#miside-mods-discussion
1 messages ยท Page 24 of 1
omg migu
me no japan

your GETTING crazy downloads congrats
ya
nah people also post it here a lot
absolute legends
i am in a prediciment i made the breasts on my model to big so it looks idiotic ingame
LOL HAHAHA
i really need to fix this weighting on the sweater its the most buggy thing on this model
look at this fckn shi
damn
plus the collar is like really broken some how
maybe try painting it to the skirt bones
Ual is better
i am using ual
CML is cool but its not that good
Oh lmao
from the start the worst part about the weighting is the hair and sweater and both of them feel impossible to fix
cant say i have really attempted hair much tho
also the weight transfer for the skirt was perfect
like literally perfect there is no issues at all
Ohh yeah it looks nice
still the main problem is this weird texturing with the collar
the gray shi
ill do some fiddling with the weight and see what happens
You can just delete the vertex beneath the collar
wym
wait hold on
i might have fixed it
some of the tit weight is on the collar
thats 100% gotta be why right
i think that fixed it atleast in blender its not doing it
lets see ingame baby
it fixed it however there is this were gray whatever shape that is
just there perma
probably just too short or something
maybe you can just edit mode and drag those vertices down
that's what I'm guessing anyway
yeah check the weight painting there
it might be a back facing face getting pulled through
now we know why the sweater is fcked
i swear i removed this last time when i have having issues with the boob moving the whole shirt
Lmao why does the logo is so small
would this be a good place to get some tech support or no
obligatory dont ask to ask but yes
does it crash
i think it's something to do with my antivirus cuz it has a false positive when i installed it but the miside should be an exception
closes on the command line
i have the errorlog if you need it
ye pls
which version of bepinex did you install
@pulsar whale is this the cant download dependency thing?
yeah and stop using pre2
Which one we should use then ?
Hmm hopefully that will fix my SoSide install
I couldnt get the room to change
Only language pack and the mita skin worked
And there is 0 videos on how to install that funny ah mod
Why does UAL remove this glowing effect from the first place
what does soside actually do? the descriptions too long to google translate ๐
They replace everything with 'funny' jokes and memes
oh
because it nukes entire logo, killed animators
and placed in the static image
its just #general-ru memes
Yeah but why 
Do people not want them or what.
I'm gonna add some asset config command for this i guess
Install fresh MiSide , then download BePinex pre 2 and then it just adds textures / language pack , issue is the textures and sounds for the map didnt want to load and it just loaded in only the mita skin and language pack
thats just how the original code came
not Rist's doing
Ohh i see...
ssme (never watched Fate)
@pulsar whale soo.. uhhh.. how can i replace future mita head when she's killed, does she have an entirely different keyword or something?
Yes, she does have different one.
she used "NewVersion"
you can download Hanako mod for it
to see how it works
newversion, alr let's see
I think the keyword are conflicted 
I added !NewVersionMita but UAL just replace the mesh anyway
shinu
the hair gives her a little moustache
Lmaooo
Help with this please
I downloaded the Doki Doki mod and only the characters Monika and Natsuki because I'm only interested in those 2
and it really doesn't look like the picture im new on this sorry ๐ญ
use school outfit
Did you combine positive and negative keywords? Or maybe just try using !New
Nope I didn't combine them, alr lets try using !New
nothing changed
You have no Addons tab so the problem is in your BepInEx or UAL installation
Yup still conflicted but I'm not quite sure why.
I just use 1 create_skinned_appendix MikuEye but there's 2 eyes that appear with the same object name.
Meh no biggie i think i can find a workaround using addons_config
Well are you sure she is called NewVersion?
100%
And i only have this for the eye
create_skinned_appendix Mita MikuEyes Head !Creepy !CreepyMita !Maneken !Little !Broke !Core
create_skinned_appendix Mita MikuEyes Body Creepy CreepyMita
Oh it's that one
Oh is it already problematic from the start?
Well, those are concepts that I dont understand, so I guess it would be better to leave it like that, thanks by the way.
No, i just never tested it after code refactoring
Check the logs and see why does it apply it twice
Oh yeah, let's see...
Hope this video helped you
BepInEx/UniversalAseetLoader: https://github.com/Rist8/MiSide-UniversalAssetLoader?tab=readme-ov-file
Mods: https://www.nexusmods.com/miside/mods/
also if your wondering what BepInEx version to get it's the one with BepInEx-Unity.IL2CPP in the name just choose your operating system and what bit your cpu is
But it's only creating one according to the logs for NewVersionMita
I can't read sht from the logs lmao
But it does creating 2 eyes on Future???
(Oh nmv there's 2 future so it's normal)
Yeah the logs doesn't tell UAL created 2 eyes
That video was what I was missing, with good reason, thank you very much.
@smoky olive Maya is also affected btw
ok so it just copies the head from Mita Future from that scene

and also it always places the face near the sofa for Maya
Too much file size www
so it might've been from the very beginning
Alr no biggie
Rist if you are planning on releasing 0.11, don't forget to pull first and use build with asset instead www
it might be
Just point at the pull request?
we also need documentation for all new features
i think you and rist are secretly deitys
Well i already updated the addon config and asset config
Surely ppl can see them
Maybe
i'll refactor them quickly so that they will be more readable
Use PayPal mod apk
inspect element method on top
man i hope soon #โฑ-development-games will have something :^)
released

i made a quick demo to show a english voice dub mod but dont know if i should bother if anyone would even be interested in it https://www.youtube.com/shorts/5FdVM1xxNp0
This shows a quick demo of a Miside English Voice Dub 2025
Welcome To My Youtube Channel. I create unreal engine video games and i share my project templates on github. If you like my content please subscribe and stay tuned for more unreal engine content from me thanks.
github: https://github.com/AkumaVenom
Discord: https://discord.com/users/...
I pretty sure English is being worked on
wow i sure do love unironic tts voices
it uses default mods?
he somehow got null mita to be patched?
Yeah this is weird
Maybe there's something wrong with his build
I'm gonna ask him to grab one from GitHub
and null here??
it's the latest build so he couldn't get it anywhere else i guess?
Well i did give him some of the prebuild, but all of them have a null renderer check
This is weird unless he doesn't install it correctly
well we don't actually have null gameObject check here, only list length check
Yeah but miku and maya don't give that error message, and the build index had is basically the latest.
Anomalies
Tbh i'm kinda confused with the dependencies folder thingy.
Why can't we just leave Assimp.dll outside the BepInEx folder? So ppl can just literally copy and replace everything
it will work with assimp.dll outside
it is compatible with prev versions
I see
but ppl still need to move Assimp.dll from the dependency folder to the outside folder?
I'm thinking of the zip file content to be something like this
assimp.dll
BepInEx
|_ Plugins
|_ UniversalAssetLoader
|_Assets
|_ Dependencies
Etc
But the current file is fine i guess
they don't need
Ohhh???
Well the Readme.txt said that we need to copy assimp.net to the outside 
The readme inside the zip file
mlem
also updated all the previous releases to have instructions directly in their description
ayo congrats xD
Ohh heyy mikii have you seen my miku mod on tiny and core? 
Look at this www
And this
good job man, pls ping me here when you do if you can
Alr 
I just started work on a new project with a friend, trying to solve common first-person shooter problems
well not exactly fps but like movement in general. Coyote time, jump buffering, variable jump height, sharp edge stuck etc.
I'm using the CharacterController to not deal with stairs, slopes and complex gravity but that has a very infamous problems with being stuck on edges
so I just have 2 extra collision detections
I can't wait to get home to test it out
Hello, tried to run a mod, and this error shows up, How do I solve this?
firewall problem
That doesn't seem to fix the problem.
Any other ways to solve this?
Can someone please send me beplnEx
thanks
awooga
I wish i knew coding I would add so many random things in mods. Like a chance that the fly mini game will be a geometry dash level and if one of the characters takes it you hear the gd death sound because they got you killed. Or replacing mita with Gabriel judge of hell
man why does mita have so many shapekeys 
Well it's better than using bones
Project diva megamix uses bones instead of Shapekeys

Who's that pokemon
Oh great, UAL haven't finished loading all assets but already activating the scene
Great
Does anyone have any plans to mod Mita into Desktop Mate or something similer?
i tried modding the game. i somewhat regret my life choices! XD
but i like it
i think i downloaded the wrong version of genshin
omg I broke her...
Hi I'm new to modding this game and I saw I need BepInEx. Is there a specific version I need?
I see the 6.0.0 pre2 and the 6.0.0 Bleeding edge. is there a difference?
always use bleeding edge
pre2 is considered too old for me but yeah its still working
It seems like in 0.11 it takes a bit more time to change everything, or is it just me?
It is normal
in older version, the game will freeze for a bit and then change the whole thing
in instance of many mitas, this could be problematic
Oh, got it, thanks
I remember I had a freeze when entering the room with the Mitas on the level with Chibi. I wonder what will happen now

Yeah now UAL can replace chibi too, just use !Chibi if you don't want them
UAL is schizo sometimes...
At one point, GameObject mita exists in the parent method, but it becomes null on the child method
I'm gonna push a temporary fix for this
That's cool
I'll try to replace textures
that's wonderful
what a time to be alive
no freeze for now
Yeah, and all the mitas in that room will get patched too
Previously, 9 14 15 and 16 didn't get patched

And now all the maneken is also patched
Nice
In case you're getting an null reference error in the core room, just grab a new UAL from GitHub, I just replace the file
Ok this is weird, the error is still happening
reptile...
This looks honestly amazing
I'm gonna use this for the thumbnail
woah
But rn I'm waiting for sazuko to finish his voice replacement 
this is the new gold standard for mods
Thanks hopefully so
Hopefully i can replace 2D mita with the the live 2D, thank god they make a live 2D model
brilliant
Hi guys, my UAL cant seem to load any of the mods that i put, it shows a 'broken' version of the mod, any help with this?
oh no thats my mod
send a ss of the console
Here ya go
Im on UAL 0.11.0
Also it happens to all mods on ual so i think something wrong with mine
Oop gonna test them real quick
Yeah something wrong with YOUR installation
UAL doesn't replace anything so it should be compatible with every mod
ah thats good to see
Yeah it didnt broke while im in this window, it only broke in-game
So it doesn't work as expected, loading screen just ignores it's loaded variable
Yeah, i already pushed and replaced the release to fix that one. Hopefully
Oh so hutao doesn't use any skinned appendix

i dont know how to use them ๐
Yeah that's fine, nothing wrong wwww
can you explain what they are
like whats the reasoning to use it over just replacing tex/mesh
Rist we need to take a look at this, this happens when i quit the gameplay 

create_skinned_appendix Mita HutauHair Hair
It will duplicate mita hair mesh, so there's two of them, and you can replace HutaoHair instead of the actual hair.
i see
But this only occurs in hutau
Maya or miku doesn't do that
suboptimal ๐
Mesh is null somehow???
Tbh this seems like the patching process isn't complete yet
What's your pc specs?
Im using laptop haha
i3 6th gen 2.00 ghz
Nvdia mx110
8gb ram
SSD
Also i found this on the log, 'renderer not found'...? also this only happen to crazy mita, it works fine with other mitas
2.ghz...
Yeah this is definitely because the process isn't complete yet.
You can either wait until the process is finished or downgrade to UAL 0.10.x but it will shutter(lag) at some point
It can't be that bad, and also we probably should have added target framerate config/binding to max fps
i got this same behavior
srp stans for scriptable render pipeline so im guessing you mean built in render pipeline, right? thats birp
a problem with changing cloth variant
it works only with default one
can't reproduce it

Play the game, then pause it and go to main menu
Yeah this is expected with multiple active mod
i tried and had no error
Anomalies
Is it perhaps because of my changes? Have you try the new commit rist?
But tbh i just fix the null mitas exception, it shouldn't cause any error tho
i did
Pure anomalies 
Huh is the player replacement broke?
me when shoes texture got in mc clothes
somehow looks cool..
imagine mc in black shirt..
it does indeed
Huh why does it's only executing replace tex
well i guess we need to add not coroutine replace_mesh too
It's replacing texture and mesh BEFORE creating a skinned appendix lmao
it's not, it's just ignoring replace_mesh commands
Oh but the logs says UAL create skinned appendix in last order? Or is it because of the coroutine so the logs are not in order?
Kinda confused with the logs ngl 
it is fine, it creates skinned appendixes at the beginning
i see..
Nahh i'm just trippin
well it was an obvious conflict between non-coroutine method PatchPlayer and coroutine method ReplaceMeshCoroutine
now when i returned old functions back, we can make the main menu patching atomic
So the main menu is syncronous while the gameplay is async?
that's a good idea

Ngl i put my blender file inside that folder for simplicity
Rist here's the changes for the blendshape bug in BuildMeshCoroutine
Line 227
blendShapeName = blendShapeName.Replace("MitaPerson ", "").Replace("MilaPerson ", "").Replace("(Clone)", "").Trim();
Line Add Blendshape Processing
if (!blendShapeOrders.TryGetValue(blendShapeName, out var blendShapeOrder) || blendShapeOrder.Count == 0)
{
var potentialMatches = blendShapeOrders.Keys
.Where(key => blendShapeName.Contains(key) || key.Contains(blendShapeName))
.ToList();
if (potentialMatches.Count > 0)
{
string closestMatch = potentialMatches.First();
blendShapeOrder = blendShapeOrders[closestMatch];
UnityEngine.Debug.LogWarning($"[WARNING] No exact blendshape order found for {blendShapeName}, using closest match {closestMatch} order");
}
else
{
blendShapeOrder = blendShapeOrders["Mita"];
UnityEngine.Debug.LogWarning($"[WARNING] No blendshape order found for {blendShapeName}, using default Mita order");
}
}
Or should i just push it?
prob we should return to dev?
Ohh niceeee

Yeah thinking abt it, coroutine patching is kinda funny on main menu
did someone know how to get the code to make mod?
Oh seems like you haven't pulled the dev branch 
I have the json file updated
might be
Welp just need the json, the rest is fine i guess
i was refactoring it nonstop for 4 hours
thanks for the hard job rist 
Maybe after this one we can rest and pretend UAL is completed for now
it must be more readable now
I'm gonna reupload the release with the correct blendshape order i guess
Take a rest rist

oh i forgot to update synch BuildMesh
well done
otsukare
vro
i was checkin the hatsune miku mod you were making and im very intrigued
what's the progress
vro you better add cherry miku as optional clothes
btw does it replace the chibi mita at the start of the game and the one that comes out of the funicular?
can anyone help me about this custom model loader error, this is my first time install and i feel so stupid
well i have no idea, UniverseLib is not used by Universal AssetLoader, but is probably used by Custom Model Loader, there might be a conflict by idk why and where
maybe this will help you
i tried installing CML with UAL and had no problems
does anyone have the mila template? I'm pretty sure someone already posted it here, but I can't find it
you can resize all meshes by 0.93 for her and they should work
I want to see if I could use her outfit
I have been redownload the benpinex and replace in my miside folder, i still do not have that file, can i get that file anywhere?
put it in there
thanks a lot for helping me, it work just fine
When will the peaceful mode gonna be out
maybe 3-4 month, they still cooking it
Yes they're because the mod is so expansive
i still have hope that we can have the change to spend more time with tiny mita in peacefyl mode
VRIK implemented, and now you can select interactable items with the right hand laser instead of the head.
is it possible in UAL to add, remove, or change certain elements (like hair or shoes) depending on the scene? so that these changes only apply to one specific scene?
Haha that's what i originally wanted to develop for UAL, but seeing the code structure make it kinda complicated to implement 
it's not
it'll just make configs a little bit more complicated
Welp i need to figure out the args first
Some scene contain spaces
But we're splittin by spaces
Then i need to create should skip gor scene 
we can use something like this
$SceneMenu,Scene 14- blablabla,Scene 15- oofmeow create_static_appendix Mita โฆ. โฆ. $Scene 4 - scraaaa,Scene 6 - woof โฆ.
and then save this $ lines as scenesString and use if(scenesString.Contains(currentSceneName))
or use # instead of $
Totally Lua 2.0
Well i originally plan something like this actually
patch_scene !SceneMenu
Blabla
patch_scene 2 15
Blabla
But i wonder if anyone wants to use this
this would be better because it will be visible which part of mod is used for which scenes
Actually this will be our superiority to cml
I see
Hmmmm
well in 80% of scenes there are unique mitas which can be differentiated using just name
Nahhh i originally want to make my mod limited only to the starting scene
Since shes become crazy and doesn't fit my mod at all

At this point, just make addon_config in C# language, then nodders should write their own script to patch mita
if anyone is interested, there is a VR mod prototype here
https://github.com/Glitchtest51/MiSide_VR/releases
Question: my progress reset on my steam deck but the achievements are still on my account. This doesnโt mean my progress has reset on my PC, right?
~~There also this one: https://github.com/PureDark/SteamVR_Standalone_IL2CPP/tree/MiSide~~ (Requires more stuff apparently)
https://www.youtube.com/watch?v=8spm9GGZyq4
A modified SteamVR plugin that can be injected into Non-VR enabled Unity projects for VR rendering and VR input/interaction. Modified for IL2CPP. - GitHub - PureDark/SteamVR_Standalone_IL2CPP at ae...
VRIK implemented, and now you can select interactable items with the right hand laser instead of the head.
you know this is gonna make some people get stuck in the game for real
lmao
Damn UABEA modding kinda sucks
omg miku
omg it migu
Meego playing project sekai
(With double headphone)
found this gold in CatEars folder
MIKU??
That's right and she's hiding in your wifi
guys i'm having trouble again, sorry. my friend made the model of the hair clip. i transformed it to the right position, applied the transformation, and checked the weight (it should be blue, similar to cat ears). i tried both with and without the armature modifier (the cat ears didn't have it). the console doesn't give an error, but nothing appears in the game
could the problem be with the hair clip mesh?
You can always use skinned appendix
Btw you don't have to write deactivation command (the one that starts with -)
Just completely ignore them since UAL 0.11.0 has an auto mesh recovery feature
Oh but give them weight if you want to use skinned appendix
Oh thanks it works now
But yeah I should give it weight
what are you putting Vertex Group into Head???
when I renamed the hair clip vertex group to 'Head', everything started working
or was it not supposed to work that way?
I have no idea what Iโm doing 
but for some reason, everything works now
renaming the hair clip's vertex group to head is correct; you want it to move with the bone named Head
but you still select the whole armature for the armature modifier
87,000 in my bank account would get put to good use
Ohh is that from YouTube adsense?
I'm gonna put your video in my miku mod too, let's see how that impact you
Great now mod it
maybe
somehow one of my favourite bands have lost like 30k followers and all their songs, one of the mystery's of the world i guess
Btw, anyone know how to extend 2D mita sprite size?
to bad i still have all their songs downloaded
bro ur so locked in
ur going all in with this miku mod
I got help from sazuko with 2D asset since I don't have Photoshop
photoshop sucks ballz
like actually just so stupid
biggest waste of money i ever spent
๐
Noooooo
pay aihasto 5 doll hairs to fix it
them french manga website hooking me up with free ssd space
1tb lucky me
DownloadMoreRAM.com - CloudRAM 2.0
nah file hippo is for real kings
Guys is there a mod to get Hatsune Miku now?
Okayy thx
Lemme cook for a little bit more
Okay sir
is that the ds miku?
Its for all mita ??
Yessss
Its Amazing
You can do it, courage for the rest of the mod bro
Noooooo she's gettin wideee
some would say that is acceptable
looks like im playing cs or something
these manga website ads getting out of hand
LET ME READ DANDADAN BRO
@stark badger did you know something abt this? Usually you're GG's with unity explorer
Yeah they're using high quality polygon
what so like 50k per model or sum
Maybe more, miku has 328 modules(clothes) so no wonder the sizes are so broken
MORE THAN 50K, jesus bro this is cool
high quality textures also take up a huge amount of space
4k tex is 5mb ๐
Meanwhile each miku module has normal maps, specular, metallic, and sphere map for EACH part of the clothes, and each clothes has like 20 parts or more
dear lord
My addons_config are so huge because of this
bro props to the fckn people at sega that is insane
i cant wait to try and fiddle with a some of these
Whatโs abt GG
Usually ask GPT 
Play kimi no taion once the game is downloaded, that song has the besttt graphics
Also don't forget to switch the graphics style to AFT, MM style are basically 2D trash
bro is my pc gonna be able to run ts
GG's mean good game, something to say if someone is really good at it
ur making me scared
Bro it's 2018 game, it should be fine
Lemme grab random pics from that song
Just Spend more time use Unity Explorer
I spend too much time on godot bro 
I only reverse engineering one game Godot can easy recovery to Godot project
@soft remnant
Nahhh, this game is really optimized anyway, run better than half life
sega has outdone themselves
woah is that subsurf scattering on the skin??
Yeah no joke
That sht get removed on the switch version, kinda sad
so as to not start fires id imagine
You know why i so hooked to Diva modding? they have a complete debug console build in 
I can see all their sht
thats following the idea of making miku do whatever you want ig

what you want to do
Well i want to replace 2D mita sprite, but turns out they get cropped in the game 
How do you replace sprite
Gpt told me to change the rect transform but it just makes her wide
By using UABEA, do you want to test my miku sprite replacement?
Oh wait, its abt 400mb

"About"
Try to see is this works, idk if we need the whole 400mb of file or this one already working.
Don't forget to create a backup first
I'm gonna credit you in my mod desc if you find the solution. for real 
My images have the same ratio and position as mita, but it's just getting cropped anyway 
Or maybe use this one, this will 100% getting cropped
The heck why does its following mita shape
can you give me this photo
I feel the smell of new feature request for UAL?
Yeah honestly i want to do this in UAL instead of UABEA 
I think need to replace texture2D maybe didn't try
But i need to know why does she's getting cropped in the game
Her hair is getting cropped
Won't be hard at all, and maybe runtime replacement won't have this problem.
Sick, alr imma going to code sht in UAL
And cropping is 99% because of some mask component in game
ohh... did mesh recovery just break 

just curious how soside was made
cuz i speak no russian, don't understand their internet culture and want to make a similar mod that is familiar to non-russian speakers
american soside
Sht rist was right, probably this will be more simpler than using UABE
Just need to find the best way to implement this 
Hiii phos
ok backface culling is officially banned
You can enable backface culling from the shader params tho
oh its not a problem i just forgot to flip the eye sockets
preloading is a bit wacky
normal command totally works tho
Rist remove that in version 0.11.1
ah ic
seam 
oh i know whats causing this, the face uv map is mirrored
bros got PAWS 
It would be cool if she broke into pieces instead of bleeding
im definitely doing that, the model came with fractures modelled in
itll look so cool with ||her decapitated head|| glowing in the dark in that scene
Fr
Dayummm
are the shader options for entire objects?
cuz the fractures would ideally be textures
No, it works like material
If the texture is transparent, the transparent part won't be glowing
Meanwhile tiny phos:
๐ญ ๐ญ fr
shader_params Mita CEyes CustomShaderExample\Shader\EyeShader
shader_params Mita CSweater CustomShaderExample\Shader\OutlineShader
shader_params Mita CPantyhose CustomShaderExample\Shader\RimLight
shader_params Mita CSkirt CustomShaderExample\Shader\RimLight
shader_params Mita CShoes CustomShaderExample\Shader\RimLight
shader_params Mita CHair CustomShaderExample\Shader\RimLight
shader_params Mita CHairs CustomShaderExample\Shader\RimLight !Creepy !CreepyMita
shader_params Mita CBody CustomShaderExample\Shader\RimLight
shader_params Mita CSweater CustomShaderExample\Shader\RimLight
shader_params Mita CHair CustomShaderExample\Shader\HairShader
shader_params Mita CHairs CustomShaderExample\Shader\HairShader !Creepy !CreepyMita
shader_params Mita CEyes CustomShaderExample\Shader\2DOutline
shader_params Mita CSweater CustomShaderExample\Shader\2DOutline
shader_params Mita CPantyhose CustomShaderExample\Shader\2DOutline
shader_params Mita CSkirt CustomShaderExample\Shader\2DOutline
shader_params Mita CShoes CustomShaderExample\Shader\2DOutline
shader_params Mita CHair CustomShaderExample\Shader\2DOutline
shader_params Mita CHairs CustomShaderExample\Shader\2DOutline !Creepy !CreepyMita
shader_params Mita CBody CustomShaderExample\Shader\2DOutline
shader_params Mita Head CustomShaderExample\Shader\2DOutline
shader_params Mita CClothes CustomShaderExample\Shader\2DOutline
shader_params Mita CCloth CustomShaderExample\Shader\2DOutline
i see in this that shaders are applied to entire renderers
so if i want something to glow would it have to be a separate object?
Yes but you can just use the same mesh, but use different texture. here's my miku hierarcy for example
Removing the body will reveal the glowing part
create_skinned_appendix Mita MikuBody Body Creepy CreepyMita Maneken Black
create_skinned_appendix Mita MikuBodyBlueGlow Body Creepy CreepyMita Maneken Black
create_skinned_appendix Mita MikuBodyRedGlow Body Creepy CreepyMita Maneken Black
replace_mesh Mita MikuBody HatsuneMiku\MikuDefault MikuBody !Maneken !Creepy !CreepyMita !Mila !Glasses
replace_mesh Mita MikuBodyBlueGlow HatsuneMiku\MikuDefault MikuBody !Maneken !Creepy !CreepyMita
replace_mesh Mita MikuBodyRedGlow HatsuneMiku\MikuDefault MikuBody !Maneken !Creepy !CreepyMita
replace_tex Mita MikuBody HatsuneMiku\Tex\DefaultMiku\tr_tex_bdy_MIK_00_C
replace_tex Mita MikuBodyBlueGlow HatsuneMiku\Tex\DefaultMiku\b_glow_tex_bdy_MIK_00_C
replace_tex Mita MikuBodyRedGlow HatsuneMiku\Tex\DefaultMiku\r_glow_tex_bdy_MIK_00_C
shader_params Mita MikuBodyBlueGlow HatsuneMiku\Shader\BlueGlow
shader_params Mita MikuBodyRedGlow HatsuneMiku\Shader\RedGlow
oh so multiple instances of the same renderer with just the glowing bits with alpha=1?
yeah something like that
Yep totally
where is the graphics style option
i can definitely replace some renderers that id otherwise remove with the fractures
That's why i'm seperating the glowing part by it's mesh on complicated polygon
i see
It's on the option menu, wait lemme boot the game
i see visual setting and graphics setting and none of them have visual style
what did u mean Future Tone?
KASANO
If you want to test the benchmark, go with skeleton orchestra and lilia (Gaikotsu Gakudan to Riria), that one is darn heavy on my switch
Ok how can we differentiate them, they doesn't contain animator and their name is exactly the same 
use the same image for all of them 
i watch this video export to dump and import
Thank God He let me share this info with you all!
God Bless!
Update: Unfortunately UABE no longer works for newer versions of unity, meaning if the game you are trying to mod is a game recently made (and if it uses the latest version of unity) you may be out of luck, however older games that haven't been patched yet should still work.
--------...
But this is use unity build and get it's sprite
i think need to modify sprite dump content
In init i check diff
but after replace image want to edit data will very lagg seem can't edit
Dayummmm, alright, will try that
Thank you mann 
use Assetbundle Extractor can edit will not lagg but not work
@plain crescent half these songs i used to play in osu making me feel nostalgic
can you send the dump of this sprite?
PathID change your texture2D
When i replace these to zero it will change
how do i actually mod the game?
Dayummm you're right
Feels like this is too complicated for a simple problem
Dayumm i can use the parameter for all sprites

I still doesn't understand the parameters tho
, why the heck unity needs those just to render 2D image
assetbundles are OP but only when using UnityEditor
I'm alergic to that 
i think maybe m_PhysicsShape
whitePic is Whiterect very simple
left is game's very compliex
i think these calculate by unity
Oh so Unity just calculated the physics shape based on the alpha channel?
Damn wonder what the benefits of that rather using a simple box shape
i replace with whitePic
maybe there is sha-256 or something like this
Maybe
lock INNNNN
Huh? What?
Turns out the physics shape is just a collider but for a 2D object.
I think there's something else??
Tho idk why 2D mita needs a collider.
whitePic.png
MY GOSH
is the white pics are from miside asset?
Ah i see
Can you send the dump one?
heed my words
Thank you so much

Thank god i don't have to create an asset bundle 
maybe you can use other No transparency pic export dump maybe same
where is maxwell
Now we're talking
Thanks @stark badger 
Will credit you in the description
I'm gonna use UABEA for now temporary, kinda hard to differentiate the object from UAL
Except if we implement file specific patching instead of object patching
do you want me to stand up from the sofa?
Nahh take a rest rist
i have nothing to do tbh
Well the problem is, they're using the exact same same
i had only first one active always
I can patch 2D mita in the menu but at the novel chapter it's just a mess 
push that version to dev
Much better
I hate 2D Mita with a passion
no sense in implementing it twice
Huh? I'm not really implementing it, just putting the code in a random position 
well then send that part
var spriteRenderers = Reflection.GetComponentsInChildren<SpriteRenderer>(mita, true);
foreach (var spriteRenderer in spriteRenderers)
{
if (spriteRenderer.name == "Mita")
{
spriteRenderer.sprite = Sprite.Create(AssetLoader.loadedTextures[textureKey], new Rect(0, 0, AssetLoader.loadedTextures[textureKey].width, AssetLoader.loadedTextures[textureKey].height), new Vector2(0.5f, 0.5f));
}
}
I just find the spriteRenderer and then replace the sprite with a new one
didn't see SpriteRenderes in the novels scene
that's the problem, its uses UI.Image 
She's using animator in the menu scene so its kinda simple
im SO SO SO mad
the voice selection is NOT using TextMeshPro
but Unity.UI text
and the worst part? there's no scrollbar

you can look at my variantsScroller and adapt it for that
yeah maybe
just don't forget to add all RectTransforms to MenuLocation.objects for closing animation
Fr this game is full of hardcore
Wait so we're just replacing the texture instead of the object?
Never thought of that before 
But we need to recalculate the sprite too
Since the UI.image is switching sprite, yeah i think we need to replace the sprite instead of the object
What if we just create new commands
replace_sprite ะะตะดะพะฒะพะปัะฝะพ CustomFolder\CustomImage

soon we will be replacing the whole game if that's true ....
That will be dope tho
Well it is UniversalAssetLoader. I've been wondering for a while now if it would be possible to straight up replace textures and sprites with custom ones with UAL.
And just re-coloring a lot of objects. Would be crazy amazing!
I'm gonna try making a sht code for this
var sprites = Resources.FindObjectsOfTypeAll(Il2CppType.Of<Sprite>()); foreach(var sprite in sprites) { Debug.Log(sprite.name); }

do it i gave you an example of how to get them
I'm trying to 
The name 'Il2CppType' does not exist in the current context
I'm having an schizo eps
well
using Il2CppInterop.Runtime;
You like C# in Unity Explorer?
darn
Kinda did it but i'm not sure why its creating a new one instead of replacing the existing one
I'm gonna finish this tmr i guess
show me the code
Here's come the schizo part
public static void PatchAssets()
{
try
{
var textures = Resources.FindObjectsOfTypeAll(Il2CppType.Of<Texture2D>());
var textureDict = new Dictionary<string, Texture2D>();
foreach (var texture in textures)
{
var tex = texture.Cast<Texture2D>();
if (tex != null && !textureDict.ContainsKey(tex.name))
{
textureDict.Add(tex.name, tex);
}
}
foreach (var command in ConsoleCommandHandler.assetCommands)
{
if (command.args.Length == 0)
continue;
string commandKey = $"{command.name} {string.Join(" ", command.args)}";
switch (command.name)
{
case "replace_2D":
Commands.ApplyReplace2DCommand(command, textureDict);
break;
}
}
}
catch (Exception e)
{
UnityEngine.Debug.LogError($"[ERROR] {e}");
}
}
public static void ApplyReplace2DCommand((string name, string[] args) command, Dictionary<string, Texture2D> textures)
{
UnityEngine.Debug.Log($"[INFO] Replacing Texture 2D '{command.args[0]}' with '{command.args[1]}'.");
if (textures.ContainsKey(command.args[0]))
{
string textureKey = command.args[1].Replace(@"\\", @"\").TrimStart('.', '\\');
textures[command.args[0]] = AssetLoader.loadedTextures[textureKey];
UnityEngine.Debug.Log($"[INFO] Replaced Texture 2D '{command.args[0]}' with '{textureKey}'.");
}
else
{
UnityEngine.Debug.LogWarning($"[WARNING] Texture 2D '{command.args[0]}' not found in the game.");
}
}
so you replaced Textures not Sprites?
.

I'm high af 
Wait, not all texture are tied to sprite
I just want to replace the texture tho
other game use SpriteRendender can replace it's sprite
but sprite seem not field can replace or make a new sprite replace it?
Yes, 2D mita uses sprite, but i want to change mita potraits at this case 
Nah, some object uses material to read texture, not sprite
I think sprite is for 2D assets that can changes UVs or texture file
Something telling me that existing textures and sprites can't be replaced, but we need to create a new one and assign the new sprite to the object 

What the heck
well tbh it's hardcoded for now

Reflection.ForceUseStaticMethod<bool>(typeof(ImageConversion), "LoadImage", textures[command.args[0]], (Il2CppStructArray<byte>)ReadStream(File.OpenRead("D:\\SteamLibrary\\steamapps\\common\\MiSide\\BepInEx\\plugins\\UniversalAssetLoader\\Assets\\dang.jpg")));
don't ask
it's code from AssetLoader.LoadTexture
so we need to load it from file directly, not from Texture2D variable
hmmm
sounds as if it could work
Welp i think we can replace sprites too with this one.
Just replace the texture and recalculate the sprite size www
Sick, if this really happens, UAL will be completely superior
it will be like UABE but in a runtime

well all Texture2D methods are unstripped
The cooking is real today. Nice work y'all
Damnnn
Dayummm
Isn't it gonna cost the ram usage?
Imagine ppl trying to make american soside out of ual
That variable would be as big as the game itself
But idk the better method 
I think this is enough, what a nice job rist
i added compression and decompression
*TextureTest replace_2D "Player ะกัะพะธั" dang
added space_containing arguments support to commands syntax
it supports transparency by default, only the cropping will be a problem
do you know what should i do with shoes? if i want to use custom shoes, do i need to separate rh and lh shoe and connect them with different leg bones?
one mesh for both shoes, painted to right or left bones
in UAL 10.2 this mesh worked fine, but in UAL 11.1 i'm getting these weird issues like some verts are trying to go to the origin. and some faces are getting flipped.
Is there a technical term for this issue that I could search to learn how to solve this?
it is probably a bug, show me your config and the logs from the BepInEx Console(it might be a ss or copied text)
can someone cook a mod which replaces Mita with Chainsaw scene with actual Chainsaw and Mita merged together from Chainsawman?
When did the Spanish voiceover updated? Didnโt see it last time
config is pretty messy
i guess it's just 2 lines from your config?
What the heck, lol hold on
im not winning with technology today, even .txt files have it out for me!
let me guess, every time you start these distortions are random
i dont think so, as an example this weird stretched vert on the hair in front of the face. and then the same file in version 10.2, no stretched face
same thing always happens, in the same spot
this makes me feel a bit better at least lol
I didn't make some dumb mistake (probably)
i guess you did not
the model file is public so I can share that with you if it would help?
it will be easier to test
thank you
0.11.1 Version
exactly that
0.10.2 Version
before I could even share it! thank you!
I felt so bad, Bao had me make this as a surprise for her viewers and it was a bit borked because I didn't test it with the latest UAL
@pulsar whale @plain crescent i'm dead for today so i'll leave it for you
I did see that but since the hair was having issues too and was a completely separate mesh I figured it wasn't the cause and left it since it's a pain to fix from how it was setup.
Need to test othere version
I'll try removing it now though and see if that effects anything.
interesting thing to note is that removing the skirt does remove the issues with her shoe ribbons. however I think thats not about removing the flipped faces and more about changing the vertex count and positions.
for debug clarity I say "shoe ribbons" but the shoe ribbons are a part of the same mesh called "skirt"
it also doesn't fix the fragmenting foot
flipped normals?
only in the game, in blender it looks fine
weird
right? lol
duplicate verts?
just checked, nope
doesnt look like bad weight painting
just to be sure I checked both sides
problem is this AssetLoader.cs

what has the demon spawned!
Maybe Spider Man
so it's a bug then? nothing I can change on the mesh?
did not mean to make a spiderman pun there lol
it might be due to new logic of models converting to Unity.mesh and it works fine for most part of the mods
Fix Problem

i have no idea why it is like that tbh
var fbxFile = importer.ImportFileFromStream(stream, PostProcessSteps.Triangulate | PostProcessSteps.FlipWindingOrder);
to
var fbxFile = importer.ImportFileFromStream(stream, PostProcessSteps.Triangulate | PostProcessSteps.FlipWindingOrder | PostProcessSteps.JoinIdenticalVertices);

i don't know GPT Say
i test latest can work
but in d7ed4eb3 this only change this face kinda broken
finally
This is d7ed4eb3 only change var fbxFile = importerxxxxx
She melted! Lol
I'll try editing it some more to see if I can isolate the issue and workout around it.
Thank you both for the help
it were identical vertices indeed

ok i'll release a 0.11.2-beta (because i have added sprites and textures replacement at the same time) now
Amazing!
Ill find ways to break that too, thank you! ๐
How to fix use this?
var fbxFile = importer.ImportFileFromStream(stream, PostProcessSteps.Triangulate | PostProcessSteps.FlipWindingOrder | PostProcessSteps.JoinIdenticalVertices);
i even don't know just copy paste trial error

it worked, thanks for help
Full Changelog: Release-0.11.1...Release-0.11.2-beta, to install this mod follow the instruction from README.md.
the hero!
pre-released, because i'm not sure that everything works and i have no more strength
I appreciate your hard work!
i believe that you will become the beta testers 
well the initial version has version 0.11.1 in the logs, fixed it 5 seconds ago
0.11.2 works great so far, fixed my issues at least.
testing the images in a bit
Fixed already
I'm melting right now, probably i'm ill
damn hope you get better soon
I'll recover after taking a nap, i hope so at least
The lesson is: never go deeper into Il2CPP classes with c++ pointers
works great!
it would be great to be able to change these images in the future as well.
or can they be changed already as long as I know the name of the sprite?




