大人物 Posted August 21 Posted August 21 (edited) 12 hours ago, woofhat said: Estelle nude mod 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 Edited August 21 by 大人物
lmaple Posted August 21 Posted August 21 (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 August 21 by lmaple add notes 6
chumbv Posted August 21 Posted August 21 On 8/20/2026 at 1:31 AM, amorrow28 said: 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?
KageKira Posted August 21 Posted August 21 14 hours ago, _QED said: 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.
DimaKoyt Posted August 22 Posted August 22 (edited) 20 hours ago, woofhat said: Estelle nude mod 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. im sorry but how do you install it? it only works in first area Edited August 22 by DimaKoyt
amorrow28 Posted August 22 Author Posted August 22 (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 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 August 22 by amorrow28 1
phenom316 Posted August 22 Posted August 22 21 hours ago, woofhat said: Estelle nude mod 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.
phenom316 Posted August 22 Posted August 22 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.
woofhat Posted August 22 Posted August 22 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.😁 2
DimaKoyt Posted August 22 Posted August 22 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
woofhat Posted August 22 Posted August 22 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.
woofhat Posted August 22 Posted August 22 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.
phenom316 Posted August 22 Posted August 22 you learn something new every day. i did as you said and replaced all the mdl outfit files and it fixed the issue. thanks. 1
7kurgand Posted August 22 Posted August 22 (edited) Quote Mods: Estelle no shorts by me Estelle UDW mod (demo) by @fakecheng Cheat Engine: Free camera script I just want to said amorrow28 as always thank you so much for your free camera/unskirt trails mods. The labor of love you put into theses. Its fun taking those snapshots. Heres some pics. Edited August 22 by 7kurgand 9
DimaKoyt Posted August 22 Posted August 22 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. 1
_QED Posted August 22 Posted August 22 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! 1
大人物 Posted August 22 Posted August 22 (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 Edited August 22 by 大人物 5
nagirindong Posted August 23 Posted August 23 On 8/21/2026 at 12:13 PM, amorrow28 said: 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 Chapter, Trails of Cold Steel (CS) 1, CS2, CS3, Trails into Reverie, Trails through Daybreak, Trails through Daybreak II, Hajimari no Kiseki, Kuro no Kiseki, Kuro no Kiseki 2, Kai no Kiseki, Tokyo 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?
SuperKam1 Posted August 23 Posted August 23 (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 August 23 by SuperKam1 1
Fartlockerr Posted August 23 Posted August 23 (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 } ] } Add Butt Bones.txt Grimcat Ass Clappin gif (change extension).txt Edited August 23 by Fartlockerr Added gif of "Make em Clap" physics 4
amorrow28 Posted August 23 Author Posted August 23 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.
SonicMan1234 Posted August 23 Posted August 23 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! 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.
larilith Posted August 23 Posted August 23 Added jiggle (Breast) physics to the models I could find in the demo. Jiggle_Physics.zip 6
phenom316 Posted August 24 Posted August 24 (edited) On 8/22/2026 at 5:24 PM, 大人物 said: 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 Has anyony gotten this to work for 2nd chapter, and would like to share what mdl and image file to use?. I know her model number is chr5002. I have 3 different Shera mods, including @lakovic 1st chapter collection. I tried putting each one in the game and the closest I got was her head and hair but no body. thanks Edited August 24 by phenom316
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now