Create and Fuck your AI Cum Slut -70% Summer Sale
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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

Well-Known Member
Sep 22, 2017
1,056
3,232
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
491
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

Well-Known Member
Sep 22, 2017
1,056
3,232
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

Well-Known Member
Sep 22, 2017
1,056
3,232
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
 

Webthespider

Newbie
Nov 7, 2022
64
68
I just have a quick question. For bonemod, translation mod, and uncensor mod. Do they work together? Or do I have to make a choice?
 

Guato

Member
Jan 24, 2020
264
285
Well i figured out how to edit the game using Unity Explorer, it just took like 12 hours how to learn to use the f¨¨¨¨king tool.

Now i dont even need the spine editor, the only bad thing is that i don´t know how to save the changes of the editor but its easy to do (so if u guys know how to save the changes tell me please), For those u want to try this these are the steps:

1: First select a scene u want to edit on the gallery, search the name of the animation with the Object Explorer(is always at the end), click on it and it will pop out The Inspector window then serch for the Component named Spine.Unity.SkeletonAnimation and ckick it.

2:Now serch for the one named SkeletonRenderer.Skeleton and click on inspect.
3:There serch for the Skeletons.Slots, open the mini window then serch for the texture u want to edit, click on inspect (if u ever used spine u will know the name of the textures).
4:Then look for the Slot.bone and inspect.

5 and 6: Go to bone.data (inspect)
5:Now if u want to change the position and rotation of the texture on the animation, u need to change the Bone.ShearX and Y and apply.

6:NOW to change the sizes change the BoneData.ScaleX and Y value and apply.


Pro: it will not break at all, a couple of tips, just dont use the space bar or u will go back to the scene and the changes will be lost (thats why i need so bad to know how to save the chances after changing someting)

Bad: U need to know witch texture want to edit or u need to serch among like 40 textures and AAAAAA pain

Second bad think, if u use space bar or close the game u will lost the changes u made on the model so u need to change every time.

second Pro: BUT is way more easy to do that using spine, i think if u like a scene that u change so much, u can fap or use it to do some videos idk and don´t worry about the little work editing, once u get used the Unity explorer for much time its pretty easy.

I will put screenshots steep by steep how to do it so don´t worry about just read this and cheek the screenshots.
(sorry for my not native english i´m still learning and i don´t want to use translator, don´t hit me please xD)
Admins please i know its a way to large text but don´t errase i was 40 min doing this tutorial (im trying, i´m not a english speaker so its pretty hard for me).


Thank u so much Krongorka u inspired me.
 
Last edited:

Guato

Member
Jan 24, 2020
264
285
Forget about the think that if u use the space bar and go back to the scene selector on the galery u lose all the edits, i just teasted it and u don´t lose anythink so even better but yes if u close the game u will lose it all.
 
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