Greetings dear humans! I'm updating you on the current state of things concerning WuWa mods if you don't mind a bit of reading.
So, up to this date our dear WWMI devs are still fighting to give us back our mods 100% functioning. 3.2 version of the game brought 2 big issues : first one is a LOD break of the worst kind = 3D-mesh related. The second is a "Shapekey" overload that prevent us to secure any 3.2+ version character data (Sigrika, Lucilla, Denia, Hiyuki, etc.) mainly because of increased face expressions. Version 3.1 shapekey max limit was 80 and today Sigrika alone has 160! First issue was already a serious matter alone but that new one sounds very frightening as it suggest they need to extend the raw dumping "bus" of the whole WWMI software. See it as a crucial pilar foundation on which you build all the software's code. As tedious as turning a 32b console game into a 64b so I can't imagin how much time they will pour to solve that. Although they stay optimistic and just stated something like "No need to panic WuWa's modding is not over, it will just take more time than usual"
On my side I'm doing my part seriously : currently working very hard to improve my mods resistance against LOD issues and breaking updates. During this past week I navigated a lot of files and code and on that matter I don't believe anymore that this 3.2 mod break was a Kuro intent to directly harm our modding world. I found new "handling" looking like a genuine will to improve further their LOD system. Sadly those "systems" works in a similar way as our WWMI software does and they conflict each other in vicious circles. That's the first issue principles mentioned above.
Now I believe it's possible from my side to partially solve that and make my own mods very much more resilient to LOD issues. Although it's a crazy long and annoying work only doable on the long run. I started this operation 5 days ago with Augusta, Galbrena and Phrolova mods as sort of "beta" tests. You can already enjoy those 3 advanced beta-fixed mods right now and give me your feedbacks. They took me 1-2 day of rework for each (full days off from irl job, between 6-10 hours for each). Yeah, it would mean at least 40 days for my 40 mods while ignoring the fact there are easier mods (Baizhi, Iuno, Mortefi, etc.) but also extremely more difficult mods (Zani, Aemeath, Rovers M/F, Luuk) finally ignoring the fact I had to attend my irl job to pay the remaining 80% of my bills. For instance in the case of Zani I would have to start over the 3D part from zero and repeat some miracles now completely forgotten.
To sum things up, my big "LOD-defense" program is a 2-step process for each mod I ever made : First improving LOD's texture handling to its maximum (long hours to dump and hunt) and second create hard LOD's 3D decoys to fix that critical 3D-mesh LOD issue myself. I'll try to do that first part in priority since it's easier and then the second part will be lead in a random way on the long run (probably from simpliest mods to most complexes ones). If all goes well my mods would almost never suffer from LOD issues anymore. Very tempting but implying a heavy price!
Anyways, I'll try to keep you all updated with my progress. I might make a table to inform you on what's updated and may be I'll later give you a vote to prioritize your favourite characters/mods to fix. One last thing, before 3.2 I had updated many of my mods for upgraded versions including bonus surprises (Lupa, Changli, Shorekeeper, etc.) I can't recall them all but at least that's a little pond of new content in that dry desert we have to cross! A big thank you for all those who didn't unsubscribed during those hard times, your support definitely help me to handle this matter at my maximum! Take care of you'all.