phenom316 Posted yesterday at 12:52 AM Posted yesterday at 12:52 AM (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 yesterday at 12:53 AM by phenom316
SuperKam1 Posted yesterday at 12:57 AM Posted yesterday at 12:57 AM (edited) 3 hours ago, amorrow28 said: 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. Thanks again for the help. What I meant to say is that you dont have to disable the badge point in case its used in other scenes. I was able to change it into a bone and put it against her hips for v2 of my variants. At the very least the bone can be hidden within the body but it will still show up in scenes she holds it up. Spoiler 4 hours 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! More Conservative jiggle: Make em Clap option: Add Butt Bones.txt 3.17 kB · 1 download Grimcat Ass Clappin gif (change extension).txt 9.99 MB · 1 download Just a suggestion if you havent tried it but you might be able to achieve similar results by using the hiproll/top bones without having to add new bones. Thats what I used for my Naamah animation and main characters typically have it. Lastly Anelace was added to v1 of the original outfit mod with the badge issue resolved. Spoiler https://www.loverslab.com/topic/269892-trails-in-the-sky-2nd-chapter/#findComment-7375862 Edited yesterday at 01:01 AM by SuperKam1 3
herochick Posted yesterday at 02:04 AM Posted yesterday at 02:04 AM On 8/20/2026 at 1:24 PM, prbb said: I'm looking for a mod that replaces the OP audio track with the old‑version one. 先求个把OP音轨替换成老版的MOD like this https://www.bilibili.com/video/BV1KF8H6mEPQ 我在b站上传了演示视频(视频中为初版mod,效果不如N站和云盘链接中的)https://www.bilibili.com/video/BV1XF8T6nExX/?spm_id_from=333.1387.upload.video_card.click https://www.nexusmods.com/trailsintheskyfirstchapter/mods/75 这是我在N站上传的链接,也可以去N站下载。 这是成人游戏社区,你在这里找OP替换mod真的很奇怪😛 I uploaded a demonstration video on Bilibili showing the OP replacement mod being installed and running in the game. (The video uses an early version of the mod, so the results are not as good as those of the version available through the Nexus Mods and Pan.baidu.com links.) Bilibili: https://www.bilibili.com/video/BV1XF8T6nExX/?spm_id_from=333.1387.upload.video_card.click Nexus Mods: https://www.nexusmods.com/trailsintheskyfirstchapter/mods/75 You can also download the mod from Nexus Mods. This is an adult game community, so it's pretty weird to come here looking for an OP replacement mod 😛
amorrow28 Posted yesterday at 02:24 AM Author Posted yesterday at 02:24 AM 1 hour ago, SuperKam1 said: Thanks again for the help. What I meant to say is that you dont have to disable the badge point in case its used in other scenes. I was able to change it into a bone and put it against her hips for v2 of my variants. At the very least the bone can be hidden within the body but it will still show up in scenes she holds it up. Reveal hidden contents Just a suggestion if you havent tried it but you might be able to achieve similar results by using the hiproll/top bones without having to add new bones. Thats what I used for my Naamah animation and main characters typically have it. Lastly Anelace was added to v1 of the original outfit mod with the badge issue resolved. Reveal hidden contents https://www.loverslab.com/topic/269892-trails-in-the-sky-2nd-chapter/#findComment-7375862 badge point is only for it sitting there. All my sky 1st mods have that locator disabled, and the badge shows up in cutscenes as expected. 🙂 1
_QED Posted yesterday at 03:14 AM Posted yesterday at 03:14 AM 48 minutes ago, amorrow28 said: Hello, @amorrow28-san!. Sorry to jump in while you're busy discussing bone-related topics with others. I am following your tutorial "Transferring a costume with new physics bones and adapted animations" on the Steam version of Trails in the Sky the 2nd, but I've hit a roadblock in the "Adding physics to the model" section regarding the .mi files. Specifically, cle_decrypt_decompress.py does not seem to work on the .mi files from this title (they are simply skipped without making a backup). Upon inspecting them, they start with the header JSON (not F9BA or D9BA like CLE releases), and the inside appears to be a binary-serialized format rather than pure text JSON. Are there any updated tools or methods available to cleanly convert these binary .mi files into editable text, and pack them back? Is manually editing these binary .mi files the only way to add DynamicBone entries for this title? Thank you as always for your amazing tutorials and tools. Any advice would be greatly appreciated! 1
lakovic Posted yesterday at 03:20 AM Posted yesterday at 03:20 AM 3 minutes ago, _QED said: Hello, @amorrow28-san!. Sorry to jump in while you're busy discussing bone-related topics with others. I am following your tutorial "Transferring a costume with new physics bones and adapted animations" on the Steam version of Trails in the Sky the 2nd, but I've hit a roadblock in the "Adding physics to the model" section regarding the .mi files. Specifically, cle_decrypt_decompress.py does not seem to work on the .mi files from this title (they are simply skipped without making a backup). Upon inspecting them, they start with the header JSON (not F9BA or D9BA like CLE releases), and the inside appears to be a binary-serialized format rather than pure text JSON. Are there any updated tools or methods available to cleanly convert these binary .mi files into editable text, and pack them back? Is manually editing these binary .mi files the only way to add DynamicBone entries for this title? Thank you as always for your amazing tutorials and tools. Any advice would be greatly appreciated! The tool for editing .mi files is located in the folder KuroMDLTools_v1.6.6\decode_binary_json. amorrow28's tool release page is here: https://github.com/eArmada8/kuro_mdl_tool/releases 2
_QED Posted yesterday at 03:40 AM Posted yesterday at 03:40 AM 18 minutes ago, lakovic said: The tool for editing .mi files is located in the folder KuroMDLTools_v1.6.6\decode_binary_json. amorrow28's tool release page is here: https://github.com/eArmada8/kuro_mdl_tool/releases Thank you very much, @lakovic-san! I must have simply overlooked that folder. Thanks to your guidance, I was successfully able to decode the .mi files using kuro_decode_bin_json.py. I really appreciate you taking the time to help out. Thanks again! 1
planetkeeper Posted yesterday at 06:59 AM Posted yesterday at 06:59 AM (edited) On 8/22/2026 at 11:02 AM, 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. 原因很简单,开场使用的是2nd的默认建模,和父亲对话后换成了1st默认建模 这个剧情自动切换建模问题在无法换装的试玩版无解,等到正式版应该可以通过costume选项里指定服装来把大多数场景使用的建模固定下来 The reason is simple: the opening uses the 2nd default model, and after the conversation with the father it switches to the 1st default model. This story-triggered automatic model-switching issue has no solution in the demo version (where costume changes are unavailable). In the full release, it should be possible to lock the models used in most scenes by specifying the outfit in the costume options. The reason is simple: the opening uses the 2nd default model, and after the conversation with the father it switches to the 1st default model.This story-triggered automatic model-switching issue has no solution in the demo version (where costume changes are unavailable). In the full release, it should be possible to lock the models used in most scenes by specifying the outfit in the costume options. Edited yesterday at 07:08 AM by planetkeeper
SuperKam1 Posted 21 hours ago Posted 21 hours ago (edited) On 8/23/2026 at 8:52 PM, phenom316 said: 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 Bad news is you have to do more than just add the texture files (.dds) which now need encryption/decryption as discussed on the first page of this thread. This is due to them using new shaders so a lot of shaders which make the models appear wont work with this. If you are savvy enough you can copy the shader from the current model to whichever model you want and replace the texture files. Good news is I just got to the part with Schera and I made a mod for her though its not full nude and somewhat on the kinky side. The proper .dds files are in there if you want to take a stab at getting to the full nude. Spoiler https://www.loverslab.com/topic/269892-trails-in-the-sky-2nd-chapter/#findComment-7375862 Edited 20 hours ago by SuperKam1 1
amorrow28 Posted 20 hours ago Author Posted 20 hours ago 53 minutes ago, SuperKam1 said: Bad news is you have to do more than just add the texture files (.dds) which now need encryption/decryption as discussed on the first page of this thread. This is due to them using new shaders so a lot of shaders which make the models appear wont work with this. If you are savvy enough you can copy the shader from the current model to whichever model you want and replace the texture files. Good news is I just got to the part with Schera and I made a mod for her though its not full nude and somewhat on the kinky side. The proper .dds files are in there if you want to take a stab at getting to the full nude. Reveal hidden contents https://www.loverslab.com/topic/269892-trails-in-the-sky-2nd-chapter/#findComment-7375862 I’m not sure if it’s worthwhile to “fix” all the sky 1st models, to be honest. Sky 2nd demo is missing a MASSIVE number of shaders, including shaders used for ongoing NPCs like Aina. I think there will be a lot more in the final game. (I think the demo is exciting but I’m it sure why everyone is so desperate to have it modded like the final game, to be honest… quite a lot of things are missing and could be changed in the final game.)
phenom316 Posted 19 hours ago Posted 19 hours ago 1 hour ago, SuperKam1 said: Bad news is you have to do more than just add the texture files (.dds) which now need encryption/decryption as discussed on the first page of this thread. This is due to them using new shaders so a lot of shaders which make the models appear wont work with this. If you are savvy enough you can copy the shader from the current model to whichever model you want and replace the texture files. Good news is I just got to the part with Schera and I made a mod for her though its not full nude and somewhat on the kinky side. The proper .dds files are in there if you want to take a stab at getting to the full nude. Reveal hidden contents https://www.loverslab.com/topic/269892-trails-in-the-sky-2nd-chapter/#findComment-7375862 thanks for the help. i was able to use a nude shera mod I have from 1st chapter and combine it with your image files and it worked like a charm. thanks.
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