#miside-mods-discussion
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i did tell you before
only merge if you know what you're doing
well
hold on ill try renaming some stuff in blender
whenever u re sent it to me its all got like assets/texture
in the name
7 things in the addons config but only 6 meshes
i think you merged mokabody and mokaclothes right?
ill remove mokabody
from addons
yeah no i have no clue whats wrong
gonna keep weight painting tho
@pulsar whale down for some questions?
how do you install the ddlc mod? i installed bep and asset and nothing pops up. I havent played the game do i have to have a save data file or something?
nothing shows up in the clothing area
which bep version do you have installed?
BepInEx 6.0.0-pre.2
that and you need to choose an IL2CPP one
?
yup
hm
i click the direct link one
wdym
okay thats wild i reopen the game and now i can see her default clothes
do you see an addons tab?
yes
show Assets folder
aoba take over this is beyond me
um where?
what do you mean where
yeah i dont see a folder
that probably means you didnt install the mod
oh not on data custom?
No
nah thats just for texture mods
ah oki
so for something like https://www.nexusmods.com/miside/mods/9
how do i install the doki doki skin pack i alraeady got the bipin thing to work with qddons but the doki doki one wont show
How does one fix this
restart game?
so you have any mods installed?
is it correctly installed?
Is there an English dub mod?
bepinex installed? UAL ?
use
yee i gots it thank uuuu โค๏ธ
it auto put on the uniform for me when i clicked doki cloths or the girls uniform
@soft remnant do you have the original mita .fbx?
ye
sent it over
no
like ingame
change to school uniform
then choose doki clothes
it shouldnt be buggy then
Once Mita pulls you inside the simulator and the chapter 'Together At Last' starts, you can find this costume at the wardrobe's side in the bedroom where Mita meets you face to face for the first time.
oh ok
it should work fine then
however
when you go in game with the doki stuff it might not load right
so click f5
it fixes it
oki
i ported that nude mod into UAL version smh

anyone know what FaceLayer is used for?
yes
I agree
it is special one, it has transaprency support
but it will only show up for certain times
interesting
@pulsar whale do skirt bones give physics to the parts you assign them to?( they won't go through the body)
eg. when you stare at her for too long and when she about to snap
yes but they seems to have their collider box somewhere
im gonna ignore it for my sanity
im not sure how to edit it as UAL doesn't support it
just remove them entirely
and pretend you dont see it
gotcha
rip because I am looking into ways how to add more hair physics
I ran out of bones on core mita
she has too much hair
yeah that whole part is like dark orange
so i doubt its weighting
also tried it with no weighting
still cooked
is that hair ?
it is
yes
what is the reasoning for using a single rig responsible for multiple parts, as is the case with original mita, versus using multiple rigs for main body+hair/skirt etc for each part which goth mika uses?
maybe loading in each part in addons_config??
to add hair physics, and jiggle physics
they need to be seperate parts that you replace, for some reason
i see
makes sense
doing the same with core mita
yup ive been analyzing that mod
whats up with the feet?
for original mita
yeah i was wondering that last night
so where did this skeleton come from?
do you make make for mita core?
wait
YEEEEEEEEES
holy shi
from mita
@twilit tartan
with these feet?
yes lol
adachi model has extra toe bones and finger because it's special
added unused bones in there
making it more complete and easy to vertex renaming
dont
how
would some other mods skeleton have some type of hair bones similar to mine that i could snag or no
can you send a pic of your hair
mine?
ye
my mod
ah
thats a lot
mita model is twintails
indeed
so it won't be compatible unless you intend to replace Kind mita
you still get to have physics however but
it will look pretty bad if i say so
i will worry about that in future i guess
aoba could you explain how you "moved spare bones around"
ok
bro aobas just the goat
Are there any kind of "tools" you modelers would like to see to make your job easier?
I'm not super familiar with that aspect of gamedev so it's easier if you guys tell me what you'd want
someone to do the work for me
weighting
only thing i need IS custom face animations
that works
then i can rest easy
load all models to test replacements, instead of going into each level
of $0
indeed
-$10
how do you do skirts? When I try it, it doesn't move like the original
ok last question: why do hair/skirt/chest bones need the entire rest of the rig when added
You have to replace your actual skirt
Check adachi model, i didn't seperate
this one?
nah that aint it
ah
this one
ah ok
he is using skirt physics
wait you need the rest of the rig to make the skirt work?? maybe that was the problem...
and have only 1 fbx
seems like it
very interesting
i did not know this guy is called adachi
I'd assume you only need the parent bone to make skirt work lol
i always thought you were referring to the model you sent @soft remnant ๐
same๐
๐
๐
oil mod?
np
more physics :)
and a clean model
@soft remnant Ah yes, "weighting", the thing that handles that other thing, haha... Not sure why weighting Mita has to do with modeling but I'll add a bathroom scale to the game, you weirdo
@aob
Custom face animations, you mean having the custom model also swap faces like the original Mita? e.g: smile just like crazy does? or to add your own?
@finite flare That's an easy one
nah, like blendshapes
ig i'll make the current one public...
YESSIR
bro these shoulders are so fcked
no matter what i do with the weight
its just cooked
yeah a little is "fine"
how about allowing us to use different renderers? like core mita, to get her lights workign or crazy mita with the glowing eye
what I did was use the rig to move my mesh around then put the rig back in place
for example to make the shoulders narrower
disregard what i said about freely editing the rig that was completely wrong ๐
sorry :(
im sorry i needed to work right now
you can just move the bones back in place in pose mode i believe
perhaps later?
yes
then apply pose as rest position etc
bro i i would know where the bones orginal position was
can you send it to me, too?
you can just import the original rig and use that as reference/snap-to
for the doki outfit what uniform do i need cus on menu it shwos it wokrs but in game its just base outfits
I hate the change to #miside-mods so much it's unreal
pft thank u @soft remnant
i agreed with you there
aoba are the bones moved to much or are they fine there
the outer skirt bone is mita
inner is moka
tbh I wouldn't move the hair bones xd
at all
tried with a ribbon and it would glitch out when swapping between addons
once i finish this damn presentation i will be making gachi mod i swear
thats so cooked
ur not even done with it
and u have been doing it for like 10 hours
soon enough i might be losing my mind and stomp all the leaves outside
aren't you sure you are referring to yourself with the moka mod

It's easy to do but i don't know "where" the renderer is because i have no idea whatI 'm looking for
For example on Core Mita have an object called RayBase with a "skinned mesh renderer" is that it?
yeah raybase + pointline
core mita has a lot of renderers
Been doing this shi longer than 10 hours bro
pain
These things? they have a "particle system" component on them?
how long would you say? i know you have been working on this for days but i don't know how long specifically
yeah they are the lights you see on her body
Pretty much all day for the past couple days
like in the gif @spiral citrus
Pull 2.5 all nighter in a row
don't say thatโน๏ธ
What do you want to do to them? Like i can easily grab them at runtime for example but i dunno what your goal is
well I am making a replacement so I would love to have them working obviously
but crazy mita has something similiar
it's a glowing red eye
Gonna have a break for a bit
Maybe till aoba finish his presentation
Itโs making me sad to
Dogshi ass job bro
Got him slaving away
Would you say the bones are moved to much in this
I did touch it
Okay
Iโll move them back
you'll need to play with the weighting like how strong it is
because red will make them probably flying everywhere
Yup, so how do i make them work? Is it some sort of Particleystem.Play(); or is it actually scripted and the devs call it in-game
but that's what happened to me when i was testing with some model that wasnt supposed to have skirts
I can't tell you, I am no scripter, I work with 3d stuff more, sorry
https://www.nexusmods.com/miside/mods/78/ that took longer than expected
Oh yeah no problem, I'll look it up, if it's run trough scripting I'm going to have to look where it's called and change the references for it to work but if the effect is permanent i just need to spawn it in
well core mita, best bet is to look in the core level
i mean you could look into the character viewing page too
but core room is also a good idea
since its actually in-game
@pulsar whale where can i find the mita fbx?
So I'm not sure what methods you guys use to replace the models, i made a quick mod that spawns in the prefab which should work if the devs also spawn in Mitas that way
Anyone wants to test it because i don't have any replacement mods installed, press t to set the spawnpoint at the player's location and press p to spawn in a mita, press p again to swap to another mita, it loops
we use UAL with assimp.dll to load character replacements, also this is loaded with bepinex?
I just tried myself, it's very tiresome, nexus mods overcomplicates something so simple
Modloader
polska gurom
yes
Hi everyone, I do not know English, there may be mistakes
aoba how is ur presentation going
on nexux?
yes
bot doesnt sound like a bad idea but i still want a person to do a quality check before going off #miside-mods
how is a bot any different than nexus mods tho nexus mods there isnt any checks adding a bot for the mods channel just makes it easier for people to access
as well as easier for the creator to distribute
i hate creating account to download mods
and i also hate filling a lot of boxes to upload something so simple
what about gamebanana?
aoba its fine if the bones are off by a molecule right?
yeah
at least you don't have to log in to download something
yeah
i love this mod lol
not a fan personally
its a bit iffy
and you gotta reload the models to get them to work rn
@pulsar whale i put them back the original place
would i still even get skirt physics?
okay
do i needa do anything special for it
or should it just work how it is
other than weighting of coarse
ill tell you later after i
bet
what about the nipple bones
are these fine
or should i move them back aswell
ill just move everything back
yeah mita and moka
im moving the bones back
cause last night me and tortoise thought it would be fine to move them
@pulsar whale is something like this fine the rotation is a bit off
R, Z
how do i make it so only the top one moves
somehow thats the only one thats shifted
ahhh
you know what
shouldnt even matter
wait wtf
yeah how do i make it so only the selected moves
@soft remnant Would it be okay to ask to dm you about the blender work and the bones/rig?
like the general process. I know a bit of blenderand if you might be able to share the mita file so i can try to transfer the armature to my own model
@craggy cargo thanks for the comment on my mod
i can just give you the mita skeleton
is that what u want
yea i just needed the skeleton
and if you can share what you did with the skeleton of the old model
the armature, are you parenting them together?
i thought replace_mesh and replace_tex doesn't support multiple keywords?
i know create_skinned_appendix does
thanks, appreciate it
the only model
so what i did
was just match the bones of the model im trying to import
to the bones of the mita skeleton
scale it the same size and everything
I am trying
but core mita doesn't load for me now XD
it will work regardless, as long as the game run.
Great
there is only a demo on ich but i dont think a full game is avail otherwise
must have been the wind or sum
sure
aoba lemme know once ur done with ur presentation i needa ask some questions
and get ur advice
yeah, absolutely


this does work
same lol
@craggy cargo you are the goat thanks man
also i just had a massive brainwave
in assets_config.txt
we can add our mod in there
without the aterisk mod name
it will replace stuff at game bootup
yeah I want my mods to be toggable
rather than on 24/7
yep
Wait so it is necessary or not necessary to apply the mita armature to the model we are trying to import?
I think necessary, but you can change the bone location? I have tried to scale the model to fit the armature, but some stuff isnt perfect.
The armature of the body and legs is more or less acceptable, but the hands and arms are a little bit off. Should i just leave it alone? or do I need to now edit the location to fit the new model better?
I parented the armature to the model and applied automatic weights, idk if that's what you did
And deleted the old armature
chaning bonelocation won't do anything much
you just need to line up with original mita model as much as you can
otherwise you have to get creative with weight painting
ah okay I should restart then. I deleted the old mita model mesh but that probably is a good indication if everything is more or less where it should be.
so changing bone locations doesnt actually help?
eg. from painting 1 to 0.75 + 0.25 at hips
not much if im being honest here
i did mention to align it with original skeleton as much as you can
so
yea I have the original skeleton and parented it to the new model
and I tried to scale it as best as possible
No problem ๐
Thanks for the config touch up again.
I learned a lot about how keywords work when talking with Rist while making DDLC mod
So once you have the model paired with the original skeleton, export fbx? And I need to write a config now?
yea config
Oh boy, I have no idea how to do that

im guessing I need to config to replace the mesh and the textures? and create a folder for the texture and fbx?
look at the pins
for basic model without black magic physics stuff check pins
@pulsar whale should this much movement with the boob bones be fine and is these bones being rotated a bit fine
blender is not 100% ingame representation anyway
so just do what you think best and see it in game
meaning your vertex group is gone
nah it couldnt find something in the consle
hold on ill try again
i havent touched anything from the addons config u sent me
so i have no clue
also havent touched any of the names in blender
that looks like mesh name issue
addons_config seem to locate the mesh using the name of that green-triangle-thingy, so make sure you have the correct names before export
he true
it should work tho no?
same one u had
name wise
unless somehow blender changed it
you know what wouldnt be suprised
blender has been doing weird stuff to me
that too also counts
when u were using the model in bleder yesterday was the names like assets/textures/clothes
also i was reading the pinned message. Do you write a line for every mesh replaced?
stuff like that
aoba wrote the addons_config for me
and it was working yesterday
ahh
and today you didnt do anything except weight painting?
or what were you doing?
i messed with the bones a little then moved them back
and just weight painting
also made the edges sharper
replace_tex Mita Sweater GothicMita\GothicMita !Little !Broke !Maneken !Black !Mila !Glasses !Creepy !Core !Longer
replace_tex Mita Hair GothicMita\GothicMita !Little !Broke !Maneken !Black !Mila !Glasses !Creepy !Core !Longer
replace_mesh Mita Sweater GothicMita\GothicMitaSweater GothicMitaSweater !Little !Broke !Maneken !Black !Mila !Glasses !Creepy !Core !Longer
replace_mesh Mita Hair GothicMita\GothicMitaHair GothicMitaHair !Little !Broke !Maneken !Black !Mila !Glasses !Creepy !Core !Longer
create_skinned_appendix Mita GothicMitaBody Body !Little !Broke !Maneken !Black !Mila !Glasses !Creepy !Core !Longer
replace_tex Mita GothicMitaBody GothicMita\GothicMita !Little !Broke !Maneken !Black !Mila !Glasses !Creepy !Core !Longer
replace_mesh Mita GothicMitaBody GothicMita\GothicMitaBody GothicMitaBody !Little !Broke !Maneken !Black !Mila !Glasses !Creepy !Core !Longer
something like that, I replace Sweater, Hair and Body
cause the shoes were cooked
so in the instance of a new model added, there is a limit of 3/4 meshes and textures?
// existing renderers on Mita
// - Attribute
// - Body
// - Hair
// - Head
// - Pantyhose
// - Shoes
// - Skirt
// - Sweater
you can replace any of those
ah okay, I think i understand a bit better
I have 6 textures i need to add
I may need to combine all the clothing under 1 mesh
or just have someone help me write an addon
๐ญ
addons_config is quite easier to understand than blender man
opposite for me
not joking

same
look this is using the fbx from yesterday it works fine but now the one i have weight painted is broken
all the names are the same
havent touched addons config
nothin
tf and all u did was weight painting?
check the name again, blender likes to rename thing when there are duplicate, like if you have 2 Body name they would become Body.001 Body.002
yea ^ thats likely
this is the name for the one that works then the one that doesnt is on the right
^^^
@soft remnant click this arrow
havent touched it
the name for those are the same to
its all Clothes
Face
stuff like tjay
ill show you
the same
both
its the same for all
wait why does why have 33 vertex groups
dont think so
thats odd
i dont even know how to do that
hmm that's weird
maybe fbx export issue?
you could try re-export the original fbx to see if there're any problem
there is less vertex groups now and that may be the issue
yeah the one with 30
is the one from yesterday
did you accidentally divide a bone?
the only vertex group that i know got created was the toes
hm
it wasnt connected to anything
and when i clicked on it the weight paint it just auto connected
but thats only 2
hold on im gonna read through every vertex
hmm, well I think i shall sleep. my mod did not show up so i think i wrote the config wrong

i got the mita with everything removed showing
the new one has vertexes for both the eyes the old one doesnt and the new one has 2 vertexes for left toe
no clue how that happend
should i remove the eye vertexes?
@strange yarrow latest version is 0.9.5
THx you
bro
im gonna record my screen
and show you a little magic trick
try to explain it
Nice magic trick
so
It's funny that you did that because a similar trick works in unity
is it because capital t
mhm
@pulsar whale ๐ you wouldn't happen to be able to help write the config later?
why are you not exporting with visible only
im blowing up
Also did you merge these into 5 mesh groups or did the model already like that?
idk i asked someone is there something i needed to change in export and they said no
this is the aftermath of aoba magic
not really required here since blender scene is quite empty
it was different before

So he did most of that fixing for you!
and i was gonna quit

yeah he sorted out the meshes and that
Yeah I think I need to do a similar thing
its still doing it
And just have him check if I did the skeleton thing right
I still feel it's a good habit
that can be true too
i usually have everything else in a hidden collection that doesnt export with it anyway
german got me doing it
Okay well thank you for the help you guys, I'll continue trying to mod tomorrow
good luck man how you do better than me
Good luck adachi
thank you

Why my Bepinex dont work anymore like when i run the game it dont have console window pop up so that mean i cant use add on too
have u tried redownloading bepinex
is the right toe parented
to any bone
Yes
i redownload everything
it still dont work
yeah
and apparently the weight is
gone
wtg
f
doesn't look like it
wym
check
ye
you could try a sanity check
make a new blender project
import the original fbx
export that (not modify anything)
and try to load the re-exported into the game
this makes sure blender export the file correctly and we could load
if this works correctly then yeah bad news
and i noticed there isn't any mesh named Body though
the replace_mesh Mita MokaBody Moka\Moka Body was trying to find that mesh
well it works
idk how
also the original does work
i already tried it
bro
this project might be coming to a end very very soon
is that a good thing or a bad thing
im about done bro
this shi happens consistently
for no reason
yesterday
somehow i lost my vertex groups for every single backup folder
about 10 of them
and the only reason i still have a model
is because i sent that file to you
because everything elde vanished
somehow
someway
i seriously dont know what to do
like how tf do 10 of the exact files that i didnt open just lose all the vertex groups
now i gotta restart
from scratch
and lose the 10 hours of help that german tortoise gave me
which i dont remember half the stuff we did
Ok now my Bepinex still dont work
I would play this Miside
InteractiveEnable
Features:
- F3 Show Menu
- Activate Interactive Objects / ๅ็จ็ฉไปถ
- Replay TV Games and customize Fight Enemy Difficulty. / ้็ฉๅฅถ็ไผ้ต้ๆฒ ่ชฟๆดๅฅถ็ๆตไบบๅผทๅบฆ
- Open Door / ้้
- Dance Game Replay Change Music / ้็ฉ่ทณ่้ๆฒ ๆๆญ
- Teleport to Game / ๅณ้่ณ้ๆฒๅ
- FPS Game Invincible One Hit Kill / FPS้ๆฒ ็กๆต ไธ็ดๅฟ
ๆฎบ
https://github.com/asd9176506911298/MiSide-Interactive-Enable
https://youtu.be/XBTlN-o50sg
how can i remove this main manu?
hellooo! I wanted to ask a quick question, is it possible to volunteer in greek text translation for miside? or in general what's the process of volunteering for a translation ๐
contact shoulders
Do you know how to fix Bepinex dont working? Like it dont run console windows when i launch the game it happend after new year ( i redownload already like 10 times)
is this one of the creators?
ะัะพ ัะพ ะทะฝะฐะตั ััััะบะธะน?
Hello people. I want to join the moderation crowd, but I don't know where to start?
First of all, how do I unpack the game files to get the models and textures?
use asset studio, load the folder MiSideFull_Data
Something's not working out.
use this one
i forgot to add addons_config to my mod files ๐
omfg
and some people have already downloaded it
i might be cooked
me when remove Mita Hairs
Go to SteamLibrary\steamapps\common\MiSide\Data\Custom and edit the textures within then put those in a new folder ๐
that is the most basic version
hmm
I need your help again. Let's say I want to change the model of one of the Mit. Textures are exported in *.png format, there are no problems. And here are the models (mesh) in the *.obj format. But in UniversalAssetLoader, only *.png and *.fbx
Do I need to convert *.obj to *.fbx somehow?
.obj will work but it will be static object
meaning if its a person, they'll be a moving rock
Then what should I do to make it work properly? What files do I need to extract and how do I convert them to *.fbx?
Does the source model really came as .obj?
Not .fbx? Not .pmx?
Did you downloaded this off sketchfab or what?
Well, here's a file, for example. It's not clear what his permission is. But if you export it
Will it turn out to be a *.obj file
hi there, any documentation how to create bepinex plugin for MiSide? i have try but my plugin doesnt loaded ๐ฆ
are you windows linux or mac
on windows
Quick sanity check. Are these export settings correct? I kinda just trial and errored until it looked right. If there is anyone with more experience modding this then please yell at me or something
ok then you should use this one
Like it doesn't seem right that -X is forward
under armature make sure leaf bones is unchecked
for me its Z- forward
Gotcha
Huh
also you should probably keep scale at 1 and apply scale manually before exporting
i mean my models face towards -Y
Same
For some reason it ignores the scaling I set in Blender directly and only listens to the export scale setting
huh ic
If I set it to 1 my objects become the size of the whole screen
Even if in Blender it is set to like 0.1
thanks! and what version .net use?
is your model roughly 170 cm?
oh lol
Unfinished
wdym, i dont think you need to install that separately
That's a big hat
ok now apply scale
So export like this?
ye
apply rotation as well, this is correct for your rotation values tho
?
Oh that
after that, use these values
technically this step is unnecessary but its probably best to do
So it doesn't show up. I suspect it is way too large
send your addons_config
hm
what happens if you hide everything but the attribute
maybe its scaled too small
Nope. So I set the scaling back to 0.01 and it shows up
wack
yeah i dont know whats wrong sorry
Also the forward position also jumped away from -x 
i try to use plugin template for easier. uh maybe i think missunderstand here, in my case i want to create plugin, not installing mod hehe
oh yeah you dont need to do that
you got it to load, most of the success is already there, just rotate in blender
Thanks xD It's just so confusing since it ignores half the position and rotation attributes I give it. Kinda don't want to work more on the actual models until I figure out this basic stuff
BepinEx 6
@pulsar whale couple questions about your adachi:
why is there hair and hairs?
why arent the legs part of body but instead skirt?
wow thanks!
Hello, I would like to know if there is a mod for the character Gasai Yuno for the game
search nexus
Hair = Mita
Hairs = Cappie, Kind, etc etc
oh ic
I didn't find anything
how on earth did you figure that out
and leg as skirt is just because i want to keep skirts physics
then it's not there
collision physics?
sigh, do I have to update my mod again
that's the reason

๐ซก
ty then
but the skirt physics bones control the shirt not legs
i think i understand the collisions
i know, but they shared the skeleton
so i just replaced as dummy
instead of creating a new one or replace body
that way i wont lose an outline
I wasted 5 hours of my life trying to make hair physics work only to realize that create_skinned_appendix removes all the physics... fml
yes
well
not exactly
see, when you remove certain part
like skirt, sweater
you also remove its collision box
including physics
it's not create_skinned_appendix problem
OH?
So how do I convert *.obj to *.fbx???
it's how config works
where did you get the .obj model from?
thank you for enlightening me ๐
you're welcome
i wanted to keep an outline for adachi to make the game feels like "he" is an actual model.
let me give you an example
when you replaced existing stuff, you'll get this white outline when the cursor is on him
and here's CJ, with everything removed and he is using create_skinned_appendix with the mesh parent as Body
there is no outline
wow
now after seeing this you may ask: "ok, so? that's just small thing"
let's compare some stuff, if things get inconsistent:
I have already written
is it rigged and everything?
hm
you need to use Scene Hierarchy to rip model
not asset list
also why are you ripping tiny mita anyway
There's absolutely nothing you can do there.
Is that how it's done?
So i just published a mod on nexus mods that's supposed to get rid of all the russian-to-english translation hiccups that i've seen other people notice - if i haven't missed any smaller ones - would it be fine to post it here first so that more people could try it?
Go ahead, we have the name set to mods discussion after all
If your mod is so good, then maybe you can write to the developers so that they can make these edits to the game?
okay, just wanted to double-check
Overall there isn't that many changes, since 90% of the time the text is alright, i just packed the entire folder in there
that's the thing: i would like to have other people make sure of that, i have no doubt in my work but it never hurts to hear from others
so that there's more grounds to actually contact anyone up higher
I'm going to do that as well
@soft remnant i finally took the time to learn how to symmetrize weights
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- EASY WEIGHT ADDON LINKS*
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that is to say i found a vid
Hello, I don't know if this is the place, but I'm looking for someone to mod a friend of mine that is a vtuber into this game, can anyone recommend someone? Thank you for your time
HAIR
That's why it's tiny
That's it, we're finishing the discussion, the best mod for the game has already been created!
Guys i have a little problem, so i wanted to add multiple skin but the problem is the addonconfig file. How you guys manage to like to make the skin work while there are lots of skin require specific config files in order to work (bad grammar)
Usually, when downloading a mod, there is a modified file there addons_config.txt
You open your original file, and the same file from the mod is compared. Usually, at the end of the mod, they write * the name of the mod
And below is how to turn it on and off
Just copy these lines to your file.
nice
Hmm never thought of it thanks
Don't they write about it where you downloaded mods?
Not really
tbh i only install the CJ
I wrote that on my mods
i also wrote it in my desc
Many posts literally just give the how to install it but not with how do you modify the config
Install it from #miside-mods btw
have any mod idea
if interest maybe will make a mod
Convert CJ from Mita to Player. So that in the photo mode he can be seen. And in the mirror
Sorry, I already done it long ago
still though, i need to update my mod to 0.921 https://www.youtube.com/watch?v=UNzLuLWFEPI
wow i cant believe it either!!
UABEA: https://github.com/nesrak1/UABEA/releases/latest
CJ Mod: https://drive.google.com/drive/folders/1-jgv89vehdVCzyWoG0bs-jKuQEClQFiV
On the contrary. That Mita would remain a Mita , and the player would turn into CJ
he true
Listen guys, when I extract a model from the game, I get 1 *.fbx file, and 4 texture pictures. Body, clothes, face and hair.
If I then want to connect all this through UniversalAssetLoader, I will not be able to do it correctly?
create_skinned_appendix - creates a new object
replace_tex - points to the model file
eplace_mesh - points to the texture file of this model.
And I have 1 model and 4 textures to it. And if I write replace_mesh 4 times, I will just overwrite the first texture each time. Right?
What should I do?
Should I split the *.fbx file into 4 parts too?
you have replace text and replace mesh mixed up
to get one texture you need to bake all 4 into one
to get something like this:
@twilit tartan I realized what I need to do but I don't know how to do it. I just extracted the files from the game but I don't know how to merge the textures
i suggest finding a video tutorial, its a kinda long process
A video lesson on what program? Is it done in a blender? I've never done this before
yes, in blender
https://www.youtube.com/watch?v=eE7FedDW2AI
this one is thorough but good
In this Blender tutorial I will show you how to texture bake multiple materials or multiple objects to the same texture maps, so that they can share the same material.
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โ UV Unwr...
i dont understand i did everything downloaded bepinex which works but i cant get univer aset loader to work i did how tutorial showed. Moved the assimp.dll file to miside.exe folder and the iniversalAssetLoader still doesnt work. how can i fix this?
First, let's make sure that you have bepinex installed correctly. Does the console run in the background along with the game?
yes
Then you need to unpack the UniversalAssetLoader folder into the MiSide\BepInEx\plugins directory.
Well, everything seems to be correct. It should work. The file assimp.dll Is it at the root of the game?
After launching the game, a new tab should appear in the clothing section.
you're missing assimp.dll in UniversalAssetLoader, the instructions are misleading cuz you're supposed to copy it not cut and paste it
i too dont have it here

