C_Keystrokes

New Member
Mar 9, 2022
13
39
Ah, I haven't done this event and was wondering if it was in the viewer, where do you go for this one?
Unfortunately I haven't played in a while so my memory on it is hazy, but to my knowledge its quite literally left a screen or two from one of the bonfire esc spawn points in the city slums.
 

Krongorka

Active Member
Sep 22, 2017
676
2,325
...So what is this mod? I read that entire block of text. And left with this question. What is this mod?
It's an edited H-scene for one of enemies. (starts at 08:38).

View attachment 2356038
edit: in the end it was BepInEx screwing up the textures, replacing the image in the ModImages folder fixes it, I already checked and the animation mod works perfectly in 1.0.7!
Exactly what I talked about. If there's a BepInEx mod or any other mod that use the same texture, it will be a mess. 1.0.7 might be supported, but if that patch made some changes to the game via Assembly-CSharp.dll and you'll apply this mod, it will basically revert game to 1.0.6 state. But that's just my theory.
 
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reimu440

New Member
Sep 1, 2019
1
1
Thanks man, that's why I like this site :p As for other questions like, "can some stuff be edited?" the answer is:
- Most likely, yes. But it depends.
I really like the way Dlis make use of spine 'bone rigging', setting up weights and elaborate meshes. Up to 5-7 or more bones for tits is the reason why it looks so dynamic. It's complicated to set up and on a different technical level that I've seen in other Spine-based Unity games.
Sharing another edit one last time, I guess. Most ridiculous one in size as well, since it's a 100mb gif export with 50fps mode.

Beautiful work with the big titty. Its such a great game, it has decent gameplay with high quality animations - literally the most enjoyable h-game for me. Seeing that its possible to edit animations like this fills me with newfound joy. God bless You and all the people putting work to create more content for NoR.
 
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Nov 24, 2017
153
441
Alright, so I think it's time to tell you about that my 0.32 animation mod 'porting to release version process'.
One problem which I noticed right away - current tools which I have fail to repack new generated sprite sheet back in sharedassets file. That's a huge deal, because I made some graphics changes in spine, generated a new atlas and a png file and now I just found out new versions of the same tools doesn't work with NoR. UABEA fails, UABE 3.0 beta 1.
Version of UABE which works with NoR assets repacking, including textures without a crash is "2.2 stable d" ( )

Next, I figured that for now I'm only willing to port the exact same animation and assets from 0.32. Fair warning, I MADE THEM WRONG in the first place, there are some issues. But for that scene they happened to be minor and not a huge deal, but I'd like to redo properly. My previous sprite sheet was generated without that great uncensor which is available here at least for version 1.0.6. The only thing which is censored is that "added gameover segment with chained Aradia". But also take it a note: I made this edit before Dlis made an official gameover scene with chained and naked Aradia. My version of the scene is based on a skeleton of girl which is chained on an enemy, and I only swapped her torso and head to look like Aradia. Now you know :p
Next is a scripting data for added sequences. Like I said, that's the main issue, because Assembly-Csharp must be edited properly for scene to play, have sound and other stuff. Release version changed some things, so edited it accordingly, but one feature doesn't work properly in gameplay animation ('soft gameover' with a respawn to nearest checkpoint) which worked in 0.32 version. It's all about scripting and I'll admit, I'm not that good with it. I'll attach sources for the code and edited assets, so it can be ported and maybe with improved code.

Whole animation sequence plays in gallery and in gameplay. If a lot of people are using 1.0.7, send a "clean" version of 1.0.7 without any mods (BepInEx, boned, etc). And I'll make it compatible with 1.0.7 as well.

But as for now, I made this mod compatible with 1.0.6 with this awesome Uncensor. For now I'll consider it as a base version for my mods. Again, I want to say thanks to guys which made this uncensor omp123 , Quaking_Nuts.
" Yes, I know, it fucks up the particles, and I know it fucks up translations, but I'm still waiting on a mod-free mosaic remover that edits the Assembly-CSharp, so it'll have to do for now."
Don't think I noticed any issues with that, but know there are 2 mosaic files which controls all mosaic in the game and a way to remove them. Turning off all mosaic scripts in Assembly-Csharp is a 'meh' solution to be honest.
I also have a working spine editor version which was used for this game and I can unpack any sprite sheet to individual sprites, so it can be much easier to edit. So you can ask me if there's an interest in that.

Again, this kind of mod with added animations sequences must have edited Assembly-CSharp.dll, so it will break any mods which use that file.

View attachment 2355886

PS: F95 is still jumpy about all archives with .DLLs. There's always one false-positive. If you worry it's a virus, well, to bad for you I guess :)
A Godsend. You are amazing, Krongorka. Your work is remarkable and I am pretty sure I speak for all of us when I say "thank you".
 
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deadcr_

Newbie
Sep 11, 2020
54
74
Alright, so I think it's time to tell you about that my 0.32 animation mod 'porting to release version process'.
One problem which I noticed right away - current tools which I have fail to repack new generated sprite sheet back in sharedassets file. That's a huge deal, because I made some graphics changes in spine, generated a new atlas and a png file and now I just found out new versions of the same tools doesn't work with NoR. UABEA fails, UABE 3.0 beta 1.
Version of UABE which works with NoR assets repacking, including textures without a crash is "2.2 stable d" ( )

Next, I figured that for now I'm only willing to port the exact same animation and assets from 0.32. Fair warning, I MADE THEM WRONG in the first place, there are some issues. But for that scene they happened to be minor and not a huge deal, but I'd like to redo properly. My previous sprite sheet was generated without that great uncensor which is available here at least for version 1.0.6. The only thing which is censored is that "added gameover segment with chained Aradia". But also take it a note: I made this edit before Dlis made an official gameover scene with chained and naked Aradia. My version of the scene is based on a skeleton of girl which is chained on an enemy, and I only swapped her torso and head to look like Aradia. Now you know :p
Next is a scripting data for added sequences. Like I said, that's the main issue, because Assembly-Csharp must be edited properly for scene to play, have sound and other stuff. Release version changed some things, so edited it accordingly, but one feature doesn't work properly in gameplay animation ('soft gameover' with a respawn to nearest checkpoint) which worked in 0.32 version. It's all about scripting and I'll admit, I'm not that good with it. I'll attach sources for the code and edited assets, so it can be ported and maybe with improved code.

Whole animation sequence plays in gallery and in gameplay. If a lot of people are using 1.0.7, send a "clean" version of 1.0.7 without any mods (BepInEx, boned, etc). And I'll make it compatible with 1.0.7 as well.

But as for now, I made this mod compatible with 1.0.6 with this awesome Uncensor. For now I'll consider it as a base version for my mods. Again, I want to say thanks to guys which made this uncensor omp123 , Quaking_Nuts.
" Yes, I know, it fucks up the particles, and I know it fucks up translations, but I'm still waiting on a mod-free mosaic remover that edits the Assembly-CSharp, so it'll have to do for now."
Don't think I noticed any issues with that, but know there are 2 mosaic files which controls all mosaic in the game and a way to remove them. Turning off all mosaic scripts in Assembly-Csharp is a 'meh' solution to be honest.
I also have a working spine editor version which was used for this game and I can unpack any sprite sheet to individual sprites, so it can be much easier to edit. So you can ask me if there's an interest in that.

Again, this kind of mod with added animations sequences must have edited Assembly-CSharp.dll, so it will break any mods which use that file.

View attachment 2355886

PS: F95 is still jumpy about all archives with .DLLs. There's always one false-positive. If you worry it's a virus, well, to bad for you I guess :)
it says malformed request
 

Krongorka

Active Member
Sep 22, 2017
676
2,325
wait where are you supposed to put the files?
sharedassets9.assets to NightofRevenge_Data folder and Assembly-CSharp.dll to the Managed folder (which is also located in NightofRevenge_Data folder). Replace existing files with modded ones. Make sure to make a backup for your original files as well, just in case.
 

deadcr_

Newbie
Sep 11, 2020
54
74
sharedassets9.assets to NightofRevenge_Data folder and Assembly-CSharp.dll to the Managed folder (which is also located in NightofRevenge_Data folder). Replace existing files with modded ones. Make sure to make a backup for your original files as well, just in case.
Thanks!
 

NekoPi

Member
Aug 22, 2021
333
484
It's an edited H-scene for one of enemies. (starts at 08:38).


Exactly what I talked about. If there's a BepInEx mod or any other mod that use the same texture, it will be a mess. 1.0.7 might be supported, but if that patch made some changes to the game via Assembly-CSharp.dll and you'll apply this mod, it will basically revert game to 1.0.6 state. But that's just my theory.
So use your ver, or the Ver 1.07? Which is better?
 
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Krongorka

Active Member
Sep 22, 2017
676
2,325
So use your ver, or the Ver 1.07? Which is better?
Currently using 1.0.6 version which was posted here with uncensor patch as a base version for editing/modding (link to the post). I haven't encountered any bugs with it and I don't think that 1.0.7 changed that much to bother.
Nephilim50 mentioned it can work with 1.0.7 as is, unless you don't use BepInEx uncensor texture pack.
 

deadcr_

Newbie
Sep 11, 2020
54
74
Currently using 1.0.6 version which was posted here with uncensor patch as a base version for editing/modding (link to the post). I haven't encountered any bugs with it and I don't think that 1.0.7 changed that much to bother.
Nephilim50 mentioned it can work with 1.0.7 as is, unless you don't use BepInEx uncensor texture pack.
sorry for asking so many questions but i can't seem to figure out how the mod works
 

Dellamyr1

New Member
Jun 21, 2020
4
2
Alright, so I think it's time to tell you about that my 0.32 animation mod 'porting to release version process'.
One problem which I noticed right away - current tools which I have fail to repack new generated sprite sheet back in sharedassets file. That's a huge deal, because I made some graphics changes in spine, generated a new atlas and a png file and now I just found out new versions of the same tools doesn't work with NoR. UABEA fails, UABE 3.0 beta 1.
Version of UABE which works with NoR assets repacking, including textures without a crash is "2.2 stable d" ( )

Next, I figured that for now I'm only willing to port the exact same animation and assets from 0.32. Fair warning, I MADE THEM WRONG in the first place, there are some issues. But for that scene they happened to be minor and not a huge deal, but I'd like to redo properly. My previous sprite sheet was generated without that great uncensor which is available here at least for version 1.0.6. The only thing which is censored is that "added gameover segment with chained Aradia". But also take it a note: I made this edit before Dlis made an official gameover scene with chained and naked Aradia. My version of the scene is based on a skeleton of girl which is chained on an enemy, and I only swapped her torso and head to look like Aradia. Now you know :p
Next is a scripting data for added sequences. Like I said, that's the main issue, because Assembly-Csharp must be edited properly for scene to play, have sound and other stuff. Release version changed some things, so edited it accordingly, but one feature doesn't work properly in gameplay animation ('soft gameover' with a respawn to nearest checkpoint) which worked in 0.32 version. It's all about scripting and I'll admit, I'm not that good with it. I'll attach sources for the code and edited assets, so it can be ported and maybe with improved code.

Whole animation sequence plays in gallery and in gameplay. If a lot of people are using 1.0.7, send a "clean" version of 1.0.7 without any mods (BepInEx, boned, etc). And I'll make it compatible with 1.0.7 as well.

But as for now, I made this mod compatible with 1.0.6 with this awesome Uncensor. For now I'll consider it as a base version for my mods. Again, I want to say thanks to guys which made this uncensor omp123 , Quaking_Nuts.
" Yes, I know, it fucks up the particles, and I know it fucks up translations, but I'm still waiting on a mod-free mosaic remover that edits the Assembly-CSharp, so it'll have to do for now."
Don't think I noticed any issues with that, but know there are 2 mosaic files which controls all mosaic in the game and a way to remove them. Turning off all mosaic scripts in Assembly-Csharp is a 'meh' solution to be honest.
I also have a working spine editor version which was used for this game and I can unpack any sprite sheet to individual sprites, so it can be much easier to edit. So you can ask me if there's an interest in that.

Again, this kind of mod with added animations sequences must have edited Assembly-CSharp.dll, so it will break any mods which use that file.

View attachment 2355886

PS: F95 is still jumpy about all archives with .DLLs. There's always one false-positive. If you worry it's a virus, well, to bad for you I guess :)

Or download via Mega link.
Great work! Runs perfectly fine with 1.0.6 version as mentioned.

Was wondering is it possible to create a similar "end game" scene with the red crawlers or with the nuns where after some time Aradia becomes permanently mind controlled and becomes 'possessed"? :D

Thanks again <3
 

Krongorka

Active Member
Sep 22, 2017
676
2,325
Was wondering is it possible to create a similar "end game" scene with the red crawlers or with the nuns where after some time Aradia becomes permanently mind controlled and becomes 'possessed"? :D
I'd say it's possible, but it depends on many factors, such as my skill - using spine, adjustments, actual game code changes to make it work and my spare time. I know there's little I can do about character's movements in the scene, all scenes are "static" if it makes sense. It will stay on the exact same place animation started.

sorry for asking so many questions but i can't seem to figure out how the mod works
I wrote about installation process above, should be simple enough. As for what it does, there's a video uploaded to some porn-video hostings (yeah, I did that before) which showcase everything this mod does. I upload a fragment of it here, see for yourself:

View attachment BigDoreiModDemo_VP9_44.webM
 

Yamanu

New Member
Jul 16, 2020
4
9
Hi, I've finished the story of the game, but it seems my gallery isn't complete, it has this mark "???". I wonder how to find those animations.
 
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ana_drk

Newbie
Dec 23, 2022
25
14
Hi, I've finished the story of the game, but it seems my gallery isn't complete, it has this mark "???". I wonder how to find those animations.
You need to go to some secret places where there are certain "special" enemies. :KappaPride:
 
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