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Trails in the Sky 2nd Chapter


amorrow28

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Posted (edited)
13 hours ago, SuperKam1 said:

Quick nude variants of Estelle's new main outfit while we wait for the good stuff.

 

image.jpeg.075b640804a499e5abf18f024f7c2e84.jpeg

 

Standard install instruction. V1 is on the left and V2 is on the right. This uses @lakovic's model from the previous game and will replace the new outfit seen in other pictures above. Also I didnt do much testing so if theres any issues let me know and Ill fix it. The only thing I saw was the badge floating around which seems to be a recurring issue and I couldnt figure out for now. 

 

Ive only modded Horizon so this had quite a few things that I had to adjust to but thanks to @amorrow28 for the quick image decompressor. Not sure if its a demo thing or how theyre doing things now but some of my usual habits caused immediate crash such as simply adding a new mesh or changing a texture source image. That was with extracting the original chr5000_c10 but I was able to make it work by mixing it with a model from the previous game. Anyways I was just getting my feet wet with this so Im going back to wrap my horizon mods. Enjoy!

OriginalOutfitMod.7z 4.35 MB · 1 download

Hello, your mod performs very well on the NS

 

 

OriginalOutfitModNS.7z

IMG_5656.jpeg

IMG_5657.jpeg

Edited by 大人物
Posted (edited)
12 hours ago, woofhat said:

Estelle nude mod

 

1.jpg.8f0e786fa88dc805080acc311341a97f.jpg

2.jpg.af99e90ddddcb7aba82a3bf8e1afed49.jpg

 

Estelle.7z 5.11 MB · 1 download

 

Sky 1st mod can't be used directly, it needs a few adjustments.

 

Thanks to @amorrow28 for the technical support, you're always the first.

How should it be adjusted?I'm playing this game on ns. I tried replacing `chr5001_c10` with the `chr5000_c210` file from @amorrow28"Bunnygirl" mod, but the stockings aren't showing up

 

IMG_5655.jpeg

Edited by 大人物
Posted (edited)

compile a loose file loader for Sky/Sora 2nd demo.

 

put xinput1_4.dll into the root directory.

For Linux/Steam Deck players, please add launch option 

"WINEDLLOVERRIDES="xinput1_4=n,b" %command%" 

no quotation remark required

sky2nd_loose_file_loader.7z

Edited by lmaple
add notes
Posted
On 8/20/2026 at 1:31 AM, amorrow28 said:

sky2nd_estelle_panties.png.26c835f1111b11d5f967491727bc9b8e.png

 

Here is a small mod, Estelle with panties instead of shorts.

 

Sky_2nd_Estelle_No_Shorts.7z 479.72 kB · 2 downloads

 

Instructions:

  • Follow this tutorial to unpack asset_common_model.pac - please make sure your game still loads before proceeding to the next step!
  • Copy the asset folder from this mod into your base sky folder.  It should replace one file.

Enjoy!

 

Will this get broken once we move from the Demo to the main game? How would that work?

Posted
14 hours ago, _QED said:

 

estell_dtb_00.thumb.png.b3ef736b77900e8e707a709008227087.png

Estelle Classic Style - chira-rism (Ver.0.9.1) [Lore-Friendly] [Soft-NSFW] 

This mod replaces Estelle's "Data Transfer Bonus" (Classic Style) costume.

Features & Changes:

  ・Increased bust and hip volume

  ・More open cleavage / neckline

  ・Shortened to a mini skirt

  ・Replaced spandex shorts with panties

  ・Fine-tuned leg contours

  ・Adjusted shaders for a cleaner look

  ・Compatible with the "Estelle no shorts" model

I aimed to keep the original vanilla aesthetic while enhancing the silhouette.

 

Note: This mod was created and tested for the Demo version. An updated version may be released once the full game is out.

update! Added the FC (1st) costume from the intro scene.

DL File: estell_dtb_v091.7z

Hey QED, glad to see you back. I tried installing and the mod isnt working. the shorts stay gone (i have the no shorts mod on) but overwriting with your mod does nothing. 

Posted (edited)
10 hours ago, 大人物 said:

How should it be adjusted?I'm playing this game on ns. I tried replacing `chr5001_c10` with the `chr5000_c210` file from @amorrow28"Bunnygirl" mod, but the stockings aren't showing up

 

IMG_5655.jpeg


I will fix it when the real game comes out.

 

EDIT: The demo is missing a LOT of shaders.  There is a good chance that it will work with the actual game, but if not, then I will come up with a workaround.

Edited by amorrow28
Posted

Was this mod from 1st chapter or is it for the 2nd chapter demo? I extracted the assets just like before, placed the mdl and image files in the proper locations. The mod works great at start of the game, but after the scene with her dad in the garden and she runs off, the mod no longer works and she is back in her default outfit. Anyone else have this issue? thanks.

Posted
20 hours ago, amorrow28 said:


It’s great to be modding the same game again, @woofhat. You are often the first with a nude mod, at least back to Kuro 1, we are all grateful. 😁

You're too kind. Without your help, we wouldn't be able to create mods at all.


Falcom is constantly changing the model formats, if you hadn't kept updating the corresponding tools, It's hard to imagine how mods would be created.
It's the same with KT, especially since they changed to the Katana engine.


We are all grateful.😁

Posted
19 minutes ago, phenom316 said:

Was this mod from 1st chapter or is it for the 2nd chapter demo? I extracted the assets just like before, placed the mdl and image files in the proper locations. The mod works great at start of the game, but after the scene with her dad in the garden and she runs off, the mod no longer works and she is back in her default outfit. Anyone else have this issue? thanks.

Same

Posted
9 hours ago, 大人物 said:

How should it be adjusted?I'm playing this game on ns. I tried replacing `chr5001_c10` with the `chr5000_c210` file from @amorrow28"Bunnygirl" mod, but the stockings aren't showing up

 

 

 

I'm not clear on your situation, different issues have different causes.


If parts of the model appear missing, it's probably due to missing texture files.
Use KuroMDLTools to unpack the MDL model,
then check the image_list.json to verify that all listed texture files exist and are in the correct format.

Posted
34 minutes ago, phenom316 said:

Was this mod from 1st chapter or is it for the 2nd chapter demo? I extracted the assets just like before, placed the mdl and image files in the proper locations. The mod works great at start of the game, but after the scene with her dad in the garden and she runs off, the mod no longer works and she is back in her default outfit. Anyone else have this issue? thanks.

 

15 minutes ago, DimaKoyt said:

Same

The installation is same as Sky 1st.

 

I haven't started playing this game yet.


The issue you described is because the character changed outfits, but the corresponding mod wasn't applied.


You can try selecting “unequip” in the costume options.


If that doesn't work, copy multiple copies of the chr5000_c00.mdl file and rename them to chr5000.mdl, chr5000_c04.mdl, chr5000_c15.mdl, chr5000_c18.mdl, chr5000_c45.mdl..., In short, replace all the outfits.

Posted
24 minutes ago, woofhat said:

 

The installation is same as Sky 1st.

 

I haven't started playing this game yet.


The issue you described is because the character changed outfits, but the corresponding mod wasn't applied.


You can try selecting “unequip” in the costume options.


If that doesn't work, copy multiple copies of the chr5000_c00.mdl file and rename them to chr5000.mdl, chr5000_c04.mdl, chr5000_c15.mdl, chr5000_c18.mdl, chr5000_c45.mdl..., In short, replace all the outfits.

It works thank you, I think chr5000.mdl worked for after cutscene. 

Posted
6 hours ago, KageKira said:

Hey QED, glad to see you back. I tried installing and the mod isnt working. the shorts stay gone (i have the no shorts mod on) but overwriting with your mod does nothing. 

Thanks for the warm welcome!

Just to clarify, this mod doesn't actually overwrite @amorrow28-san's mod. To avoid conflicts with his c10 model, my mod is assigned to c45 instead.

It replaces the costume unlocked via clear data carryover, so the default outfit won't change. Make sure to equip that specific carryover outfit in-game to see it!

Posted (edited)

You can directly use the Scherazard mod created by @lakovic, but it appears to have been deleted ,the mod should be compatible with the PC version as well

0E9201D85738166D0BC82A91938AB47A.png

quality_restoration_20260823041704110.jpeg

Edited by 大人物
Posted
On 8/21/2026 at 12:13 PM, amorrow28 said:

sky2nd_free_camera.png.a584489da14b4d5b11bd317609f7440b.png

 

Free camera for Trails in the Sky 2nd Chapter!  Upload will be replaced when the final game comes out.

 

Sky 2nd Free Camera for v1.00 demo.CT.zip 7.84 kB · 3 downloads

 

How to use:

 

Enjoy!

 

Here are all my other free camera scripts:  Trails in the Sky 1st ChapterTrails of Cold Steel (CS) 1, CS2, CS3, Trails into Reverie, Trails through Daybreak, Trails through Daybreak IIHajimari no Kiseki, Kuro no Kiseki, Kuro no Kiseki 2, Kai no KisekiTokyo Xanadu eX+, Ys VIII: Lacrimosa of Dana, Atelier Ryza, Atelier Ryza 2.  I also made a MinZ (*cough* upskirt) script for CS4.

 

When I enter or exit a building, the camera angle shifts to a close-up view of my character. Is there a way to fix this?

Posted (edited)

So I figured out how to avoid the crashes with the changing texture files and adding meshes by simply changing the mdl version to 1 and later saw it was already detailed here: https://www.loverslab.com/topic/246019-trails-through-daybreak-ii-nis-america-english-language-release/page/2/#findComment-6952396. I also figured out how to mitigate the badge issue by forcing Badge_Point into a bone and moving/orienting it accordingly. Its still limited by its parent (if any) but that can also be changed. Now I just need some help with editing the .mi files. Is there a way to view them in plain text?

 

Edited by SuperKam1
Posted (edited)

I haven't gotten around to trying 2nd chapter modding, but I have still been plugging away at modding daybreak. Yesterday I saw this post in the sky 1st chapter thread, where @1A1a130 added butt physics to Estelle. I haven't tried this with Sky 2nd chapter but have been able to add butt physics to Daybreak 1 models using this strategy.

I dont really know how to edit the armature myself, so I have made a script to run in blender to add these bones. If you import a GLB model that has the standard "Hips" bone, go to the scripting tab, click new and paste this text, then select the armature on the right and run the script. That will add butt bones to the character. I can't gurantee they will be in the correct position or height for all models, but I've had good luck so far.

Once you've added the butt bones, go back to object mode, select the body meshes, and shift click the armature again, then go to weight painting mode. From here, click the green upside down triangle on the right (Data) and you should now see Butt bones and Butt_Top bones.

For the base butt bones, I've been using a strength of .25 to .333, and for the Butt_Top bones I've been using .2 to .25 with a smaller brush like the attached screenshots.

I then used some adjusted version of the JSON in @1A1a130's json. Here are the jiggly settings I've liked for big donk characters. I hope this helps others add ass physics to their models!

More Conservative jiggle:

Quote
{
    "SpecificCollider": [],
    "ignore_collision": false,
    "NeighborBones": [],
    "Joint": [
        {
            "stretch_resilience": 1,
            "resilience": 1.0,
            "rotation_limit": 3.14159,
            "driven_infl": 1,
            "stretch_limit": 1.01,
            "freeze_axis": 0,
            "node": "LeftButt",
            "damping_min": 0.015,
            "is_enable_stretch": false,
            "gravity": -0.24,
            "is_disable": false,
            "is_dynamic_damping": false,
            "damping": 0.025,
            "damping_max": 0.05,
            "collision_radius": 0,
            "damping_velocity_ratio": 1,
            "wind_influence": 1
        },
        {
            "stretch_resilience": 2.0,
            "resilience": 2.8,
            "rotation_limit": 0.70,
            "driven_infl": 1,
            "stretch_limit": 1.15,
            "freeze_axis": 0,
            "node": "LeftButt_Top",
            "damping_min": 0.015,
            "is_enable_stretch": true,
            "gravity": -0.10,
            "is_disable": false,
            "is_dynamic_damping": true,
            "damping": 0.035,
            "damping_max": 0.15,
            "collision_radius": 0.03,
            "damping_velocity_ratio": 0.5,
            "wind_influence": 0
        }
    ]
},
        {
    "SpecificCollider": [],
    "ignore_collision": false,
    "NeighborBones": [],
    "Joint": [
        {
            "stretch_resilience": 1,
            "resilience": 1.0,
            "rotation_limit": 3.14159,
            "driven_infl": 1,
            "stretch_limit": 1.01,
            "freeze_axis": 0,
            "node": "RightButt",
            "damping_min": 0.015,
            "is_enable_stretch": false,
            "gravity": -0.24,
            "is_disable": false,
            "is_dynamic_damping": false,
            "damping": 0.025,
            "damping_max": 0.05,
            "collision_radius": 0,
            "damping_velocity_ratio": 1,
            "wind_influence": 1
        },
        {
            "stretch_resilience": 2.0,
            "resilience": 2.8,
            "rotation_limit": 0.70,
            "driven_infl": 1,
            "stretch_limit": 1.15,
            "freeze_axis": 0,
            "node": "RightButt_Top",
            "damping_min": 0.015,
            "is_enable_stretch": true,
            "gravity": -0.10,
            "is_disable": false,
            "is_dynamic_damping": true,
            "damping": 0.035,
            "damping_max": 0.15,
            "collision_radius": 0.03,
            "damping_velocity_ratio": 0.5,
            "wind_influence": 0
        }
    ]
}


Make em Clap option:

Quote
{
    "SpecificCollider": [],
    "ignore_collision": false,
    "NeighborBones": [],
    "Joint": [
        {
            "stretch_resilience": 1,
            "resilience": 0.6,
            "rotation_limit": 3.14159,
            "driven_infl": 1,
            "stretch_limit": 1.01,
            "freeze_axis": 0,
            "node": "LeftButt",
            "damping_min": 0.005,
            "is_enable_stretch": false,
            "gravity": -0.15,
            "is_disable": false,
            "is_dynamic_damping": false,
            "damping": 0.01,
            "damping_max": 0.02,
            "collision_radius": 0,
            "damping_velocity_ratio": 1,
            "wind_influence": 1
        },
        {
            "stretch_resilience": 2.5,
            "resilience": 2.0,
            "rotation_limit": 0.90,
            "driven_infl": 1,
            "stretch_limit": 1.25,
            "freeze_axis": 0,
            "node": "LeftButt_Top",
            "damping_min": 0.005,
            "is_enable_stretch": true,
            "gravity": -0.05,
            "is_disable": false,
            "is_dynamic_damping": true,
            "damping": 0.015,
            "damping_max": 0.05,
            "collision_radius": 0.03,
            "damping_velocity_ratio": 0.5,
            "wind_influence": 0
        }
    ]
},
        {
    "SpecificCollider": [],
    "ignore_collision": false,
    "NeighborBones": [],
    "Joint": [
        {
            "stretch_resilience": 1,
            "resilience": 0.6,
            "rotation_limit": 3.14159,
            "driven_infl": 1,
            "stretch_limit": 1.01,
            "freeze_axis": 0,
            "node": "RightButt",
            "damping_min": 0.005,
            "is_enable_stretch": false,
            "gravity": -0.15,
            "is_disable": false,
            "is_dynamic_damping": false,
            "damping": 0.01,
            "damping_max": 0.02,
            "collision_radius": 0,
            "damping_velocity_ratio": 1,
            "wind_influence": 1
        },
        {
            "stretch_resilience": 2.5,
            "resilience": 2.0,
            "rotation_limit": 0.90,
            "driven_infl": 1,
            "stretch_limit": 1.25,
            "freeze_axis": 0,
            "node": "RightButt_Top",
            "damping_min": 0.005,
            "is_enable_stretch": true,
            "gravity": -0.05,
            "is_disable": false,
            "is_dynamic_damping": true,
            "damping": 0.015,
            "damping_max": 0.05,
            "collision_radius": 0.03,
            "damping_velocity_ratio": 0.5,
            "wind_influence": 0
        }
    ]
}


 

Screenshot 2026-08-23 133626.png

Screenshot 2026-08-23 133700.png

Add Butt Bones.txt

Grimcat Ass Clappin gif (change extension).txt

Edited by Fartlockerr
Added gif of "Make em Clap" physics
Posted
2 hours ago, SuperKam1 said:

So I figured out how to avoid the crashes with the changing texture files and adding meshes by simply changing the mdl version to 1 and later saw it was already detailed here: https://www.loverslab.com/topic/246019-trails-through-daybreak-ii-nis-america-english-language-release/page/2/#findComment-6952396. I also figured out how to mitigate the badge issue by forcing Badge_Point into a bone and moving/orienting it accordingly. Its still limited by its parent (if any) but that can also be changed. Now I just need some help with editing the .mi files. Is there a way to view them in plain text?

 


you can just rename badge point in the skeleton to disable it. To change the mi files, use the included binary JSON tools that comes with Kuro MDL tools.

Posted
1 hour ago, Fartlockerr said:

I haven't gotten around to trying 2nd chapter modding, but I have still been plugging away at modding daybreak. Yesterday I saw this post in the sky 1st chapter thread, where @1A1a130 added butt physics to Estelle. I haven't tried this with Sky 2nd chapter but have been able to add butt physics to Daybreak 1 models using this strategy.

I dont really know how to edit the armature myself, so I have made a script to run in blender to add these bones. If you import a GLB model that has the standard "Hips" bone, go to the scripting tab, click new and paste this text, then select the armature on the right and run the script. That will add butt bones to the character. I can't gurantee they will be in the correct position or height for all models, but I've had good luck so far.

Once you've added the butt bones, go back to object mode, select the body meshes, and shift click the armature again, then go to weight painting mode. From here, click the green upside down triangle on the right (Data) and you should now see Butt bones and Butt_Top bones.

For the base butt bones, I've been using a strength of .25 to .333, and for the Butt_Top bones I've been using .2 to .25 with a smaller brush like the attached screenshots.

I then used some adjusted version of the JSON in @1A1a130's json. Here are the jiggly settings I've liked for big donk characters. I hope this helps others add ass physics to their models!

 


 

Screenshot 2026-08-23 133626.png

Screenshot 2026-08-23 133700.png

Add Butt Bones.txt 3.17 kB · 1 download

 

Anybody care to make a gif of these in action? Curious how it looks in game.

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