tyzonaron x

New Member
Apr 23, 2020
4
1
guyz does only a zipmod file is required for a mod to work or is it necessary that an abdata folder should be with it?
 

akumakazama

Member
Oct 19, 2022
419
289
guyz does only a zipmod file is required for a mod to work or is it necessary that an abdata folder should be with it?
Short answer YES. The easy way for us(consumers) is the ZIPMOD way so you don't have to deal with messing with the abdata folder which i hear if you mess up will destroy you game.
 
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soylomas

New Member
Sep 17, 2017
8
0
Hola chicos, buenos días, tardes o noches. Antes que nada, pide disculpas, el inglés no es mi lengua materna, es el español.

Descargue el todo en uno desde utorrent y tengo un problema al descomprimir los archivos.

Me salen los siguientes errores si alguien me pudiera ayudar con esto se lo agradecería mucho {F0DF1D74-DED2-4A8E-9BB8-F69AE2FB5050}.png {A02526BC-00D5-4028-BE29-B47CA3A5478F}.png
 

Azure Sun

Member
Apr 15, 2021
470
1,061
Hi guys, good morning, afternoon or evening. First of all, I apologize, English is not my mother tongue, it is Spanish.

I downloaded the all in one from utorrent and I have a problem unzipping the files.

I get the following errors if someone could help me with this I would really appreciate it View attachment 4086173 View attachment 4086174
Try using 7zip instead of Winrar.
 

Boofyf

Newbie
Apr 5, 2022
45
21
You've already asked that question today, please refrain from spamming on this forum.



Trying to understand what it is you're asking: are you trying to edit an accessory that's already on a character while in studio? Or are you looking to copy accessories on characters and add them as objects in studio?

If it's the former, the best place to edit accessories will always be the main game's character create (imo). If you're looking to edit accessories that are on a character during a studio scene, you can create multiple of the same accessory in the character creator, each with the edits that you need, and then hide/show them as you need them while in studio.

Though I get the feeling that I haven't fully understood your question.
So I want to pose the acc that is already loaded with a character (apart of the card) while in studio. Problem is that the way you manipulate it in studio is using the accCustom and you need to input numeric values (Coordinates) to position the item, and I haven't found a way to know where a certain coordinate location would be in studio to accurately move the acc that load with the character. There is a plugin that allows for every character creator acc in studio, and that is what I use as they can be moved with node that rotates, moves and scales on a box/axis (like when loading any object in studio) and that is what I currently use for the full range of movement. The problem with that method is that I have to copy the values of the card acc, such as ME and size, onto the item loaded from the plugin within studio, and doing that every time takes a bit of time.

Below is a screenshot of Example A: Acc loaded with the character (Blue Scythe on her back) that requires accCustom to move.
B: another scythe loaded in as an item, which does not have the same transformation or ME settings, but has an axis node to move MUCH more freely.

I am wondering it there is: A: A way to give the acc on a character a node like an item does in studio, so I can move it much more freely and already have the exact settings of its shape and ME applied, or B: There is something that I am missing that allows the method of AccCustom to work better than I described.

TLDR: I want to move acc that load with a character card in studio without AccCustom's coordinate method.
 

Skeltom

Engaged Member
Oct 9, 2017
2,634
3,186
So I want to pose the acc that is already loaded with a character (apart of the card) while in studio. Problem is that the way you manipulate it in studio is using the accCustom and you need to input numeric values (Coordinates) to position the item, and I haven't found a way to know where a certain coordinate location would be in studio to accurately move the acc that load with the character. There is a plugin that allows for every character creator acc in studio, and that is what I use as they can be moved with node that rotates, moves and scales on a box/axis (like when loading any object in studio) and that is what I currently use for the full range of movement. The problem with that method is that I have to copy the values of the card acc, such as ME and size, onto the item loaded from the plugin within studio, and doing that every time takes a bit of time.

Below is a screenshot of Example A: Acc loaded with the character (Blue Scythe on her back) that requires accCustom to move.
B: another scythe loaded in as an item, which does not have the same transformation or ME settings, but has an axis node to move MUCH more freely.

I am wondering it there is: A: A way to give the acc on a character a node like an item does in studio, so I can move it much more freely and already have the exact settings of its shape and ME applied, or B: There is something that I am missing that allows the method of AccCustom to work better than I described.

TLDR: I want to move acc that load with a character card in studio without AccCustom's coordinate method.
I don't know of a way to add a node but you can get more accurate with advanced bone mod I think. I have my gui open to b but set it to something and open the window with the character selected and adjust the acc from there.

HS2_2024-09-30-23-46-17-137.png HS2_2024-09-30-23-46-39-833.png
 

Readerf2b

Well-Known Member
Nov 21, 2020
1,024
1,637
So I want to pose the acc that is already loaded with a character (apart of the card) while in studio. Problem is that the way you manipulate it in studio is using the accCustom and you need to input numeric values (Coordinates) to position the item, and I haven't found a way to know where a certain coordinate location would be in studio to accurately move the acc that load with the character. There is a plugin that allows for every character creator acc in studio, and that is what I use as they can be moved with node that rotates, moves and scales on a box/axis (like when loading any object in studio) and that is what I currently use for the full range of movement. The problem with that method is that I have to copy the values of the card acc, such as ME and size, onto the item loaded from the plugin within studio, and doing that every time takes a bit of time.

Below is a screenshot of Example A: Acc loaded with the character (Blue Scythe on her back) that requires accCustom to move.
B: another scythe loaded in as an item, which does not have the same transformation or ME settings, but has an axis node to move MUCH more freely.

I am wondering it there is: A: A way to give the acc on a character a node like an item does in studio, so I can move it much more freely and already have the exact settings of its shape and ME applied, or B: There is something that I am missing that allows the method of AccCustom to work better than I described.

TLDR: I want to move acc that load with a character card in studio without AccCustom's coordinate method.
Choose character, ShiftD, accessories, there you can do anything that you do in character maker.
 

Boofyf

Newbie
Apr 5, 2022
45
21
I don't know of a way to add a node but you can get more accurate with advanced bone mod I think. I have my gui open to b but set it to something and open the window with the character selected and adjust the acc from there.

View attachment 4087728 View attachment 4087729
Choose character, ShiftD, accessories, there you can do anything that you do in character maker.
Both of these methods are pretty good, not as limitless as a node, but still better than trying to copy every ME setting. Appreciate it.
 
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Lomumai

Newbie
Jul 4, 2020
42
21
Anyone know what's wrong with this? Also my mods won't load even though I have the mods in the mods folder IMG_20241003_051106.png
 

vroomno

New Member
Aug 28, 2023
1
0
I can't launch the game, it says that the data folder can't be found, but i can clearly see the data folder in the main game folder
 

Boofyf

Newbie
Apr 5, 2022
45
21
I have a mod by kyokuchi that for some reason, freezes my studio on the loading screen when it's in my mods folder. I downloaded it with other mods from kyokuchi but seems that was the only one that just didn't work for some reason? Is there anyone who could explain why if it does the same for them? It's linked for those who don't have it, the zipmod is : Shengzi
 

cptboofy

Member
Dec 7, 2022
386
271
why are some locations in the dark?
if you're talking about maps, then some of the maps are only useable if you use DHH. An easy way to tell if that's the case is to take a screenshot (using F9 or F11) and if you can see it in the screenshot but not studio, it's DHH. Screencaps are in the "cap" folder in UserData folder.
 
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