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nukexdevil

Member
Aug 13, 2019
228
211
From the looks of these, its usually just an edited texture that replaced part of the clothing with alpha.

The other option would be Blender/metasequoia - depending on which illusion game we are talking about.
 

kpoppapi

Newbie
Apr 1, 2019
38
51
From the looks of these, its usually just an edited texture that replaced part of the clothing with alpha.

The other option would be Blender/metasequoia - depending on which illusion game we are talking about.
Well let's say Koikatu then. Any modders here wanna let a bitch know how they do it? Are there tutorials lying around?
 

nukexdevil

Member
Aug 13, 2019
228
211
Im not a modder, but i know the "old" process of doing things, long before Illusion started to use unity.
I dont have Koikatu at my disposal right now, but Ai-Trial, and did some quick testing - with success.

since the process should be the same for Koikatu, i will try to explain it using Ai-Trial.

Clothing (and other thigns) are located in: abdata/chara (and abdata/chara/trial for AI-Trial)

Dont forget to make backups first!

In that folder, there will be a bunch of archives that end on "unity3d", these can be opened with "SB3Utility" - which is in your "Tools" folder, but only if you got the Repack from Screwthisnoise, otherwise you need to get it from somewhere else. (old versions may not work with new games.)

I then opened the "fo_top_00.unity3d", which contains the blue-ish camisole in the trial version and the standard one. (Archives can contain multiple things at once!)

Now it gets a bit more complicated, since some files exist twice, and i didnt test what the game actually is using, or if they are referenced by different clothing pieces. (whatever is the case, dont expect illusion to do things conciously, expect weird stuff.)

But in general, thats what it will look like (im not sure about the "wet look" anymore, it was just a quick assumption):
AI_Trial_Mod_Test_1.png

The particular texture i have chosen here (to test a theory i had in mind for a while now) contains the following information:

1: The see-through-ness of clothing when wet - its the Alpha-Channel of the image. (cyan is base color here)
2: The "damaged" state of the clothing that you can set in the character editor - its the green channel.

So, the "rules" for this texture in the game are as follows (from what i observed when playing around with it, may be wrong.):

1: More trasparent areas will "break" before the "green area" actually reaches that point. (may also cause the "wet look", cant test it right now)
2: the "green area" is the slider you control in the game.

So, if we now add several stages of "green to cyan" from the bottom of the image to the top, it should allow us to use the "tear" slider to actually determing the clothings length.

And it worked:
AI_Trial_Mod_Test_2.png

I used straight lines for my quick test, but any other pattern should work too.

Pro: We dont need 20 different shirts with different lengths as mods anymore
Cons: it overwrites the "broken clothes" pattern Illusion made. (And it might be nasty to add if the texture also contains the "wet look".)

This just as a basic idea, i cant explain all of the things, and how they go together without actually having the game, but from what i saw now, things are mostly the same as they have been 12 years ago, just with more textures.

Important: Textures are encoded as .DDS (DXT5, BC3, linear) <- for Ai-trial, but koikatu wont be much different, i think.

Now its your turn, create backups, play around with Koikatu (or any other game, it works the same as a decade ago.)
There never was a proper tutorial to begin with, and everything that i know, i have found out by trial and error.

For Meshes, its pretty much the same, just more complex and that you need additional Programs. (Blender, or metasequoia for older games)

Oh, and before i forget it:
Illusion tends to do stupid things, have weird structures and many things double.
To me, it seems that they dont really know properly what they are doing, as a lot of these things should be done differently, but at least they are improving now.

Examples: "Tear" could just be a seperate greyscale texture applied to the material via a float (the slider) and it would be easier to maintain for them, and mod for us. (they could even allow the game to acces user-content in the games folder, so that we could just drag/drop our own patterns in there... meh)
*looks directly at the actual modders...* make it happen?

I also dont understand why we have the exact same texture twice, i checked, they are identical. (but that has happened in the past too, nothing new in illusion-land.)

Here are the original texture, and the sloppy edited one:
You don't have permission to view the spoiler content. Log in or register now.
 
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Deleted member 435

( ͡° ͜ʖ ͡°)
Modder
Donor
Aug 6, 2016
704
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New tweet


Basically just announcing that the game is coming out next week and that it's your last chance to preorder to get the "sexy captain" costume.
---
They also got big ol boots on the girl in the back :unsure:
 

nukexdevil

Member
Aug 13, 2019
228
211
New Vieos:
More Building Stuff:
Bonus-Outfit:
Halloween-Outfit:



The game also seems to have a "workshop" for building-stuff or so, at least thats what im seeing on the bottom of the above linked page.

The big island shown in the 1st video probably can only be reached by boat, but it most likely is the largest plot to build on. (thats propbably to keep performance "ok-ish", knowing illusion...)
The boat might also just be a fast-travel system, hard to tell from the short video, but its either one of these two.

One thing i have to give Illusion credit for (this time) is:
- They seem to have added plenty of objects for build-mode, and more clothes than usual.
Generally their games could have used more content to play around with.

If im counting correctly, there should be roughly 192-198 pieces in the "star"-tab of the building menu.
The "upper body clothing" (shirts etc.) seems to have 5 pages full of clothing, with 9 each, which should give us somewhere around 40-50 pieces, just shirts and stuff.

Building Heigth seems to be "100" units, on the plot with 200x200 size. (probably 20x20 meter, with 10m heigth)
The large plot is 500x500x500 (which should translate to 50x50x50 meters)

EDIT:
The 50x50x50 plot is locked by story-progress, according to the text below the video.
They also added 20 new hairstyles, it says below the halloween costume video.
 
Last edited:

Deleted member 435

( ͡° ͜ʖ ͡°)
Modder
Donor
Aug 6, 2016
704
3,807
New Vieos:
More Building Stuff:
Bonus-Outfit:
Halloween-Outfit:

Thanks, links added to main post.

Can anyone TL any exciting bits from the last 2 seconds of the first video in the quote above? Seems odd they added the convo part at the very end but are there any new dialogue options?

Also at the end of the last link provided it seems "housings" will also be uploadable?


You can post and share your characters, screenshots, housings, and studios to the uploader!
Character housing is uploaded from within the game, and screenshots and studio data are uploaded from the web page.
 
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kpoppapi

Newbie
Apr 1, 2019
38
51
Im not a modder, but i know the "old" process of doing things, long before Illusion started to use unity.
I dont have Koikatu at my disposal right now, but Ai-Trial, and did some quick testing - with success.

since the process should be the same for Koikatu, i will try to explain it using Ai-Trial.

Clothing (and other thigns) are located in: abdata/chara (and abdata/chara/trial for AI-Trial)

Dont forget to make backups first!

In that folder, there will be a bunch of archives that end on "unity3d", these can be opened with "SB3Utility" - which is in your "Tools" folder, but only if you got the Repack from Screwthisnoise, otherwise you need to get it from somewhere else. (old versions may not work with new games.)

I then opened the "fo_top_00.unity3d", which contains the blue-ish camisole in the trial version and the standard one. (Archives can contain multiple things at once!)

Now it gets a bit more complicated, since some files exist twice, and i didnt test what the game actually is using, or if they are referenced by different clothing pieces. (whatever is the case, dont expect illusion to do things conciously, expect weird stuff.)

But in general, thats what it will look like (im not sure about the "wet look" anymore, it was just a quick assumption):
View attachment 432738

The particular texture i have chosen here (to test a theory i had in mind for a while now) contains the following information:

1: The see-through-ness of clothing when wet - its the Alpha-Channel of the image. (cyan is base color here)
2: The "damaged" state of the clothing that you can set in the character editor - its the green channel.

So, the "rules" for this texture in the game are as follows (from what i observed when playing around with it, may be wrong.):

1: More trasparent areas will "break" before the "green area" actually reaches that point. (may also cause the "wet look", cant test it right now)
2: the "green area" is the slider you control in the game.

So, if we now add several stages of "green to cyan" from the bottom of the image to the top, it should allow us to use the "tear" slider to actually determing the clothings length.

And it worked:
View attachment 432757

I used straight lines for my quick test, but any other pattern should work too.

Pro: We dont need 20 different shirts with different lengths as mods anymore
Cons: it overwrites the "broken clothes" pattern Illusion made. (And it might be nasty to add if the texture also contains the "wet look".)

This just as a basic idea, i cant explain all of the things, and how they go together without actually having the game, but from what i saw now, things are mostly the same as they have been 12 years ago, just with more textures.

Important: Textures are encoded as .DDS (DXT5, BC3, linear) <- for Ai-trial, but koikatu wont be much different, i think.

Now its your turn, create backups, play around with Koikatu (or any other game, it works the same as a decade ago.)
There never was a proper tutorial to begin with, and everything that i know, i have found out by trial and error.

For Meshes, its pretty much the same, just more complex and that you need additional Programs. (Blender, or metasequoia for older games)

Oh, and before i forget it:
Illusion tends to do stupid things, have weird structures and many things double.
To me, it seems that they dont really know properly what they are doing, as a lot of these things should be done differently, but at least they are improving now.

Examples: "Tear" could just be a seperate greyscale texture applied to the material via a float (the slider) and it would be easier to maintain for them, and mod for us. (they could even allow the game to acces user-content in the games folder, so that we could just drag/drop our own patterns in there... meh)
*looks directly at the actual modders...* make it happen?

I also dont understand why we have the exact same texture twice, i checked, they are identical. (but that has happened in the past too, nothing new in illusion-land.)

Here are the original texture, and the sloppy edited one:
You don't have permission to view the spoiler content. Log in or register now.
Holy shit, this is...really good. Thank you !!
 
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Aoikun

New Member
May 13, 2018
3
6
Thanks, links added to main post.

Can anyone TL any exciting bits from the last 2 seconds of the first video in the quote above? Seems odd they added the convo part at the very end but are there any new dialogue options?

Also at the end of the last link provided it seems "housings" will also be uploadable?
If you are asking for the dialog options they read from top to botom: ask for her impression, how are you doing?, who are your friends?

I just stumbled upon this thread so I don't know if that's what you were looking for, the previous options are talk, give advice and give item
 

zecon

Member
Jun 2, 2017
171
724
View attachment 433910 View attachment 433912

found these 2 girls on this twitter account

any one is capable to obtain the setting data or replicate the girls pleeeeeeeaaaase??? appearently they are 2 girls.
I don't see any "special" on his/her chars (looks the same for me) , i can replicate that chars ( not a big deal) ..:unsure: but we need creator permission , don't like copying another's work ---
 

BibiCthulhu

New Member
Oct 5, 2019
2
1
Cool little mod found today, push up bra mod for the character demo:

View attachment 429146
All credit goes to Mikke

Source Code:
Download:

---


Censored but the whole point of getting the game is to MOD it, that's where the community comes in and you will give a shit ton of mods that make that game really good which includes both male and female uncensor. Good on you to actually support the devs since buying the base JP game you can still mod it with packs from community. Now if you want to talk about Fakku's Honey Select Unlimited (official English release) and Illusion's Honey select then you'll notice the English release is unfortunately not compatible with as many mods and I think that was a hard driving factor of reasons why people didn't buy HSU.

I'll have a new thread up when the game goes public where it will act as a sort of mod directory and discussion thread for mods so look forward to it~
Thanks a lot for this nice mod, but could you please explain how to add it ? (where the dll file has to be copy?)
Thanks in advance ;)
 
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Daxter250

Forum Fanatic
Sep 17, 2017
4,688
13,207
now that the game will be out soon, who will be doing a HF patch? ...now that hongfire is gone?
 
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Ric

Well-Known Member
Oct 21, 2016
1,961
3,961
now that the game will be out soon, who will be doing a HF patch? ...now that hongfire is gone?
#162 +
To get the answer to this question, just type in the "HF patch" in the Internet search.
Work on ILLUSION projects is carried out by several modders. and information about each mod is always in the public domain


 

Daxter250

Forum Fanatic
Sep 17, 2017
4,688
13,207
#162 +
To get the answer to this question, just type in the "HF patch" in the Internet search.
Work on ILLUSION projects is carried out by several modders. and information about each mod is always in the public domain


those are koikatsu HF patches, done before hongfire closed.
the thing im concerned about, is, that the much needed patch for this game here might not have a platform where modders can gather together and make a nice patch bundle like they used to on hongfire. modders working on it are nice and all, but ya need an official mod bundle or else you will have multiple different uncensor or translation patches where ya don't know what ya should use, what will interfere with what mod and so on (like in skyrim, where modding can be heaven and hell at the same time). i do hope though that f95zone might become that "gathering" platform.
 
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Ric

Well-Known Member
Oct 21, 2016
1,961
3,961
those are koikatsu HF patches, done before hongfire closed.
the thing im concerned about, is, that the much needed patch for this game here might not have a platform where modders can gather together and make a nice patch bundle like they used to on hongfire. modders working on it are nice and all, but ya need an official mod bundle or else you will have multiple different uncensor or translation patches where ya don't know what ya should use, what will interfere with what mod and so on (like in skyrim, where modding can be heaven and hell at the same time). i do hope though that f95zone might become that "gathering" platform.
The question is not where the patch is made, but who makes it. The resource that you indicated really closed, but the modders have not gone anywhere and they keep making patches. A general list of patches can be found in the repack, and each patch individually on the mod’s author’s page. All this is in the public domain
 
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