Lloyd Dunamis

Newbie
Dec 24, 2020
20
26
118
Mirror Link for the 3 published demo versions of Melody Blood 3D:
(There were only 3, right?)
Included are two .par files to verify/recover/repair them in the case of damage/corruption/binary rot. The software I used to generate/verify/repair files is .

Imma put up a changelog or content differences across versions for comparison at a glance, once and for all.
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darkness12312

New Member
Jul 20, 2020
4
6
64
sharee yo mod
It's not ready and there is a lot of abnormal animation.


It's not quite the "mod" you prolly think it is; it's on-the-fly adjustments & stuff.
I'm not gonna go through some tutorial, but Imma give a keyword: Cinematic Unity Explorer.

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I'm new to editing Unity games, and I never knew there was a tool to override animations like this. You really enlightened me a lot!!
My method is directly edit the data.unity3d file. I didn’t overide animation runtime but overide animationclip file. so the animations would run permanently.

Pro : You can edit everthing.
Con : It takes a lot of time.

When I edit animations imported from other models, I run into problems where facial expressions and some bones don’t match correctly.
After learning that a tool like this exists, I just add more animation clips to the game files and adjust them in the PSM (our protagonist’s animation controller). So we can see a ton of animations!!

Do you know how to let BepInEx run bundle (external animationclip from data.unity3d). It will save much time when I test face expression

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Last edited:

Lloyd Dunamis

Newbie
Dec 24, 2020
20
26
118
Oh. Oh wow, yours is an actual mod.
I don't have the technical know-how for the BepInEx stuff or the possible overrides to make the mod work, pardon.

Either method, it takes alot of time, but at the very least the mod you do is saved, while Cinematic Unity Explorer's is on that runtime only. Perhaps there's a way to export and import the values, I haven't read about or discovered yet either.
Have fun then!


=========================
Oh. The post about "input not received upon using the mod (CUE)" disappeared. Imma post my response anyways.
Possible causes:
  • Changed something in CUE during the menu phase. Do not do anything in CUE before starting the stage, it makes the buttons unresponsive for some reason. If this happens, close and re-open the game.
  • Stayed in CUE's menu. Press F7 (default button, changeable) to hide its menu. Though I believe even with the menu present, the game still receives input.
  • During FreeCam, you had the "Disable game input" checked.