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


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Posted
5 minutes ago, budee70 said:

someone have this problem?after new update kasumi ssr nipple gone......pls help!!

untitled.JPG

Same problem after the new update. I found only this cloth of kasumi and ayane could appear this error.

Posted
47 minutes ago, budee70 said:

someone have this problem?after new update kasumi ssr nipple gone......pls help!!

untitled.JPG

I have the same problem after the update. :classic_sad: what to do?

Posted
3 hours ago, 検閲人生 said:

What need to do in the new event to get a VIP token? (3rd prize after camera and watermelon )

Spoiler

586459115_(313).thumb.jpg.cd4a80a643859e20958247bae7a67aad.jpg

Wake up to the maximum "white sailor uniform" (* 4).
Wear the swimming suit in Fescode and win the beach volleyball game.
The game can be any level.

Posted
26 minutes ago, HI-METAL said:
  Hide contents

586459115_(313).thumb.jpg.cd4a80a643859e20958247bae7a67aad.jpg

Wake up to the maximum "white sailor uniform" (* 4).
Wear the swimming suit in Fescode and win the beach volleyball game.
The game can be any level.

Thank you?

Posted

One Day In Summer Second SSR (Hitomi + Misaki)

 

Spoiler

Misaki_FDOS.jpg.d86bbce82962dd8536d15c59730d51a1.jpg

 

Skirt removed and parts of the chest area. I also could have used the malfunction option, which is visible in the third episode, but to many seperate objects to adjust so I just removed it completely. A bit sad if the nice frills, but way easier to edit.

 

SSR_Event_OneDayInSummer Part2.rar

Posted
3 hours ago, bit5074 said:

I have the same problem after the update. :classic_sad: what to do?

 

2 hours ago, knight77 said:

UPDATE:

One Day In Summer First SSR (Ayane + Kasumi)

 

It seems they changed the hash and the body. but I fixed it.

 

SSR_Event_OneDayInSummer.rar

great job man!!thank u very  much!!

Posted

If possible, could someone mod the new Misaki/ Hitomi SSR to still have the skirt? I think the skirt is like really cute idk. If its too much sorry and have a good day.

Posted

DIY Mod


I going to try something different with this release.  Since this mod simply involves hiding parts of the costume, there is no need to package a bunch of files; I can just show you the source configuration file.

[TextureOverride Skirt Inner]
hash = 01d4d1c4
match_first_index = 22620
handling = skip
[TextureOverride Skirt Outer]
hash = 01d4d1c4
match_first_index = 44814
handling = skip
[TextureOverride Skirt Trim]
hash = 01d4d1c4
match_first_index = 48039
handling = skip

[TextureOverride Sleeves]
hash = 01d4d1c4
match_first_index = 216
handling = skip

[TextureOverride Arm Bands]
hash = 01d4d1c4
match_first_index = 40050
handling = skip

Simply copy/paste this text into an empty INI file located somewhere under the "Mods" folder.  This will completely hide the skirt and sleeves, like so:

Spoiler

DOAX-VenusVacation_180906_192114.jpg.e43545fa02d275b9dae7589613cb695a.jpgDOAX-VenusVacation_180906_192004.jpg.daaac1ec0de640676100aa06361f032e.jpg

 

 

You can of course change what is hidden.  See the spoiler below for a quick lesson.

Spoiler

To unhide something, you can simply delete the group entirely or perhaps more easily comment out the line that skips the draw, like so:


;handling = skip

The ";" at the beginning of the line tells 3Dmigoto to ignore this line, which prevents it from skipping the draw of that part.

 

 

For example, by unhiding the Sleeves and Arm Bands:

Spoiler

DOAX-VenusVacation_180906_221840.thumb.jpg.42f6d2fb9561ed66030e3cdd1a42189e.jpg

 

Or by leaving the Sleeves hidden, but unhiding the Arm Bands:

Spoiler

DOAX-VenusVacation_180906_222022.thumb.jpg.9a5cce52f44e9f58b98fae5d03ebcc11.jpg

 

Or by leaving only the Skirt Outer and Skirt Trim hidden:

Spoiler

DOAX-VenusVacation_180906_222257.thumb.jpg.74909da837459adeffa360e27557f2dd.jpg

 

Posted
21 hours ago, HI-METAL said:

El vello púbico rubio es difícil de expresar y prueba y error.
No puedo crear una textura que sea convincente.
Tan pronto como el puerto de 1024 x 1024 textura de la piel haya terminado, voy a trabajar en una versión de alta resolución.
Creo que probablemente será alrededor de diez días.
 

ok I did not know it was more complicated, 10 days I think it's great but keep calm, you do not need to hurry, take your time haha, continue with your great work and thank you

Posted
On Sunday, September 02, 2018 2:17:34 PM at 2:17 PM, Jumeng said:

 

CTRL+T to activate 3D mode. F11 to toggle between 3D modes.

Thank you, , I reinstalled Nvida driver, problem solved.

Posted

Hi everyone... first wonna thank every modder here for that great works... love u work really...

my question.... that slider v2? how it works and where should I put them in?

Posted
On 9/7/2018 at 12:05 PM, whocares8128 said:

[TextureOverride Arm Bands] hash = 01d4d1c4 match_first_index = 40050 handling = skip

Hi, new to modding here.

The arm bands code weren't in the original .ini

How did you find the match_first_index = 40050?
(What I'm really asking is, if I wanted to remove, let's say her stockings, how do I find the match_first_index code to it?)

Thanks!

 

Edit: And what part does hash play? In the quoted code, hash = 01d4d1c4, but when I copy it to the ini, I tried replacing the hash with "hash = 7c02ffeb", it still works? (In the original .ini file, there were hash=7c02ffeb and hash=0a20bb6b).

 

Edit 2: Ok, gonna answer my own question: One page 1, there is a link to an hour long modding tutorial on Youtube. Bet that will answer the Hash and index question... 

Posted

@madcownivean - See the youtube link on the front page for introduction to modding for this game using 3dmigoto, which will cover the basics including finding hashes, where first_index can be found, etc. You probably should watch that video first before reading my data dump below:

 

To answer your specific questions, The hash parameter is a calculated signature of anything 3dmigoto is checking to see if a mod wants to do something different when its used. A TextureOverride is to override something being on the screen directly and usually you can list the hash of the original texture, vertex or index buffer. When you use hunting mode and cycle using NUMKEY 7/8 you are cycling through the hashes of the index buffers currently rendering on screen. If you do a frame analysis dump, you'll end up with a folder in your DOAXVV folder that includes all the items that were drawn on the screen at that time that were marked to be dumped which usually includes all the clothes, skin, and hair. The filenames include the various hashes that are used to identify and isolate a specific draw call. If you saw hash "7c02ffeb" when cycling using NUMKEY 7/8, then that includes every file that contains "ib=7c02ffeb". There are likely several files in the frame analysis dump that contain that string in their filename and you can open the ".txt" file ones to view something like the following:

 

filename: 000258-ib=7c02ffeb-vs=ba2ad61fa36ff709-ps=02da6dca2c50f45c.txt

byte offset: 0
first index: 21768
index count: 852
topology: trianglelist
format: DXGI_FORMAT_R16_UINT

 

Now to know which piece this txt file is describing, you would either import the frame-analysis dump files into blender using the 3dmigoto plugin or you need to create an ini file in your Mods folder with the following:

 

filename: DOAX-VenusVacation/Mods/TestMod.ini

[TextureOverrideTestRemove]
hash=7c02ffeb
match_first_index=21768
handling=skip

Once its saved, if you press F10 in game it should reload your mods and ideally you hope to see something has changed on screen. Some of the drawn pieces are small or they may be underneath other clothes so it may be harder to notice which piece of 7c02ffeb is no longer being drawn.

 

A simplified explanation of what is going on here, everytime DOAXVV is drawing something on screen, 3dmigoto is detecting what is supposed to be drawn, calculates the hash of the original items textures, vertex buffer and index buffer attempting to be drawn on screen. Then checks all the mods to see if a TextureOverride lists any of the those hashes. If you listed the hash of a texture in a TextureOverride section (hashes listed in frame analysis filenames, ps-t0=<hash>; ps-t1=<hash>; ps-t2=<hash>), then it'll run that TextureOverride. If you listed the hash of a index buffer (hashes listed in frame analysis filenames, ib=<hash>), then you can match on just the hash to cover all instances of those draw calls, or you can isolate it to a specific portion of that index buffer by also including the match_first_index parameter as well. If you listed the vertex buffer hash (hases lised in frame analysis filenames, vb0=<hash>), then you can also isolate it further by match_first_vertex (but looking at the vb0 text files, I didn't see anything in DOAXVV that uses anything other than 0 for first_vertex). Typically, matching by the index_buffer and the first_index is the safest way. Sometimes there have been graphical glitches when matching using the texture hashes only unless you want to replace something globally like the skin texture.

When a TextureOverride runs, there are parameters that can be changes and then actions that can be taken. You can change the parameters of "vb0" to replace the vertex buffer, "ib" to replace the index buffer and "ps-t0", "ps-t1" and "ps-t2" to replace textures. You can specify "handling=skip" which tells 3dmigoto to not perform the original draw call after your override is complete. If you want to just not draw the portion, you usually just do "handling=skip." If you want to update just the textures, you usually only replace the the texture parameters. If you want to update the vertex and/or index buffers, usually you'll need to then do handling=skip so it doesn't attempt to draw the original and also use "drawindexed=auto" so that 3dmigoto will automatically handle your new buffers and draw it accordingly.

 

Everything that you wish to import externally is identified in a Resource section, which should include filename=<your file>. Textures are fine with just the filename, Vertex Buffers also need "type=Buffer" and "stride=<stride>". Find the stride value from either the fmt file after exporting from blender, or in the vb0 txt file from the frame analysis. Index Buffers also need "type=Buffer" and "format=<format>". Find the format value from either the fmt file after exportin from blender, or in the ib txt file from the frame analysis. The filename of the Resource Section is what you use when overriding those parameters in a TextureOverride section. See the examples below for context.

 

Examples:

Replacing a Texture of a specific portion of a suit:

Frame Analysis Index Buffer File for target mesh to replace: 000214-ib=8664f969-vs=ca8a23be65616727-ps=2e475e8cc581dcba.txt

[ResourceSwimuitTexT0]
filename=Swimsuit.dds

[ResourceSwimuitTexT1]
filename=Swimsuit-ps-t1.dds

[ResourceSwimuitTexT2]
filename=Swimsuit-ps-t2.dds

[TextureOverrideSwimsuits]
hash = 8664f969
match_first_index = 0
ps-t0=ResourceSwimuitTexT0
ps-t1=ResourceSwimuitTexT1
ps-t2=ResourceSwimuitTexT2

Replacing a Texture globally:

Frame Analysis Texture File of target texture to replace: 000101.1-[commandlisthair]-ps-t0=9cbe0cf7.dds

[ResourceHairMarieDefault_A]
filename = Hair_A.dds

[TextureOverrideHairMarieHairA]
hash = 9cbe0cf7
ps-t0 = ResourceHairMarieDefault_A

Replacing the mesh of a specific portion of a suit:

Frame Analysis Index Buffer File for target mesh to replace: 000214-ib=8664f969-vs=ca8a23be65616727-ps=2e475e8cc581dcba.txt

[ResourceBottomStringsVB]
type=Buffer
stride=76
filename=BottomStrings.vb

[ResourceBottomStringsIB]
type=Buffer
format=DXGI_FORMAT_R16_UINT
filename=BottomStrings.ib

[TextureOverrideSwimsuits]
hash = 8664f969
match_first_index = 0
vb0 = ResourceSwimsuitsVB
ib = ResourceSwimsuitsIB
drawindexed = auto
handling = skip

Removing a portion of a suit:

Frame Analysis Index Buffer File for target mesh to replace: 000214-ib=8664f969-vs=ca8a23be65616727-ps=2e475e8cc581dcba.txt

[TextureOverrideSwimsuits]
hash = 8664f969
match_first_index = 0
handling = skip

 

 

Posted

#1132
Square Bikini Nude

 

v1.3.0   2018/09/09

     Fixed skin weights of Common body and Honoka's one.

     Ctrl + Home, Ctrl + End to switch body type.

     As the Mod under verification, genital remodeling and pubic hair are included.

Posted
2 hours ago, mono1214 said:

#1132
Square Bikini Nude

 

v1.3.0   2018/09/09

     Fixed skin weights of Common body and Honoka's one.

     Ctrl + Home, Ctrl + End to switch body type.

     As the Mod under verification, genital remodeling and pubic hair are included.

May want to make some quick corrections to your mod:

[PresetSetSuitId]
w6 = 1002

should be:

[CommandListSetSuitId]
; Set w6 to something unique for each mod, this isolates only cycling when the mod is currently displaying on screen.
w6 = 2001

This was based off the older logic I did for the key cycling functionality of Aradia Lace, but after I added a Honoka/Luna, I found out that the Presets were only being applied once. Therefore, its better to use a CommandListSection. Also, w6 should be set to something unique for each use. This allows Ctrl+Home/End to only cycle when your mod is displayed on screen.

 

Be sure to also fix the condition, once that change above is made

[KeyCycleMeshes]
; check that w6 matches what was set in CommandListSetSuitId
condition = w6 == 2001
Key = ctrl VK_END
Back = ctrl VK_HOME
type = cycle 
run = CommandListMeshNormalSag, CommandListMeshPuffy, CommandListMeshPuffySag, CommandListMeshInverted, CommandListMeshInvertedSag, CommandListMeshPregnant, CommandListMeshPregnantSag, CommandListMeshNormal

And set change running the preset to instead run the new CommandListSetSuitId

[TextureOverrideCommonBody]
hash = 3c17f396
match_first_index = 0
; run ComandListSetSuitId to mark that this override is currently running.
run = CommandListSetSuitId
vb0 = ResourceMeshCurrentVB
ib = ResourceMeshCurrentIB
handling = skip
drawindexed = auto

Also, if someone uses the KeyCycle logic similar to this, on something that isn't suit specific like Hair, Facial expressions or skin textures, either don't use the [CommandListSetSuitId] and condition parameters at all, or at a minimum change w6 to another available variable, such as x6 or y6. Otherwise, the mods that also use the w6 variable will constantly conflict with each other.

Posted
4 hours ago, mono1214 said:

#1132
Square Bikini Nude

 

v1.3.0   2018/09/09

     Fixed skin weights of Common body and Honoka's one.

     Ctrl + Home, Ctrl + End to switch body type.

     As the Mod under verification, genital remodeling and pubic hair are included.

PERFECTION!!! 4 in 1!!!!

Posted
7 hours ago, mono1214 said:

#1132
Square Bikini Nude

 

v1.3.0   2018/09/09

     Fixed skin weights of Common body and Honoka's one.

     Ctrl + Home, Ctrl + End to switch body type.

     As the Mod under verification, genital remodeling and pubic hair are included.

Very nice,thx a lot.

BTW,will you consider adding 3D armpit hair too?

Posted
8 hours ago, mono1214 said:

#1132
Square Bikini Nude

 

v1.3.0   2018/09/09

     Fixed skin weights of Common body and Honoka's one.

     Ctrl + Home, Ctrl + End to switch body type.

     As the Mod under verification, genital remodeling and pubic hair are included.

Spoiler

DOAX-VenusVacation_180910_070545a.jpg.c523d1c63d3133e3a95429bdaef52de0.jpgDOAX-VenusVacation_180910_070323a.jpg.44d2c1c23631e88efaa0a932e2bfbfe4.jpg

”PubicHair_Black.dds”の色を変更してPubic_LLのスキンテクスチャと併用してみました。

個人的にはこれでも十分ですが、スキンテクスチャを調整すれば、もっと良くなる気がします。

 

I changed the color of "PubicHair_Black.dds" and used it together with Skin texture of Pubic_LL.
Personally, this is enough.
Adjusting the skin texture will make it even better.

 

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