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DESCRIPTION

It's hard to show the work put into tools and other things related to modding that are not actual mods or screenshots. Hence I will try and explain a bit of what I been up to, as for actual mods I have a commission ready to post tomorrow soon as I finish some screenshots. Also I have plans to make some kitbash mods in general for ZZZ and a cute swimsuit for Qingyi. I do want to make something for Jane Doe too so I'm open for ideas.....

Mods are being worked on but my main focus is on expanding on the tools to make them for the benefit of the community in general. This is possible thanks to the support of my awesome patreons so thanks a lot of putting your trust in me <3

Nerdy specifics(skip if you don't care xD):

- ZZZ has required quite a bit of research to nail down all of its nuances, to generate the dumps for people to be able to mod it, to set up repositories and code the tools to make it happen as well. It still has some peculiar things that the other games we mod didn't have so we are working to make it happen. One of those things are shapekeys on faces, it seems to have potential to be modded in a much better state that what genshin allows for example.

- XXMI and JoinMeshes .... JoinMeshes is a plugin used by the more advanced mod makers to simplify their workflow, now that I am directly modifying the script in charge of making the mod folders, I can now merge the two tools into one. However to even achieve that I need to do QUITE A BIT. Here is the full list of planned features for XXMI specifically.


Planned & necessary changes:

  • Generate stuff on proper destination

  • Faster export Numpy

    • Outfit compiler Features

      • Apply join meshes per outfit

      • $variable in name(its the least of pains)

    • JoinMeshes features

      • Make all objects single use to temporarily remove linked data

      • Apply all visible shapekeys (ignoring Marked $variable)

      • Export marked $variable as data shapekeys

      • Apply all visible modifiers

      • Remove the vertex groups that contain the word MASK in their name. To avoid DX11 hard limit

      • Join all objects in the collection+$variable into a single "container" mesh

      • conver to numpy arrays

      • free bmesh/undo bs

      • concat vbs and ib concat + offset

        • store draw slices

      • write ini + resources into destination folder

  • update DUMP format to add split vbuffer

    • Adding support for several texture hashes in hash.json

    • 2.8 to 3.5 support

    • update asset repo to new DUMP format

    • Shapekey support for ZZZ and HSR maybe HI3

  • partial exports(blend, pos, tex, ib)

  • partial export per component(meaning all materials of a single component are needed but not all components to export)

  • abstracting INI generation for easier adaptation to new games

Bugs to fix:

  • report triangulate issues to dss

  • recalculate normals on triangulate

  • fix export only selected and ignore hidden

  • double check on copy(texture that dont exist, destination)

Would be nice to have:

  • Restore resources on INI generation (textures, meshes, etc)

  • Visual aid empty parented to import objects

  • Mirrored mesh Boolean on import (3dm Custom property)

  • "copy textures" -> "dont overwrite textures" on export

  • apply texture on import(if requirements met, prolly needs some dds importer)

  • WWMI added to the list as well?

Might be good but arguable:

  • incorporate in-blender collect script

    • as well as texture selection and renaming with blender UI

  • WWMI like toolbox

  • GIMI Tools weight handling extra buttons on weight paint mode

  • Gustav0 armature tools

    Already implemented:

  • mesh clean up on import( merging by distance, tri to quad and delete loose)

  • adding 3.6 to 4.2 compatibility.

  • merging multibuffer support from stock dss plugin

  • merging GIMI, SRMI, HIMI, ZZMI into a single plugin

  • turn script into a zip file for easier project management

  • organize said zip xD

LeoMods PATREON 234 favs
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POSTEDAug 9, 2024
ARCHIVEDJun 10, 2026