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Dead Or Alive Xtreme Venus Vacation - Modding Thread and Discussion -


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Posted
8 hours ago, Back Pack said:

I'm using Eromaro's skin, and even though I put the folder in the right place, I still get a seam in Monica's neck.

Do I have to edit the dds file anymore?

 

Perhaps the face skin mods are in conflict.

I think that the problem can be improved a little by disabling the facial expression mod.

 

Please check the above before editing the dds file.

Posted
12 hours ago, teddy_DOAXVV said:

You'd better sticking with Blender 2.83 LTS.

It still cannot work

 

But I have observed that all of my files in FameAnalysis\ctx.... are the shortcut path...even with extension .txt

So all the files are not large than 2KB. Is it something wrong when I generate the files? 

Posted
2 minutes ago, teddy_DOAXVV said:

1. Check if mods from other guys work well first, or else you may follow my general troubleshooting guide in my topic.

 

2. The Python script don't work with blender 2.9x or above version.

 

3. You can change dump option CTRL + F8.

All the mod from others are work (skin, suits)

 

I have tried from 2.79 (youtube tutorial) to 2.83, but it doesn't work.

 

This is my dumped files from frame analysis (press num0 and F8 ), It's so weird because all files are shortcut which point to "deduped" folder 

 

My 3DFix is 2.3.7, is any wrong?

 

image.png.88b279e2d9b27df42bd8a871d56d5a41.png

Posted
2 hours ago, creepysnake said:

All the mod from others are work (skin, suits)

 

I have tried from 2.79 (youtube tutorial) to 2.83, but it doesn't work.

 

This is my dumped files from frame analysis (press num0 and F8 ), It's so weird because all files are shortcut which point to "deduped" folder 

 

My 3DFix is 2.3.7, is any wrong?

 

 

It seems my PC is got infected.....

I Install a new windows and the frame analysis output the file successfully....

Posted
17 hours ago, tk2004 said:

 

Perhaps the face skin mods are in conflict.

I think that the problem can be improved a little by disabling the facial expression mod.

 

Please check the above before editing the dds file.

I forgot that I had the facial expression mod. I was able to solve the problem. Thank you very much.

Posted

Finally, I can start to mod in practice,

 

I try to implement white lace mod with puffy tits to SSR Libra (hitomi)

What I want is removing the bar and panty (The green part) but keep the mini jeans and light green part 

Spoiler

image.png.1db62d2f65f7df650611ff702cafe688.png

But, after I replaced body, the breast part is overlap the suit layer.

Spoiler

image.png.2ff59235ead8436143d4addf3928c968.png

 

I try to slightly edit the green part in blender, So I get the hash value but also linked with pantry, Jeans.

I import the vb+ib.txt with hash value, but I only see the panty, the green part (My target) and the jeans is not loaded

Spoiler

image.png.62affcb4321703583dba13b45906808c.png

 

Is there any way to edit the green part in blender???

 

 

 

Posted (edited)
4 hours ago, creepysnake said:

Finally, I can start to mod in practice,

 

I try to implement white lace mod with puffy tits to SSR Libra (hitomi)

What I want is removing the bar and panty (The green part) but keep the mini jeans and light green part 

  Reveal hidden contents

image.png.1db62d2f65f7df650611ff702cafe688.png

But, after I replaced body, the breast part is overlap the suit layer.

  Reveal hidden contents

image.png.2ff59235ead8436143d4addf3928c968.png

 

I try to slightly edit the green part in blender, So I get the hash value but also linked with pantry, Jeans.

I import the vb+ib.txt with hash value, but I only see the panty, the green part (My target) and the jeans is not loaded

  Reveal hidden contents

image.png.62affcb4321703583dba13b45906808c.png

 

Is there any way to edit the green part in blender???

 

 

 

 

Your d3dx.ini file seems out of date. The d3dx.ini file is located in the DOAX-VenusVacation folder.

 

The frame analysis can't dump the mini jeans (light green) part because the following code doesn't exist in your d3dx.ini file.

Please add the following code to the bottom of your d3dx.ini file and try running the frame analysis again. And if you import with the same procedure, the mini jeans (light green) part should appear.

Spoiler

 

[ShaderOverrideClothesPS10-20201105]
hash = 86ea375d41faa35e
run = CommandListClothes

 

 

Please note that some people in this forum provide a new d3dx.ini that contains the above code, so we recommend that you use it.

 

PS. After changing d3dx.ini, reload it with [F10].

Edited by tk2004
Posted

Is there a method/mod to freeze time during photoshoots or gravure scenes, WITHOUT buying the hourglasses for every girl?

(I thought I should ask before pointlessly spending 300 Venus Coins)

 

 

Also,

has the Sayuri Blonde Mod by unkbrbr3 stopped working for anyone else too? Is there a fix?

Posted (edited)
1 hour ago, Revan32 said:

Is there a method/mod to freeze time during photoshoots or gravure scenes, WITHOUT buying the hourglasses for every girl?

(I thought I should ask before pointlessly spending 300 Venus Coins)

 

 

Also,

has the Sayuri Blonde Mod by unkbrbr3 stopped working for anyone else too? Is there a fix?

Yes, but it needs to be coded for each girl's head, eyes, hair, etc... and each outfit / body you want to freeze.

here is a demo, it works for Nyotengu and that hair style and/or the common body Eagle bikini

 

freezeDemo.ini

Press [ P ] to pause/un-pause

 

Spoiler

Nyo_Eagle.png.b17f62b2fa72dc18da5566793e6a7142.png

 

Edited by krunkDunk
Posted
16 hours ago, tk2004 said:

 

Your d3dx.ini file seems out of date. The d3dx.ini file is located in the DOAX-VenusVacation folder.

 

The frame analysis can't dump the mini jeans (light green) part because the following code doesn't exist in your d3dx.ini file.

Please add the following code to the bottom of your d3dx.ini file and try running the frame analysis again. And if you import with the same procedure, the mini jeans (light green) part should appear.

  Reveal hidden contents

 

[ShaderOverrideClothesPS10-20201105]
hash = 86ea375d41faa35e
run = CommandListClothes

 

 

Please note that some people in this forum provide a new d3dx.ini that contains the above code, so we recommend that you use it.

 

PS. After changing d3dx.ini, reload it with [F10].

I get the copy after loaded the command , thanks

 

However, The light green part lost transparent effect after I overwrite the original one. Is any other commands to turn this on? 

 

Also, As you can after I integrated this suit with Puffy tits, I need to extend the suit to cover the new body. Is any clever way to do that? Yesterday My method was change the vertex of the suit

Posted
5 hours ago, creepysnake said:

I get the copy after loaded the command , thanks

 

However, The light green part lost transparent effect after I overwrite the original one. Is any other commands to turn this on? 

 

Also, As you can after I integrated this suit with Puffy tits, I need to extend the suit to cover the new body. Is any clever way to do that? Yesterday My method was change the vertex of the suit

 

The following code is required to specify the lightgreen part exactly.
match_first_index = 0

 

The code should look like this:

Spoiler

[TextureOverrideLightGreenPart]
hash = e860c7d2
match_first_index = 0
vb0 = ResourceLightGreenPartVB
ib = ResourceLightGreenPartIB
drawindexed = auto
handling = skip

 

[ResourceLightGreenPartVB]
type = Buffer
stride = 76
filename = lightgreenpart.vb

 

[ResourceLightGreenPartIB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = lightgreenpart.ib

 

The light green part of the swimsuit has a simple structure, so I think it's enough to edit the vertices manually.

Another option is to use the lattice modifier. The lattice modifier can apply one lattice to multiple objects. Therefore, it is useful when you want to edit like the following swimsuit.

Spoiler

image.png.553a5a382599949ddffa85e259c1e061.png

 

Posted
8 hours ago, tk2004 said:

 

The following code is required to specify the lightgreen part exactly.
match_first_index = 0

 

The code should look like this:

  Reveal hidden contents

[TextureOverrideLightGreenPart]
hash = e860c7d2
match_first_index = 0
vb0 = ResourceLightGreenPartVB
ib = ResourceLightGreenPartIB
drawindexed = auto
handling = skip

 

[ResourceLightGreenPartVB]
type = Buffer
stride = 76
filename = lightgreenpart.vb

 

[ResourceLightGreenPartIB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = lightgreenpart.ib

 

The light green part of the swimsuit has a simple structure, so I think it's enough to edit the vertices manually.

Another option is to use the lattice modifier. The lattice modifier can apply one lattice to multiple objects. Therefore, it is useful when you want to edit like the following swimsuit.

  Reveal hidden contents

image.png.553a5a382599949ddffa85e259c1e061.png

 

 

This time I try to mod another suit from Honoka and purposed to increase the transparent level of this suit, I try to reference others modder and implement something like this

 

[CustomShaderHonoka]
blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
draw = from_caller

 

However the suit becomes thicker than default, Is that code not work for this suit or I need to add more resource to make it happened? 

 

Also, usually I combine all the parts of the same suit into a single vb,ib file, unfortunately sometime not all the components share the same hash value (for example this bikini have a bowknot on Honoka back but the hash value linked to skirt instead of bikini part). I try to import all the mesh based on that 2 values and combine it to a full bikini manually in blender, But it's glitched and I have no choice to hard code in my file. Usually what is the good practice in this case?

Spoiler

image.png.a1c5c6eefb42fb297429e4ca6c2a5a4b.png

 

Posted
17 hours ago, creepysnake said:

 

This time I try to mod another suit from Honoka and purposed to increase the transparent level of this suit, I try to reference others modder and implement something like this

 

[CustomShaderHonoka]
blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
draw = from_caller

 

However the suit becomes thicker than default, Is that code not work for this suit or I need to add more resource to make it happened? 

 

Also, usually I combine all the parts of the same suit into a single vb,ib file, unfortunately sometime not all the components share the same hash value (for example this bikini have a bowknot on Honoka back but the hash value linked to skirt instead of bikini part). I try to import all the mesh based on that 2 values and combine it to a full bikini manually in blender, But it's glitched and I have no choice to hard code in my file. Usually what is the good practice in this case?

  Reveal hidden contents

image.png.a1c5c6eefb42fb297429e4ca6c2a5a4b.png

 

 

The transparency implementation code is applicable to most objects. Please refer to the implementation code of the transparency of the mod and try it.

For example, there are two implementation patterns:

Spoiler

[TextureOverrideLightGreenPart]
hash = e860c7d2
match_first_index = 0
vb0 = ResourceLightGreenPartVB
ib = ResourceLightGreenPartIB
run = CustomShaderTransparency
handling = skip

 

[ResourceLightGreenPartVB]
type = Buffer
stride = 76
filename = lightgreenpart.vb

 

[ResourceLightGreenPartIB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = lightgreenpart.ib

 

[CustomShaderTransparency]
blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
handling = skip
drawindexed = auto

 

Spoiler

[TextureOverrideLightGreenPart]
hash = e860c7d2
match_first_index = 0
run = CustomShaderTransparency

 

[CustomShaderTransparency]
blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
handling = skip
Draw = from_caller
 

 

 

 

You don't have to create a full bikini. Just create two mods as below.

  • Create a mod for the bikini part (use the hash value and first index value for the bikini part)
  • Create a mod for the bowknot and skirt part (use the hash value and first index value for the bowknot and skirt part)
Posted
5 hours ago, tk2004 said:

 

The transparency implementation code is applicable to most objects. Please refer to the implementation code of the transparency of the mod and try it.

For example, there are two implementation patterns:

  Reveal hidden contents

[TextureOverrideLightGreenPart]
hash = e860c7d2
match_first_index = 0
vb0 = ResourceLightGreenPartVB
ib = ResourceLightGreenPartIB
run = CustomShaderTransparency
handling = skip

 

[ResourceLightGreenPartVB]
type = Buffer
stride = 76
filename = lightgreenpart.vb

 

[ResourceLightGreenPartIB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = lightgreenpart.ib

 

[CustomShaderTransparency]
blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
handling = skip
drawindexed = auto

 

  Reveal hidden contents

[TextureOverrideLightGreenPart]
hash = e860c7d2
match_first_index = 0
run = CustomShaderTransparency

 

[CustomShaderTransparency]
blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
handling = skip
Draw = from_caller
 

 

 

 

You don't have to create a full bikini. Just create two mods as below.

  • Create a mod for the bikini part (use the hash value and first index value for the bikini part)
  • Create a mod for the bowknot and skirt part (use the hash value and first index value for the bowknot and skirt part)

 

I just add this code to my ini file

and found that the transparent part just like with "Holy light effect" as image (all blend[x] value are 0.94) 

Spoiler

image.png.ba9d677bb5fbb8b45fc3b6f60d603fc4.png

 

I think the transparent code has been successfully loaded because the transparent part will be seen barely after I change to 0.175 to all blend value

Spoiler

image.png.13c75e7b11b39c2abd9662c30b1b052e.png

 

Spoiler

image.png.ea8821c700c278534c1ff2c721774006.png

 

However, Once I disable the transparent effect, The default effect is more realistic. Is my code have problem or the material problem?

(if $var2 the suit will be disappear, if $var4 is on then load the transparent code)


 

Spoiler

[TextureOverrideHonokaBikini]

hash = 8da7e32e
match_first_index = 546
if $active
    if $var2 == 1
        vb0 = ResourceBikiniVB
        ib = ResourceBikiniIB
        if $var4 == 1
            run = CustomShaderTransparencyBikini
        else
            drawindexed = auto
        endif
    endif
    handling = skip
endif

 

[CustomShaderTransparencyBikini]
blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.175
blend_factor[1] = 0.175
blend_factor[2] = 0.175
blend_factor[3] = 1
draw = from_caller
drawindexed = auto

 

Posted
19 hours ago, creepysnake said:

 

I just add this code to my ini file

and found that the transparent part just like with "Holy light effect" as image (all blend[x] value are 0.94) 

  Reveal hidden contents

image.png.ba9d677bb5fbb8b45fc3b6f60d603fc4.png

 

I think the transparent code has been successfully loaded because the transparent part will be seen barely after I change to 0.175 to all blend value

  Reveal hidden contents

image.png.13c75e7b11b39c2abd9662c30b1b052e.png

 

  Reveal hidden contents

image.png.ea8821c700c278534c1ff2c721774006.png

 

However, Once I disable the transparent effect, The default effect is more realistic. Is my code have problem or the material problem?

(if $var2 the suit will be disappear, if $var4 is on then load the transparent code)


 

  Reveal hidden contents

[TextureOverrideHonokaBikini]

hash = 8da7e32e
match_first_index = 546
if $active
    if $var2 == 1
        vb0 = ResourceBikiniVB
        ib = ResourceBikiniIB
        if $var4 == 1
            run = CustomShaderTransparencyBikini
        else
            drawindexed = auto
        endif
    endif
    handling = skip
endif

 

[CustomShaderTransparencyBikini]
blend[0] = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.175
blend_factor[1] = 0.175
blend_factor[2] = 0.175
blend_factor[3] = 1
draw = from_caller
drawindexed = auto

 

 

Please compare the two patterns of transparency codes I've shown in the example. You can see that there is a difference in how to use "Draw = from caller".

 

For mods that replace vb0 and ib, using "Draw = from_caller" in the "[CustomShaderTransparencyBikini]" will be strange.

Posted
1 hour ago, Revan32 said:

Anyone plans to make the cowsuit SSR available as a standalone mod (for CC), so that we could have it for all Honoka-type girls,, not just the ones we manage to draw?

?????

 

 

No, or at the very least not publicly. Making gacha outfits available for free is extremely risky for the forum, because it's costing Bamco money, and it's the best way to have them strike the place down for copyright infringement.

Posted

I try to mod [SR] Vermillion_dance for Momiji, I try to mod a half naked and full naked for this suit.

But this suit seems not similar with R suit I modded before, The body is combined with multi-hash value instead of a single hash represents a whole body mesh.

(One value is for torso and another one is for limbs)

So I try to follow this video and Darkstarsword using [Merge 3dmigoto poses] to combine a whole body and transfer the weight to square bikini mesh

 

 

However, The limbs is glitched, It cannot function as my expectation. I try it in blender 2.9 and 2.83 before, but still the same. Is something I did wrong?

 

Spoiler

image.png.0dd59ca97c1ae6bf3f28628bc4629d8c.png

 

 

 

 

image.png

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