide hips and thighs. She's just a shortstack. She isn't censored on any of the Discord modding servers either. I think everyone has accepted she isn't an issue unlike blatant characters like Rossi, who is short, flat, stick thin and young. 

 

Not that anyone cares about lore really, but these characters are basically all clones of the original Arknights characters. And when they are created, they can change minor aspects about themselves. Like Pogranichnik was old and wanted to be younger and in his prime. Typhon for whatever reason wanted to be smaller to be more agile with her bow. I don't follow all the backstory, I just know some basics through this game.

Edited by DORODERE
Posted
2 hours ago, DORODERE said:

I'm telling you its because she's just short haha. She is canonically old enough, has a huge chest, wide hips and thighs. She's just a shortstack. She isn't censored on any of the Discord modding servers either. I think everyone has accepted she isn't an issue unlike blatant characters like Rossi, who is short, flat, stick thin and young. 

 

Not that anyone cares about lore really, but these characters are basically all clones of the original Arknights characters. And when they are created, they can change minor aspects about themselves. Like Pogranichnik was old and wanted to be younger and in his prime. Typhon for whatever reason wanted to be smaller to be more agile with her bow. I don't follow all the backstory, I just know some basics through this game.

It’s all a bit strange. I hear you, and I’ll think about what you’ve said. Maybe it’s even time for me to learn something about the game’s lore?

 

Posted
12 hours ago, Dam0nBaird said:

I'm baffled. Has gamebanana relaxed its iron grip and is now allowing NSFW mods for Typhoeus? Mods have been banned for less recently.
P.S. The updated Ardelia mod is ready, but I'm still battling with Menu Creator, and so far it's winning.

 

image.png.9937e811e1610cd94ada5de77e8338e1.png

I gess the updated mod tools kinda makes it more ... easier? or just good

Posted
3 hours ago, FGOmk11 said:

I gess the updated mod tools kinda makes it more ... easier? or just good

It is more convenient and simpler, and it also opens up new possibilities. Let me explain.
A model extracted from the game consists of about ten components which, as I understand it, differ primarily in their materials: matte skin areas (such as the neck and hands) form one component; glossy clothing fabric forms another; the face is a third; sheer fabric is a fourth; and so on. Previously, each of these components had its own set of vertices governing its position in the game world and its animation (essentially, its own "bones"). These vertices are assigned numerical identifiers—ranging from 0 up to 50, 100, or more, depending on the surface area they cover on the model. In the past, these vertex identifiers were specific to each component and started from zero; consequently, if we look at an operative's neck—which comprises both a body component (the neck itself) and a clothing component (the collar)—their shared bones do not align. For the body component, a specific bone might be labeled "5," whereas for the collar, that same bone is labeled "103"—and this pattern applies to everything. So, when implementing a new body for an operative, I needed to bind it to one of the components—usually the glossy clothing part, since it covers most of the model—and then map all the bones present in that component. Sometimes the model isn't uniform, requiring the use of multiple components (as was the case with Perlika; that’s why she currently wears a belt to hide the seam where the two body components meet, as they react differently to in-game lighting due to their distinct materials). Also, if the chosen body component lacked certain vertices, it was impossible to determine their numerical values (for instance, using Viviena’s off-the-shoulder dress component made it impossible to identify the bones controlling the shoulders).
The updated tools now generate a unified bone structure: if component 0 has vertices ranging from 0 to 105, component 1 will span 105 to 160 rather than starting over at 0 to 55, and so on. This allows me to utilize the model's full bone set (if necessary) for a single component or even create a model from just one component (though it would consist of a single material, looking like a toy soldier) or swap the material for the entire component (as I did with Ardelia’s outfit in the screenshot). I can also merge specific components, remove unnecessary elements, and—once I have the complete bone layout—transfer those bones to a new body with significantly less time and effort.
Well, I’ve tried to explain it, though how well a Russian-to-English translator handles it is another matter.

Posted
28 minutes ago, Dam0nBaird said:

It is more convenient and simpler, and it also opens up new possibilities. Let me explain.
A model extracted from the game consists of about ten components which, as I understand it, differ primarily in their materials: matte skin areas (such as the neck and hands) form one component; glossy clothing fabric forms another; the face is a third; sheer fabric is a fourth; and so on. Previously, each of these components had its own set of vertices governing its position in the game world and its animation (essentially, its own "bones"). These vertices are assigned numerical identifiers—ranging from 0 up to 50, 100, or more, depending on the surface area they cover on the model. In the past, these vertex identifiers were specific to each component and started from zero; consequently, if we look at an operative's neck—which comprises both a body component (the neck itself) and a clothing component (the collar)—their shared bones do not align. For the body component, a specific bone might be labeled "5," whereas for the collar, that same bone is labeled "103"—and this pattern applies to everything. So, when implementing a new body for an operative, I needed to bind it to one of the components—usually the glossy clothing part, since it covers most of the model—and then map all the bones present in that component. Sometimes the model isn't uniform, requiring the use of multiple components (as was the case with Perlika; that’s why she currently wears a belt to hide the seam where the two body components meet, as they react differently to in-game lighting due to their distinct materials). Also, if the chosen body component lacked certain vertices, it was impossible to determine their numerical values (for instance, using Viviena’s off-the-shoulder dress component made it impossible to identify the bones controlling the shoulders).
The updated tools now generate a unified bone structure: if component 0 has vertices ranging from 0 to 105, component 1 will span 105 to 160 rather than starting over at 0 to 55, and so on. This allows me to utilize the model's full bone set (if necessary) for a single component or even create a model from just one component (though it would consist of a single material, looking like a toy soldier) or swap the material for the entire component (as I did with Ardelia’s outfit in the screenshot). I can also merge specific components, remove unnecessary elements, and—once I have the complete bone layout—transfer those bones to a new body with significantly less time and effort.
Well, I’ve tried to explain it, though how well a Russian-to-English translator handles it is another matter.

No wondermmm well that's great for your future mods for other character that don't have mods XD

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...