#miside-mods-discussion
1 messages · Page 29 of 1
yeah
what about fbx models
but those which are just a file (with no format) are fine
send over one of ur vrms rq if ur chill with it
wait before i get to far into it are you using Custom Model Loader or Universal Asset Loader
as an example
yeah cml sucks
well if it had to guess it because you didnt correctly fit the model to mita in unity correctly
however i suggest not using Custom Model Loader
its not worth it
ah aight

idk why but this shi looks creepy asf to me
yeah bro this looks like some voodoo shi
straight out a movie or sum
The physics is gonna be interesting
nah not even gonna bother with this model
its a port from unreal so it sucks
and for some reason blender thinks its a vrm

Huh? What is the extension of that file?
Oh yeah unreal engine format
yeah the material are really weird to
so im no even gonna bother
i still need to do malenia as well but i stopped because i couldnt figure out how to remove that black line on the mesh
black line?
Prob topology issue or material issue
it only did it once i joined the meshes because it had literally 80 meshes beforehand
It has more than 5 meshes
But the main reason is because miside using sobel operator for edge detection
bro 5 meshes
Yeah sobel sucks
Robert should be more optimized for real time rendering
At least they didn't use kirsch
you when 1000m vertices
It's only 50k
bro wtf is this
math
It's the kernel for sobel
Basically it's multiplying for each pixel and it'll discard similar colors and keep high frequency color for X and Y axis.
Then √XAxis² + YAxis²
Which is fkin suck
speaking of kernels i tried downloading linux on a burner of mine and boom the whole system is gone
beyond repair
aka im to lazy boot from a usb or sum
i dont even know how i did it
im a master of my work
CHAAAAAAAAAAAAAAAT

ive been told i can add a voice mod to the characters, is this perhaps true? 
that is great
i feel like my life has no meaning when i dont have my laptop with me
i dont even know what i do with miside installed in this temp pc
ruined...
Well mess around with the shaders is fun
The mirror is also a shader but i haven't got it to work on mita mesh. It'll be cool if it does
I politely ask for someone to make a Sephiroth mod for Miside 
is there a monika mod yet
Yes there is one in nexus
here it is @lyric robin
https://www.nexusmods.com/miside/mods/147
thank you
np
Yeah I'm currently working with the update
I'm only a human so i can't rush it 
yeaah we are all humans so take your time
i was just spotting the bugs
I think the new update of miku mod will be a bit heavier
I use some pbr material plus there was a ton of shader parameter modification
I hope no one complains abt the performance 
like that's ever gonna happen
I never noticed miku loosing her hair so much on this module
Vivid Bald miku
Seems like the fur is the cause of frame drop. I'm gonna pretend the frame drop never happened 
ouch
wonder how it'd run on my pc
It won't be bad except when it's showing the white outline thingy.
The frame rate literally cut in half
ye but depends on hardware
hiii, so i tried to do a lil modding... but then this happens. What the hell did i do or should i do
Seems like the armature bone position doesn't match the mesh position
True Horror
what happened to my body xd
half as scary as me trying to replace tiny mita
That's it ! Ugly Miku 🥲
Hey how do I translate the game's text into a new language?
In the languages settings maybe ? Or do you mean a language that's not in there ?
Yeah, I wanna volunteer to translate the game to Catalan, which isn't in the game yet
I found the .txt files and I'm translating them but I don't know how to offer it up in an official way so that it'll be in the game
GUYS IS THERE A MOD FOR MISIDE SO TINY MITA CAN FOLLOW YOU THROUGH THE GAME????
IF NOT CAN SOMEONE MAKE ONE
I think you can talk to a dev but idk in wich channel
you're a genius
What shader is this?
does anyone here know what this font is?
Hi, could I ask what the progress of the project is for the easily modifiable state inside of the unity editor, would like to start making mods with the unity editor :D, the problem is that I dont have any clue about getting IL2CPP games to work in the unity editor, tried it and got some project in unity but all was just messed up☠️... wish this was just a mono build🙃
@fringe solstice
o
Hey is it Normal that you are stuck in the hallway after you have gone through it like 9 Times. For me the clock Shows 9 and wont increase. I also dont get the jumpscare there somehow dont now why im stuck in that Level with the soside mod
Oh it reminds me that the jumpscare in the loop is not where it suppposed to be in the miku pack, is it normal or not ?
Holy that's so cool! Story fits the character perfectly as well Hahaha
"different game, same energy"
yeahh
Is it in the wrong position?
Theoretically miku mod doesn't mess around with the spider thingy because the instance name isn't mita
It's just RealToon\Default mixed with RealToon\Fade
Then it's using some normal map and rim light
oh, I wonder if lilToon fur preset is more performant
Perhaps, but the main problem is the outline shader, the white outline thingy that shows when pointing at mita
It's using sobel operator 
Yeah it's not before the door but in front of the chair
Huh? Providing screenshot or screen recording will be helpful
Idk which jumpscare are you talking abt
Sure i'll do it tomorrow
has anyone made a wallpaperengine of mita in the main menu where she looks at your mouse?
Oh boi
so I'm trying to create a list of the mita keywords and what they actually map to in more detail. I'm missing a few I could use help with, and some clarification if these are correct?
You're missing legs, 9 14 15 16
Race mita is called Mita in the original game, but UAL renames it to ChibiRacer to avoid conflict
Oh yeah shorthair is also called Old
Thank you!
is any one working on a mod that replaces the mc with mitas model?
what mod is this?
HOLY SHIIIT
Still don't understand 😔
im treated like a suicide person when i search online
literally in #miside-mods
thank you dear
Why is my mod as a result of that word 

Edit mode> seperate > by material
skinned appendix again?
also this is replacing the player
Yes i usually create a skinned appendix for each object, and each object just contains 1 material
@twilit tartan Yup def Phos gonna looks awesome.
SetShader "RealToon/Version 5/Default/Refraction"
SetFloat _TextureIntesnity 0.5
SetTexture2D _GlossTexture Phos\tex
EnableKeyword N_F_GLO_ON
EnableKeyword N_F_GLOT_ON
EnableKeyword N_F_SS_ON
EnableKeyword N_F_SL_ON
EnableKeyword N_F_RL_ON
EnableKeyword N_F_CO_ON
EnableKeyword N_F_RELGI_ON
EnableKeyword _NORMALMAP
SetFloat _RimLightColorPower 0
why can't you replace 2 tex at once 
Wel if the material uses the same texture, just merge them
gloss texture
I'm kinda confused with the gloss texture.
Enabling gloss works but the texture just doesn't appear, the gloss texture should act like anisotropy hair, but i can't see them 
RealToon documentation just says that we need to enable gloss before giving the texture, that's why im enabling some keywords
But it just doesn't work
what if you double the mesh
probably a bad idea but idk
Nahh anisotropy can't be achieved just by that.
It's the white shiny anime hair thingy
It's called gloss in RealToon, but idk, they never worked 
Oh hey we supposed to use Self Lit instead of MainColor to make it glow in the dark
MainColor just makes it glows only if there's a light

why do I learn this now
It's not glowing when you're not giving it some light
Idk let me actually test this on miku
Positive
EnableKeyword N_F_SL_ON
SetColor _SelfLitColor (0.1607843137,0.7568627451,0.7843137255,1)
SetFloat _SelfLitIntensity 3
SetFloat _SelfLitPower 1
_SelfLitIntensity is the glow power, _SelfLitPower is controlling the light distrbution
Now miku is basically moving LED
that is insanely good
do the vertex groups have to be in order, idk I don't remember
Nope
oki good
But SelfLit doesn't seems to glow in bright environment 
a bit subtle
Did I name the sprite reference wrong? It doesn't switch back to the shot of the door.
// Wall textures Swap
replace_2D "KitchenPanno" Ebiko\2DEbiko\Ebi_Wall
// Adds 2D Bao
//Mita stands still
replace_sprite "Mita Стоит" Ebiko\2DEbiko\Ebi_Confident
//Player stands still
//replace_sprite "Player Стоит" Bao\carnagewhite
//Mita is sad
replace_sprite "Mita Грустит" Ebiko\2DEbiko\Ebi_Sad
//Mita showing the ring on her finger
replace_sprite "Mita Показывает кольцо на пальце" Ebiko\2DEbiko\Ebi_Cute
//Mita is displeased
replace_sprite "Mita Стоит Недовольно" Ebiko\2DEbiko\Ebi_Brat
//Mita is scared
replace_sprite "Mita Напугана" Ebiko\2DEbiko\Ebi_Scared
//Mita stands still happily
replace_sprite "Mita Стоит Веселится" Ebiko\2DEbiko\Ebi_Cute
// TicTacToe Scene
replace_sprite "Novella GameScene" Ebiko\2DEbiko\TicTakToeEbi
//Novella Bedroom With MitaSit Scene
replace_sprite "Novella Bedroom With MitaSit" Ebiko\2DEbiko\MeditatingEbi
For the GameScene and MitaSit, use replace_2D instead of replace_sprite
ohhhh, thank you!
Cause it's not a sprite
got it!
The difference between MainColor and SelfLit is crazy haha
Idk if i like it or not, SelfLit seems too bright on dark environment but seems dim on bright environment , while MainColor is the opposite
i think it's cool
i mean, the bright light on it it's not that bad in scenes like that
Oh yeah btw the next update for miku mod will feature a ton of new songs. Sazuko really on the grooves
yep this is better
the cover of save your tears on the menu was so cool
UAL trying it's best to finish the mod in time
it's only me or it looks like kinda strange the model itself? but hey for me he can have all the time he wants to finish
You mean because it has a low texture?
well no i don't mind it in that minigame tbh but i hope he doesn't work too hard on it
Well UAL needs to execute 800 lines of code for each mita they found 
In that specific scene, there's about ±15 mitas i think
That means UAL needs to execute 12k of addons commands 
live loading was a mistake
UAL:
Imagine if UAL doesn't implement live loading, the game itself will be freezing for about 2 min
damn
why can't stuff just preload at loading prehaps
just swap when necessary
Assets like texture, mesh, etc are loaded at the loading screen.
But it's not replacing any mita just yet, simply because there was no mita in the loading scene, we can't replace anything.
Then after the loading is finished, all the mitas are loaded, that's when UAL starts to swap mita meshes with pre-loaded assets
Oh yeah, miside loading screens are fake anyway
I'm a game dev once and i know this kind of sht
Where exactly do I put the SoSide mod folder?
if all mitas are in the menu screen, and all the texture mesh etc load it won't resolve the problem?
It's 100% like what shorthair says, new mita is born whenever a player installed the game.
Mita on the main menu is a completely different instance from the game itself
Yeah it's just reading the txt and outputs random delay to make the loading realistic 
Is it really?
Well if you observe it closely, all the loading takes the exact same time for every scene
If we play the game normally, we don't see any loading at all.
The game just switches between scenes like nothing ever happened
Which clearly indicates the loading was fake
If the loading really loads the assets, UAL might find and patch it from the loading scene anyway.
But it's not
yeah they are nowadays, otherwise players would feel like things load too fast, or what was it
does anyone know how to change the pictures in the kitchen? It seems to be one image for almost all of them.
I tried
replace_2D KitchenPictures Ebiko\Wall_Images\Ebi_KitchenPictures
and
replace_2D "Kitchen Pictures" Ebiko\Wall_Images\Ebi_Wall
I was able to swap the example one with:
replace_2D "KitchenPanno" Ebiko\Wall_Images\Ebi_Wall
but that was the only one, im not sure what names I'm getting wrong
You mean you want a unique picture for each mita?
no, I just want to replace the pictures in the kitchen with this one.
I was also able to get the living room images to swap from the other example. but I dont think "kitchen" has a predefined setup like the living room. Unless I'm just typing something wrong?
these images
You sure Ebi_KitchenPictures is present in your mod folder?
ya
based on this, I'm pretty sure it's one object for all of them. The "Blink" objects seem to be glass in front of the pictures, and can be disabled without effecting the Kitchen Pictures.
It should be working..
with KitchenPictures or "Kitchen Pictures"?
KitchenPictures
Maybe let's try to replace only KitchenPictures first
LIvingRoomPicturesMita LIvingRoomPicturesDream is not valid btw
They're "LIvingRoomPictures Dream" etc
that's straight from the example, did it change or was just incorrect in the example?
and unfortunately this did not work
I also just tried KitchenPicturesCap on the cappie level, just to see. it also did not work.
The example is wrong hahaha
Let's try to remove all replace_2D command except for KitchenPictures
hmmm, that seems to have worked
That means there's something above that lines that are causing the problem
wait
I'm suspecting the LIvingRoomPictures
I've added back the other stuff and now it all works

Btw idk what aihasto intentions to use crazy mita KitchenPictures for every mita.
In the cappie kitchen for example, it has a picture of a cat with bread, and some carrots pictures right.
The cat is from KitchenPictures Cap but the carrots are still from KitchenPictures
That's why i had to do this
so if I just want to replace them all I can just leave it as KitchenPictures ?
Nahh you still need to replace each of them manually.
Try to replace each mita picture with a different image and you'll see what i mean
im not sure what you mean, for the second level, cappie level, and sleepy level. the images all get swapped. in the living room as well except for one area.
like these ones change on every level
For example, you want to put A carrots for Crazy mita, a tomato for Mila, and a potato for Cappie
But it'll just show carrots for all mitas hahaa

ohhh, sorry thats what I want. Just one swap for all levels.
Thank you so much for the help!
@pulsar whale can ual load .dds textures
Been working on interactions with Mita and the world, but I don't want to mess with the game's own logic so Mita won't really react to it.
WHO MAKES THAT
No
PureDark

wait wait wait wait, its working?
I NEED TO TEST IT
create_skinned_appendix Player AW_Dude_Body Clothes
create_skinned_appendix Player AW_Dude_Arms Arms
create_skinned_appendix Player AW_Dude_Head Head
replace_tex Player AW_Dude_Body Postal2Dude\Dude
replace_tex Player AW_Dude_Arms Postal2Dude\Dude
replace_tex Player AW_Dude_Head Postal2Dude\Dude_AW
replace_mesh Player AW_Dude_Body Postal2Dude\dudebody
replace_mesh Player AW_Dude_Head Postal2Dude\dudehead
replace_mesh Player AW_Dude_Head Postal2Dude\dudearms
and this happens @pulsar whale lmao
how even
trying to replace the player with postal dude idk what I am doing wrong here
[Error : Unity] [ERROR] Error processing command: replace_mesh Player AW_Dude_Head Postal2Dude\dudehead on 'MitaPerson Mita'.
System.NullReferenceException: Object reference not set to an instance of an object.
at AssetLoader.ConvertMeshToUnity(Mesh aMesh, Single scale) in D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Utils\AssetLoader.cs:line 216
at AssetLoader.BuildMesh(Mesh fbxMesh, ArmatureData armature, Boolean addBlendShape, String blendShapeName) in D:\CodeDir\MiSide-UniversalAssetLoader\Plug
in\Utils\AssetLoader.cs:line 694
at Commands.ApplyReplaceMeshCommand(ValueTuple`2 command, GameObject mita, Dictionary`2 renderers, Dictionary`2 staticRenderers, String blendShapeKey) in
D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Commands.cs:line 312
at Plugin.PatchPlayer(GameObject player) in D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Plugin.cs:line 837
@pulsar whale any ideas, based it off the player dripoutfit
I honestly have no idea
this is problem on @plain crescent

i know the old version of UAL worked fine
stance of an object.
at AssetLoader.ConvertMeshToUnity(Mesh aMesh, Single scale) in D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Utils\AssetLoader.cs:line 216
at AssetLoader.BuildMesh(Mesh fbxMesh, ArmatureData armature, Boolean addBlendShape, String blendShapeName) in D:\CodeDir\MiSide-UniversalAssetLoader\Plug
in\Utils\AssetLoader.cs:line 694
at Commands.ApplyReplaceMeshCommand(ValueTuple`2 command, GameObject mita, Dictionary`2 renderers, Dictionary`2 staticRenderers, String blendShapeKey) in
D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Commands.cs:line 312
at Plugin.PatchPlayerCoroutine(GameObject player, Single maxFrameTime)+MoveNext() in D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Plugin.cs:line 949
at Trampoline_ByteThisBepInEx.Unity.IL2CPP.Utils.Collections.Il2CppManagedEnumeratorMoveNext(IntPtr , Il2CppMethodInfo* )
[Error :Il2CppInterop] Exception in IL2CPP-to-Managed trampoline, not passing it to il2cpp: System.NullReferenceException: Object reference not set to an in
stance of an object.
at AssetLoader.ConvertMeshToUnity(Mesh aMesh, Single scale) in D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Utils\AssetLoader.cs:line 0
at AssetLoader.BuildMesh(Mesh fbxMesh, ArmatureData armature, Boolean addBlendShape, String blendShapeName) in D:\CodeDir\MiSide-UniversalAssetLoader\Plug
in\Utils\AssetLoader.cs:line 694
at Commands.ApplyReplaceMeshCommand(ValueTuple`2 command, GameObject mita, Dictionary`2 renderers, Dictionary`2 staticRenderers, String blendShapeKey) in
D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Commands.cs:line 0
at Plugin.PatchPlayerCoroutine(GameObject player, Single maxFrameTime)+MoveNext() in D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Plugin.cs:line 949
at Trampoline_ByteThisBepInEx.Unity.IL2CPP.Utils.Collections.Il2CppManagedEnumeratorMoveNext(IntPtr , Il2CppMethodInfo* )
[Error :Il2CppInterop] Exception in IL2CPP-to-Managed trampoline, not passing it to il2cpp: Il2CppInterop.Runtime.Il2CppException: System.NullReferenceExcep
tion: Object reference not set to an instance of an object.
--- BEGIN IL2CPP STACK TRACE ---
System.NullReferenceException: Object reference not set to an instance of an object.
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <000000000000000000
00000000000000>:0
--- END IL2CPP STACK TRACE ---
at Il2CppInterop.Runtime.Il2CppException.RaiseExceptionIfNecessary(IntPtr returnedException) in /home/runner/work/Il2CppInterop/Il2CppInterop/Il2CppIntero
p.Runtime/Il2CppException.cs:line 36
at UnityEngine.Object.get_name()
at Plugin.FindPlayerCoroutine()+MoveNext() in D:\CodeDir\MiSide-UniversalAssetLoader\Plugin\Plugin.cs:line 884
at Trampoline_ByteThisBepInEx.Unity.IL2CPP.Utils.Collections.Il2CppManagedEnumeratorMoveNext(IntPtr , Il2CppMethodInfo* )
@plain crescent idk bro some black magic
"Hi there, would you like to sign my petition?"
Hey guys!
This is my first time chatting in the Mod Discussion, so I appreciate your patience. I wanted to ask if there's a way to convert a Koikatsu card to Blender, and then from Blender to Unity? Or alternatively, is there a way to do this starting from BepisDB?
If anyone has experience with this or knows of a good guide, I’d really appreciate the help. Thanks in advance!
check the pinned message
hey guys, quick question, is Bepinex safe to download and use for miside?
ye
Thx, i was kinda scared when it opened a console command haha
that's normal
Hi guys! So, I have a problem with my mod where the shapekeys aren't working, even though I have shapekeys my model doesn't blink or smile, he just opens his mouth to talk 😕
is this present in your assets folder?
and is the head seperate ?
Yeah right, replacing mesh without specifying the mesh name
Nah the current version of UAL is just lack of proper error message.
It's working just fine but it can't take freaky commands
replace_mesh Player AW_Dude_Head Postal2Dude\dudearms ....
You need to specify the mesh name
[Error : Unity] [ERROR] Error processing command: replace_mesh Player AW_Dude_Head Postal2Dude\dudehead dudehead on 'MitaPerson Mita'.
yeah okay
What..
Lemme see the addons command now and the mesh name on blender
you tell me lol
it's spamming array out of bounds now, arms missing, head missing
[Error : Unity] Array index (31) is out of bounds (size=6)
Because the player's hand also had some shape keys
Well it's working
Use HeadMirror instead of Head
And give some dummy blendshape to the hand
Abt this, I'm not sure, Aoba is the one who makes the player command
But based on his example, he's just using clothes for every skinned appendix
*Postal 2 Dude
create_skinned_appendix Player AW_Dude_Body Clothes
create_skinned_appendix Player AW_Dude_Arms Arms
create_skinned_appendix Player AW_Dude_Head Head
replace_tex Player AW_Dude_Body Postal2Dude\Dude
replace_tex Player AW_Dude_Arms Postal2Dude\Dude
replace_tex Player AW_Dude_Head Postal2Dude\Dude_AW
replace_mesh Player AW_Dude_Body Postal2Dude\dudebody AW_Dude_Body
replace_mesh Player AW_Dude_Head Postal2Dude\dudehead AW_Dude_Head
replace_mesh Player AW_Dude_Head Postal2Dude\dudearms AW_Dude_Arms
replace_mesh Player Arms AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
remove Player Hair
``` current config
but hair doesn't exist ig
*Postal 2 Dude
create_skinned_appendix Player AW_Dude_Body Clothes
create_skinned_appendix Player AW_Dude_Arms Clothes
create_skinned_appendix Player AW_Dude_Head HeadMirror
replace_tex Player AW_Dude_Body Postal2Dude\Dude
replace_tex Player AW_Dude_Arms Postal2Dude\Dude
replace_tex Player AW_Dude_Head Postal2Dude\Dude_AW
replace_mesh Player AW_Dude_Body Postal2Dude\dudebody AW_Dude_Body
replace_mesh Player AW_Dude_Head Postal2Dude\dudehead AW_Dude_Head
replace_mesh Player AW_Dude_Head Postal2Dude\dudearms AW_Dude_Arms
replace_mesh Player Arms AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
remove Player Hair
HairMirror
Seems like it's working? Is it missing something?
namely the arms and the head
yes
Yeah it's working i guess, lets hide player actual mesh
Either remove or hide them with transparent texture 
remove Player HeadMirror
remove Player HairMirror
remove Player Clothes
remove Player Arms
it applies when you exit a scene as well, probably due to shapekeys
Nah Shapekeys is not related to this
Ohhhh hahaha
I think we forget to exclude Player commands from PatchMita @pulsar whale @smoky olive

🤣
Oh nvm it does exclude them
foreach (var command in ConsoleCommandHandler.assetCommands)
{
if (command.args.Length == 0 || command.args[0] != "Mita")
continue;
But idk why it still applies to mita
So? After we remove player meshes, does it all works?
player has body as well
need to remove it
I don't recall the player has a body
I think it's Clothes
But yeah if he does have a body, remove them
Btw aoba drip seems to work just fine, it's not dripping on mita
yes that's what is confusing, because I followed that template
@cyan rampart could you help a bit
Hmm?
SoSide mod thing
I was reading ur prev conversation
Tryna figure the last thing out
Oh right, getting it installed? Yeah
So basically
Lemme just send you the ss of what I got so far
I pasted in the ENG sub too
@plain crescent can you tell me what is gone from mita
This looks correct to me so far
Yeah but you did mention the SoSide folder that should be pasted to languages
Body
Tbh idk why it applies on mita, you're on 0.11.6 right?
yes
0.11.6
Smth off
This one
hmm players body is still there, head and arms missing
all transforms applied, they have armatures
weight paints
What do I paste there exactly?
Yeah so there's the second zip file (Soside eng zub beta.zip) there that contains the eng language sub that should be extracted into the Data/Languages folder
I did cut and paste in the eng sub data
Check on the game console (hold `)
And look for the player inside the controller i think.
Check does the portal guy mesh exist on him?
Player body is called Clothes btw
remove Player HairMirror
remove Player HeadMirror
remove Player Clothes
remove Player Arms
remove Player Body
What do you have right now in your Data/Languages folder?
yes, it is
I have the SoSide folder in there
Should I send what it contains
To make sure I didn't mess it up
It sounds like you've done everything correctly
Okay so does that mean I have it all ready?
What if we hide player clothes with a blank png texture instead of removing it
I remembered that aoba has a problem with the player's body reappearing
And don't remove the Body
I'll test run the game rq then and lyk what I get
replace_tex Player Clothes DripOutfitMC\Blank
Yeah I think so. Have you been having an issue with it?
I suppose so
Yeah a bit
What's been wrong?
Was overall confused on the download
Since It's the first time I'm downloading one
Okay @cyan rampart there is no SoSide language VA
Probably do this to all player meshes, don't remove any of them
And I don't get the funny menu
replace_tex Player Clothes Postal2Dude\Blank
replace_tex Player HairMirror Postal2Dude\Blank
replace_tex Player HeadMirror Postal2Dude\Blank
replace_tex Player Arms Postal2Dude\Blank
The sub and skin work
oh would look at it now,
When you launch the game, does it open the BepInEx command window?
It does
Okay so it sounds like it's just not loading the mod plugin
Is the head still missing?
yes
Do I try and load it again?
Could you check the contents of BepInEx/plugins?
Yeah sure
Oh wait wrong one
plugins is empty
Ah right it's missing the soside mod then
so arms don't render unless I reload with f5
Ah so It's supposed to be there
Okay so
SoSide mod is downloaded as a zip folder named "MiSide"
What if
create_skinned_appendix Player AW_Dude_Head Clothes
And i think it doesn't render because you're using devmode, something still off abt devmode hahah
Correct?
Yeah, the contents of that zip file is meant to be extracted into the game folder
yeah I am using devmode
Into plugins
Not into plugins, just directly into the miside steam game folder
Devmode doesn't refresh all of the commands correctly, idk why.
Well as long as it's working after f5, it's gonna be fine after reloading the game
Oh... I will make instructions for SoSide eng sub instal tomorrow... sorry Deloon...
yeah devmode gone they appear
Looks like it didn't extract correctly 😦 there should be soside mod and soside extra inside the BepInEx/plugins folder
Ok wait so when I paste them in from the MiSide folder (SoSide mod) to the other MiSide folder (actual game folder) it shows up that there is about 83 files named the same way
Do I replace them?
current issues: head missing, player body still not removed
Yes, do that
Okay
Yes do this once and confirm the game opens correctly as soside
appendix for head does not work
But you'll also need to extract the English language sub again because the soside zip file will have overridden it
I'll get to it
Just extract the English language sub the same way you did before and say yes when it asks if you want to overwrite
Then you should finally be good to go
Okay
Aight did that, lemme launch it
Basically the soside eng sub just overwrites the ru one
And you were prompted to overwrite files?
IT WORKS, THANK YOU SO MUCHHHH
YEP I WAS THANK YOUUUU
Perfect perfect you're welcome 🙏
Excellent
this happens when loading a scene
oh let me try
it is targeting the ConvertToUnity null reference error
well can just press f5
now it should fix that
maybe third time will be the charm?
still the same error


i downloaded the miku mod i probably messed something up but its all bugged out
everything else works and shows up its just the addon thats bugged
You're missing blendshape_orders.json inside BepInEx\plugins\UniversalAssetLoader\Assets
Grab one from the new version of UniversalAssetLoader
i deleted that before that would definitely explain why its bugged thank you 😭
No problem, enjoy the mod
I currently working on the new update that features new clothes and new songs, stay tune 🎶
A litte sneak peek, Yes i edit this on canva, can't afford PS 
oh i didn't know you worked on it
@finite flare btw this version moved blendshape json into the dependencies folder, in case core is bugged
Since there are so many ppl missing the blendshape
ok ty moved
Oh shiit replacing the audio on this one requires user to press f5
uh oh
Not a modding question, just wanted to say that I started looking into other people's mods and I keep getting dumbfounded by how EVERYTHING in the game's moddable via a darn notepad. I was going to make a simple mod and move on, but I keep finding things to add and customize. Love y'all have a nice day.
Hi everyone, I have a question, can you have the universal asset loader and the custom model loader at the same time or does it cause any trouble?

First mod behind a paywall
https://boosty.to/boris-code
Делаю самые качественные моды для вас, так как имею большой опыт в профессиональной разработке юнити игр. Надеюсь, мои работы вам понравятся настолько сильно, что вы не откажете мне в небольшой поддержке, чтобы я не умер от голода.💗 -
Making the highest quality mods for you, as I have a lot of experience in professional unity game development. ...
That I founded
@pulsar whale since you replaced the players clothes, have you had the camera clip in some way ?
does the mods work on steam deck?
yes
need to use this launch option
WINEDLLOVERRIDES="winhttp.dll=n,b" %command%
ty
does the head attached to HeadMirror?
*Postal 2 Dude
create_skinned_appendix Player AW_Dude_Body Clothes
create_skinned_appendix Player AW_Dude_Arms Clothes
create_skinned_appendix Player AW_Dude_Head Clothes
create_skinned_appendix Player AW_Dude_Hair Clothes
create_skinned_appendix Player AW_Dude_Shades Clothes
replace_mesh Player AW_Dude_Body Postal2Dude\dudebody AW_Dude_Body
replace_mesh Player AW_Dude_Head Postal2Dude\dudehead AW_Dude_Head
replace_mesh Player AW_Dude_Hair Postal2Dude\dudehair AW_Dude_Hair
replace_mesh Player AW_Dude_Shades Postal2Dude\dudeshades AW_Dude_Shades
replace_mesh Player AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
replace_mesh Player Arms AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
replace_tex Player AW_Dude_Body Postal2Dude\Dude
replace_tex Player AW_Dude_Arms Postal2Dude\Dude
replace_tex Player AW_Dude_Head Postal2Dude\Dude_AW
replace_tex Player AW_Dude_Hair Postal2Dude\Dude_Hair
replace_tex Player AW_Dude_Shades Postal2Dude\Dude_Shades
replace_tex Player Clothes Postal2Dude\Blank
replace_tex Player HairMirror Postal2Dude\Blank
replace_tex Player HeadMirror Postal2Dude\Blank
replace_tex Player Arms Postal2Dude\Blank
shader_params Player AW_Dude_Body Postal2Dude\Shader
shader_params Player AW_Dude_Arms Postal2Dude\Shader
shader_params Player AW_Dude_Head Postal2Dude\Shader
shader_params Player AW_Dude_Hair Postal2Dude\Shader
shader_params Player AW_Dude_Shades Postal2Dude\Shader
Yeah you're using clothes for the head instead of HeadMirror
Let's try swapping them
*Postal 2 Dude
create_skinned_appendix Player AW_Dude_Body Clothes
create_skinned_appendix Player AW_Dude_Arms Clothes
create_skinned_appendix Player AW_Dude_Head HeadMirror
create_skinned_appendix Player AW_Dude_Hair HairMirror
create_skinned_appendix Player AW_Dude_Shades HeadMirror
replace_mesh Player AW_Dude_Body Postal2Dude\dudebody AW_Dude_Body
replace_mesh Player AW_Dude_Head Postal2Dude\dudehead AW_Dude_Head
replace_mesh Player AW_Dude_Hair Postal2Dude\dudehair AW_Dude_Hair
replace_mesh Player AW_Dude_Shades Postal2Dude\dudeshades AW_Dude_Shades
replace_mesh Player AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
replace_mesh Player Arms AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
replace_tex Player AW_Dude_Body Postal2Dude\Dude
replace_tex Player AW_Dude_Arms Postal2Dude\Dude
replace_tex Player AW_Dude_Head Postal2Dude\Dude_AW
replace_tex Player AW_Dude_Hair Postal2Dude\Dude_Hair
replace_tex Player AW_Dude_Shades Postal2Dude\Dude_Shades
replace_tex Player Clothes Postal2Dude\Blank
replace_tex Player HairMirror Postal2Dude\Blank
replace_tex Player HeadMirror Postal2Dude\Blank
replace_tex Player Arms Postal2Dude\Blank
shader_params Player AW_Dude_Body Postal2Dude\Shader
shader_params Player AW_Dude_Arms Postal2Dude\Shader
shader_params Player AW_Dude_Head Postal2Dude\Shader
shader_params Player AW_Dude_Hair Postal2Dude\Shader
shader_params Player AW_Dude_Shades Postal2Dude\Shader
Check on in-game console, does the skinned appendix is created?
alright random mod suggestion for someone, to make the one minigame where you judge mitas replayable rather than a once and done kinda thing
prob the head is just floating up high
[Message: Unity] [INFO] Created skinned appendix 'AW_Dude_Head' on 'Person'.
i think that no head is a known bug
because when i do CJ model, the head is also missing
but it does show in mirror though
@finite flare check on the mirror lmao
okay
That's mean mesh display is somewhat keyframed?
yeah
*Postal 2 Dude
create_skinned_appendix Player AW_Dude_Body Clothes
create_skinned_appendix Player AW_Dude_Arms Clothes
//create_skinned_appendix Player AW_Dude_Head HeadMirror
create_skinned_appendix Player AW_Dude_Hair HairMirror
create_skinned_appendix Player AW_Dude_Shades HeadMirror
replace_mesh Player AW_Dude_Body Postal2Dude\dudebody AW_Dude_Body
replace_mesh Player HeadMirror Postal2Dude\dudehead AW_Dude_Head
replace_mesh Player AW_Dude_Hair Postal2Dude\dudehair AW_Dude_Hair
replace_mesh Player AW_Dude_Shades Postal2Dude\dudeshades AW_Dude_Shades
replace_mesh Player AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
replace_mesh Player Arms AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
replace_tex Player AW_Dude_Body Postal2Dude\Dude
replace_tex Player AW_Dude_Arms Postal2Dude\Dude
replace_tex Player HeadMirror Postal2Dude\Dude_AW
replace_tex Player AW_Dude_Hair Postal2Dude\Dude_Hair
replace_tex Player AW_Dude_Shades Postal2Dude\Dude_Shades
replace_tex Player Clothes Postal2Dude\Blank
replace_tex Player HairMirror Postal2Dude\Blank
//replace_tex Player HeadMirror Postal2Dude\Blank
replace_tex Player Arms Postal2Dude\Blank
shader_params Player AW_Dude_Body Postal2Dude\Shader
shader_params Player AW_Dude_Arms Postal2Dude\Shader
shader_params Player HeadMirror Postal2Dude\Shader
shader_params Player AW_Dude_Hair Postal2Dude\Shader
shader_params Player AW_Dude_Shades Postal2Dude\Shader
ok this works
but shades missing
put shades in HairMirror instead
But the glasses is missing hahha
just need to make another headmirror
@pulsar whale So, minigames loads the assets only when the player interact with them. Supposedly we can manually hook them so ppl don't have to press f5
var minigamesTelevisionController = Reflection.FindObjectsOfType<MinigamesTelevisionController>(true);
if (minigamesTelevisionController.Length > 0)
{
var methods = minigamesTelevisionController[0].GetType().GetMethods();
var originalMethod = methods.FirstOrDefault(method => method.Name == "ChangeGame");
}
var originalMethod is the method i want to hook with Plugin.PatchAssets
But i'm not sure how to do that
ChangeGame...
It is called ChangeGame...
MinigamesTelevisionController::ChangeGame

let me think
or in ActionHelper.cs
hmm no I can't create 2 headmirrors
It's time to bake the head material
what if I create static_appendix
wouldn't that work
there is one for hair already
Miside automatically detected by discord
this is "RPC"
eh isn't it just moving UVs around
We can create a multiple skinned appendix from a single mesh
Everything had discord presence
?
oh ?
do you know what discord rich presence is?
YES AND ANY GAME WILL SHOWED IN YOUR PROFILE
this isn't "RPC", this is just normal game detection
Discord detected any applications that you runs
That is
discord rpc would show you what level you are on, your stats, etc whatever you want the status to show
^

?
now this would count as RPC
do you know how discord works if at all
Just let it all like it is
I think it's better not to discuss further lol
mhmm..
no the word "any" is wrong
Selfbotting Against the tos
Seems like this just listen to current state, not actually hook it
lmao
nice hair
The problem is, if UAL just listen and not hooking, it'll bonk the frame rate to 10 fps
Oh damn we can create this effect using UAL
XDD
That would be cool ngl
imagine actually making a replacement mod with homer and you walk to the mirror and see this
Hm, have we used Harmony thing to patch original ingame func
I think I did coded some MousePos patching to make invert cursor
btw how to actually get the shades working
yeah, invert y axis
oh
that one, i need to have a closer look
damn this is crap plugin
Man i didn't understand a thing with harmony
[HarmonyPatch(typeof(MinigamesTelevisionController), "ChangeGame")]
class ChangeGamePatch
{
static void Postfix(MinigamesTelevisionController __instance)
{
Plugin.PatchAssets();
}
}
yeah
i guess the name didn't matter...
there's "Prefix" and "Postfix"
pre as in before
post as in after
I wish ual commands weren't my achilles heel
So, can we just insert this one to UAL?
i think just using HarmonyLib; and we should be good
Prob i put it in a dumb position? or should it be called?
maybe itll just work
oh wait
forgot the er, what's it called...
right the Load() call
we need to use harmony.PatchAll() thingy
if we used Harmony then i think we could hook the button clicking too
can you guys help with the shades
Baking it to 1 mesh didn't work?
with the head?
Yup
Merge the texture, merge the meshes, set the new texture and adjust the uv
Easier way
most likely
So you don't have to create a skinned appendix for the shades
will break some retextures if people wished to change them
DAMNNN LOCKED IN
But tbh i'm dumb with harmony, is this wrong?
where should i put the PatchAll 
Tbh with this ppl won't have to press f5 inside minigame anymore
But the MinigamesTelevisionController is only exists in some scenes?
Will harmony still patch them?
harmony will patch that function for entire game
i dont even know if it'll work but im quite certain that it will
You can scale the uv
Well it worked!
I just need to find the right method
And the other minigame method
Yeah it should he startLoadGame
it'll load MiniGames/Televisions/ though
if startLoadGame
there's also PlayGame()
and PlayerReady()
Is there a way to track which method is called on runtime?
when PlayerReady is called then it'll call MinigamesTelevisionController::StartControllerMenu()
It hasn't loaded the resources on the game menu...
Kinda weird
should be fine now
So the correct method is ChangeGame, but patch asset is called before the resources are actually loaded...
noo
*Postal 2 Dude
create_skinned_appendix Player AW_Dude_Body Clothes
create_skinned_appendix Player AW_Dude_Arms Clothes
//create_skinned_appendix Player AW_Dude_Head HeadMirror
create_skinned_appendix Player AW_Dude_Hair HairMirror
//create_skinned_appendix Player AW_Dude_Shades HeadMirror
replace_mesh Player AW_Dude_Body Postal2Dude\dudebody AW_Dude_Body
replace_mesh Player HeadMirror Postal2Dude\dudehead Dude_AW_Merge
replace_mesh Player AW_Dude_Hair Postal2Dude\dudehair AW_Dude_Hair
//replace_mesh Player AW_Dude_Shades Postal2Dude\dudeshades AW_Dude_Shades
replace_mesh Player AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
replace_mesh Player Arms AW_Dude_Arms Postal2Dude\dudearms AW_Dude_Arms
replace_tex Player AW_Dude_Body Postal2Dude\Dude
replace_tex Player AW_Dude_Arms Postal2Dude\Dude
replace_tex Player HeadMirror Postal2Dude\Dude_AW_Merge
replace_tex Player AW_Dude_Hair Postal2Dude\Dude_Hair
replace_tex Player AW_Dude_Shades Postal2Dude\Dude_Shades
replace_tex Player Clothes Postal2Dude\Blank
replace_tex Player HairMirror Postal2Dude\Blank
//replace_tex Player HeadMirror Postal2Dude\Blank
replace_tex Player Arms Postal2Dude\Blank
shader_params Player AW_Dude_Body Postal2Dude\Shader
shader_params Player AW_Dude_Arms Postal2Dude\Shader
shader_params Player HeadMirror Postal2Dude\Shader
shader_params Player AW_Dude_Hair Postal2Dude\Shader
shader_params Player AW_Dude_Shades Postal2Dude\Shader
thought this would be correct
You sure the mesh is AW_Dude_Merge?
I don't see any merge in the mesh name
ty xd

? shapekeys for the head?
arms have dummy shapekeys
Yeah i was shocked reading the Shapekeys
So.. this is the most right method
[HarmonyPatch(typeof(MinigamesTelevisionController), "StartGame")]
class ChangeGamePatch
{
static void Prefix(MinigamesTelevisionController __instance)
{
UtilityNamespace.LateCallUtility.Handler.StartCoroutine(Plugin.PatchAssets());
}
}
But since its a late call, the effect is kinda weird
Hnm i think creating a synchronous method for this one is the best approach..
what was the name for mita's hair at the end?
I've tried MitaTrue HairTrue HairsManeken

You're using 0.11.6 right?
It's HairTrue
replace_mesh Mita HairTrue ....
wasn't this NewVersionMita
ohh, the mesh is called HairTrue!
NewVersion is beheaded kind
oh
Wait a min, how come your head doesn't get replaced with mita

Oh it's just overlapping
no it's another bug I've been fighting.
I have to press f5 to get it to swap
only the last level
for some reason
Yeah i also bothered with that, the game switching mita head mesh internally
Maybe i can add that scene to the hooking mechanism
I've had the same issue with textures not swapping right on this level to, but I managed to fix that by switching the order of things in the addons_config.txt file.
also that fixed it thank you
and pressing f5 still works to fix the face. Just a pain of course!
oh how did you change the order
I moved the main head and hair swap to the bottom, and moved anything with create_skinned_appendix near the top.
Not sure exactly which fixed it.
I love your config, it's tidy and neat 
thank you! 
I am also learning to tidy them better, you showed me some good examples

Btw if you want to hide HairTrue, replace the texture with a transparent texture
1x1 png transparent texture
ahhh smart! I like it though, makes every Mita unique
I try to make each Mita different while still feeling inspired by the vtuber design.
🔥
you could scale mila I guess from the normal mita
Oh yeah why don't you replace mila and dreamer body
i feel like those are what make the characters unique and didn't want to change that.
I could replace the clothing textures with something related to the vtuber but then I would be in WAYYY to deep. lol
@plain crescent any way to enable wireframe inside the game
oh god, something about changing the order also messed up the texture for Mila's hair.... and I'm afraid to change anything. lol
Well we need to switch the shader to wireframe
But it's not possible atm
We can't import custom shaders just yet
Hello could someone please help me install the Miku mod, i cant seem to get it working fully.
Oh hi, I'm the mod creator
Can you specify which part doesn't work?
Oh hi, i cant get the model to change to miku
Ok quick question, have you modded miside before or is this your first time?
first time
Ok, when you launch the game, is there any cmd that pops out within?
no, i can change the voice to miku and see that some of the text changed but the model is still mita
Okay you're missing the first step
We need BepInEx, download this file and extract it to your game folder
https://github.com/BepInEx/BepInEx/releases/download/v6.0.0-pre.2/BepInEx-Unity.IL2CPP-win-x64-6.0.0-pre.2.zip
If done correctly, there should be a cmd pops out when you launch the game
okay, so just drag that into the main game folder
Yeah
Report back after you installed it, if it's installed correctly, we moved to step 2 haha
done
The cmd pops out when launching the game?
yes
Great!
Now we need UniversalAssetLoader
https://github.com/Rist8/MiSide-UniversalAssetLoader/releases/download/Release-0.11.6/UniversalAssetLoaderRelease-0.11.6.zip
Do the same, download and extract it to your game directory
done
Niceee
Now boot the game and go to the Clothes menu, you'll see an add-ons tab
Press HatsuneMiku from there
And you're done
You can enable and disabled the mod anytime using that buttons
i see the addons tab, where do i put the mod files ?
same as the other files
drag them into the game folder ?
Yes, just download miku mod and extract it to your game folder
Just like before
I got it working!
Thank you!
Great, have fun with the mod!
I'm planning to update the mods too, it'll feature a bunch of new clothes and a ton of new songs, stay tune🎶
Looking forward to it, thank you again !
Oh yeah, pro tips
You can press f5 inside any arcade mini games to change them into miku.
But the new version later will straight up work without pressing f5
oh really, will do
ah okay
ohhh
im waiting for the mod update then
The model itself is finished, i just need to wait for sazuko to finish his banger
All of his songs are really a banger, he's too underrated
You guys should check on his channel
https://youtube.com/@mamorutoriyama
https://www.nexusmods.com/miside/mods/342
I've made my first mod that add our traditional outfits!
It is called as Hanbok and looks like oriental outfit
It is not somehow good quality but all modeling texturing was done by me!
Ohh your using UniversalAssetLoader
Much love

Yes! I learned how outfit chaning works through this loader
Can someone explain me how to get and change assets through UniversalAssetLoader, please? I`m new to modding, so i don't really now how to do that. I would be grateful if someone explains that to me
I remember On the website of the mods there is a video tutorial about that
Oh, thanks. Do you have a link or the website name?
Uh.... Try to search Miku mod miside, going down you will see two videos one about the mode and another one dor the tutorial for how to do it
Hope this helps,
Oh, thank you
I found it, but it has a tutorial how to install mods. Do you know how to make mods by yourself? I mean like how to get assets from the game and mod them?
Well i think you had to change some things from some assets i believe
But I don't really know how to get that assets
The thing is, you need to search through the files to find some files with.txt on them and see to change some strings (it's kinda a long process to find the right one) but you could ask to "That Random User" for it
You wanted to create your own mods right?
Check the pinned message on this channel
Thank you very much
You can use this to dump the assets
https://github.com/AXiX-official/Studio
Modded AssetStudio with new features. Contribute to AXiX-official/Studio development by creating an account on GitHub.
Sorry for not helping much 😭
Oh, no problem. I'm grateful for any help
Animation problem they rotated forearm in wrong direction
What are the possible consequences if you use a new version of blender, but at the same time use assets from the old version. (I want to upgrade to the newest version, and the assets from the original game were made on v2.79.)
everything should be fine
2.79 is a meme
in the sense of a meme. Is he trying to make fun of me
no I mean, there is no reason to use 2.79
Oh, it's just that Maken told me what he was doing on this version, so I thought about what to do on it.
I make mods on 4.3 and they work
in miside
🥲
yes 😓
guys where i can get the vr mod?
Not directly about mods but I did not know where else to ask, does someone know where I can download an older version of the miside demo, version 1.13
Ive seen this version on youtube but cant figure out where to get it
They should make a mod with her in the game as mita
Been working on interactions with Mita and the world, but I don't want to mess with the game's own logic so Mita won't really react to it.
anyone got a download for the vr version?
It's not out yet, that's why it says showcase
I also make things in 2.79 and there's nothing wrong using on latest blender. But you may have to adapt your setup in some cases.
I second this
I would love to make a mod of my own oc in the game💗 would be adorable
Would love to see and thank you
Such a good game
Agreed
we need ai hoshino mita
but only ||kind mita||
👍🏻 I hope there won't be many problems.
Plugin might not work well
yeah the pmx/mmd addon I use is <2.9
ok
If I export from unity to blender and I get such a Mitt, what am I doing wrong? I use FBX Exporter to convert the format to ASCII. Are there any other options for transferring from unity to blender? (4.3.2)
use AXIX
waste of time, just use a good exporter
Could you make this possible
I'm super confused, what is a vrmmod? I've got custom models that have it and they're just t-posing, it's hilarious but also super annoying
Is this something scary and incomprehensible
no
quite easy
I'm sorry that I might be asking stupid questions, but you were rocking too.NET 8.0 Desktop Runtime after clicking AssetStudio.GUI
Do I need this program to work, or am I doing something wrong?
show the error code? you need NET 8.0
he didn't give an error, just asked to download for work
a ok
then do it
Ok
I understand there is a translation in the program? or the names just matched?
подскажите за формат .vrmmod, чем его открывать и как в нем экспортировать модели?
should be in your language (system)
It didn't work, but okay
👍🏻
@umbral trellis
ask him, he is the creator
you export the mesh
but I understood, only objects and everything related to them. Right?
yeah
Understood
thanks for the help
no problem
@finite flare Do I understand correctly that it is worth pulling assets immediately from the original folder of the game, and not from the unity project, which I decompiled using AssetRipper?
yes pull directly from the original folder, decompiling is not worth it, produces errors, AXIX works perfectly
Hallo, sorry to bother but I gotta ask, I downloaded a skin mod from the nexus mod site, how do I install it into my game?
installation instructions should be on the mod page
there seems to be a guide in the clips
I don't see it. Can you please send me a link?
@shell widget https://vgtimes.ru/guides/118977-kak-sozdat-i-dobavit-svoy-skin-v-miside.html You can also read here. The translator will help.
but according to the idea, you transfer the folder with the mod to this folder, and it should appear in your standard one.
Играть за персонажа в понравившемся тебе облике — приятное удовольствие, повышающее интерес к прохождению. Современные технологии даже позволяют полностью изменить его внешний вид, подставив другого героя или использовав особый наряд. Добавить в MiSide пользовательскую модификацию может каждый, ведь для этого не потребуется никаких особых технич...
thanks a lot bud. it worked
Sneak peek for the next update, it'll feature 10 new songs
Has the idea of a VR mod for miside ever been suggested? if not i think that'd be an amazing thing to have, the game would be pretty compatible with the vr technology
Been working on interactions with Mita and the world, but I don't want to mess with the game's own logic so Mita won't really react to it.
I think it's still in development
well i'll be the first to check it out when it comes out
Can someone help me with asset studio instalation and use please?
how to use this mod? i put it on data>custom, and it work but the hair don't appears
Launch Assetsstudio.gui and press load folder
Then select miside full data
Tysm
People, quick question: what's the general workflow for adding physics to models (in context of this game's mods ofc)? I don't ask for a detailed description, just a list of pointers for things I need to look up, like blender plugins, requirements/restrictions, a video tutorial and suchlike.
using existing skirt or hair bones from the armature
replace skirt with empty dummy mesh or replace it entirely with your custom ones
So, no VRM shenanigans or any direct control over the bone movements?
what? VRM? are we talking CML?
No, using UML, simply brought it up since I have no idea what I'm talking about.
Using existing bones, no constraints, gotcha. Thanks.
exactly
While at it, another question: is there a way to replace static meshes via UML? The ones not tied to Mita animators, like a random bookshelf.
someone know a mod to make mita dance?
so, I'm still having trouble with this :/ I played a bit more of my own mod and realized that he doesn't really do any expression other than opening his mouth to speak...
guys, how do you customised mita for a mod? Ik that sounds dumb but I've never worked with mods before. I would like to change her colours and hair/design to my oc 
get blender, extract the mita model from game, change hair color in blender, insert it in the game again after
if you want just to change hair color there is no need in blender
you can change hair texture color and put png file in the custom folder
the same for other textures
Who knows how to change Mita's strokes?
you can check the guide in pinned messages if you want to change the model
but if you want to change only textures - you can easily do it without any additional programs
make an anim
easy to do in Unity
Okay will have a look at guides, thank y'all. I may need to Google tutorials or YouTube videos, never done anything like this before lmfao
Mita
Mita
She said it
good luck
it is not very hard
If I need help do you mind if I ask you?
Yeah, me too. I'll need help too
I was able to get a skin mod but it made everything go crazy
Don't ask to ask
But i do know
If I know the answer, I will of course help
but there are people here who know much more than me, they can also help
Tysm
Bully mita!?
Ok
CML?
thx but can u tell me where i download the model??
I can only get the skin to work not the actual model, for example i installed nino Nakano mod followed every step and the skin is there which changes her textures but for some reason i dont have a addons button int he clothes section no matter what I do if I reinstall it or whatever, any ideas
skibidi mod is real
time to update CJ mod..
The correct scale for ChibiRacer is 2 btw
Assuming you're using 5 for ChibiMita
oh i used Mikudayo as full reference
Miku dayo doesn't use a proper scale for ChibiRacer hahah
It's just an implementation example afterall
Is there any way to debug which method is called during runtime?
I want to hook OldVersion cutscenes but idk which object should i look at
The door? The world? GameController?
Damn rist
Tysm, this gives me an example to hook other cutscenes too (beheaded kind mita, the first time we enter the basement, the first time we enter the core room, and when crazy mita exposes her true self)
Then we can completely escape from f5 cold jail

Oh is harmony patching is bad?
idk
how can I fix this error?
DAMNN you're already far ahead
nope i did only these 2
Ohh alr it's fine, I'll do all the scenes when i have free time
Than you rist
How can you identify the trigger in first place? By just inspecting them?
the process is easy, first find all triggers, identify needed one by name and than just hardcode it
the path to it is in it's GameObject obviously
While I just bruteforcing all methods by activating them and seeing what exactly they're doing 
also we had a bug that the FindMita method would ignore animators if they had null runtime controller
and all cutscenes have such animators
But we already checked for the null runtime controller?
Ohh that's your changes haha nvm
var MitaObject = runtimeController;
if (MitaObject == null)
MitaObject = obj
if (MitaObject != null)
{
foreach (var mitaName in mitaNames)
{
if (MitaObject.name.Contains(mitaName))
{
if (!mitaAnimators.Contains(anim.gameObject))
{
mitaAnimators.Add(anim.gameObject);
if (anim.gameObject.transform.parent.name.Contains("Car"))
{
mitaAnimators[mitaAnimators.Count - 1].name = "ChibiRacer";
}
}
break;
}
}
}
That's should be more readable
is it worth it
kinda
Uhm from the Miku mod can someone explain where is the track of the menu in the files?
You mean the menu song?
Sazuko uploaded that to his channel
https://youtu.be/ZSuTBL7Wb4g
An Original Song for the Miku Side mod inspired by (Remake of) 'Save Your Tear' by The Weekend.
The a surprise at the end if you can make it that long, haha
Original Music made for this game mod can be found on my Youtube Channel and on My BandCamp Page:
toriyama.bandcamp.com/album/mikuside
MOD Download Link (Please read description for instal...
Oh good! Thx for it man
Oh sht creepyMita on the old version cutscenes is also copying everything from Crazy mita

Oh she's also called freak in the cutscenes, just need to exclude that i guess
which one is the right
need i an customized unity assetsloader?
depends
explain
it depends on what you wanna achieve
what mods do you want to install though
is what im asking
which file must i move now
copy that all over to MiSide folder
include the changelog and the hidden files
wait
you downloaded the linux bepinex
you need the "win" one
not "linux"
wait linux supported injecting of mods?
yeah it is
WTF WaterMeon Cat
can anyone help me i installed soside but the mod wont to load/work
can you screenshot your miside folder real quick
sec
the bepinex console open not before the game start
.
guy how to fix that
i will test this myself too in a bit
Обсуждение модов на русском языке
https://discord.com/channels/508309955686957057/1338859139102670890
cant read russian
don’t mind it
the bebinex injector not longer working
modloader dosent work after a reinstallation of th whole game
so right now you are missing the winhttp dll file which indicates incorrect bepinex setup
im sorry i wasnt and still kinda unavailable to find out why it doesnt work at the moment
i am currently redownloading soside
does bepinex console appear or the game launches immediately?
nothing hapens the game startet without any popups
oh, that was the reason why i stopped using bepinex... i unfortunately dont know how to fix this one
it randomly just stopped working
nothing happens to me
only the game open nothing more any idea how i can fix it before i uninstalled the game works the modloader
i see in config file that i havent any boot_configure.ini in the miside folder
yeah, bepinex failed to initialize
any way to fix that
i couldnt fix that either unfortunately
is the dotnet folder installed by the game installation?
