Guato

Member
Jan 24, 2020
261
282
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.
 
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Guato

Member
Jan 24, 2020
261
282
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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derakino999

Well-Known Member
Sep 30, 2017
1,226
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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.


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 2357560
If you could imitate a game over, that would be fucking amazing
 
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Krongorka

Active Member
Sep 22, 2017
830
2,664
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.
I read the whole post and gotta say that's a badass way to edit skeleton data right in the game :) Also, even if you can't really export a correct Json file in spine you can still use it to see which bones you need to edit ("boob bones" for example). And use that information to edit via Unity Explorer.

If you could imitate a game over, that would be fucking amazing
Yeah, well, a lot of requests but at least something to look into when I'll have time.
 

Krongorka

Active Member
Sep 22, 2017
830
2,664
Question here tho, do we even have non "your hp hit zero" game overs? I don't think I noticed any, really.
You mean like this one?

https://attachments.f95zone.to/2023/01/2373540_delicious.png

If you allow in-game animation to end for this enemy it will be considered as a game over (at least it was like that in older versions)

I tried to replicate his game over code in my mod for the "Axe Man", but release version handles it a bit weird, can't figure out a correct way to implement it for other enemies yet.
 
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slayerpro18

Newbie
Nov 21, 2018
89
111
Seems like a different folder than mine (is it cracked version install path?). But my launcher version is already v4 so it might have changed quite a bit. Also, it always connects to the server and downloads different versions from time to time so I don't really know how this works myself.


slayerpro18
Aradia does have this pose for undead enemies and for the second chained one as well (in gallery mode). Might be possible with some adjusting.
That would be dope i see some animations on certain backgrounds that are unused by aradia
 

derakino999

Well-Known Member
Sep 30, 2017
1,226
642
T
You mean like this one?

https://attachments.f95zone.to/2023/01/2373540_delicious.png

If you allow in-game animation to end for this enemy it will be considered as a game over (at least it was like that in older versions)

I tried to replicate his game over code in my mod for the "Axe Man", but release version handles it a bit weird, can't figure out a correct way to implement it for other enemies yet.
There are also enemies like the big kind of orc guy in stage 1 at the first path branch if you enter the cave to the left that if you let him finish the first part of his animation where he grabs you and punches you, the screen fades black and then you get an animation and a game over.
Maybe that code could also help you?
 

Krongorka

Active Member
Sep 22, 2017
830
2,664
T

There are also enemies like the big kind of orc guy in stage 1 at the first path branch if you enter the cave to the left that if you let him finish the first part of his animation where he grabs you and punches you, the screen fades black and then you get an animation and a game over.
Maybe that code could also help you?
Oh yeah, right. Also one of boss fights with a big witch in caves, that one is severely limited in the gallery. However, sometimes code change just doesn't work. And if it compiles at all. I'm using dnspy (updated 'EX branch' ver 6.30) to edit stuff in Assembly-CSharp.dll if anyone is interested in a toolset I'm using.
 

slayerpro18

Newbie
Nov 21, 2018
89
111
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.


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 2357560
Doing gods job <3
 
Jan 17, 2023
30
15
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.
I did all of that, but still no animation. What about the folder "sources" does that have to be placed anywhere?
 

C_Keystrokes

Newbie
Mar 9, 2022
16
56
I did all of that, but still no animation. What about the folder "sources" does that have to be placed anywhere?
Do you happen to have any other mods installed that could be interfering? I had a similar issue with the boned mod not working until I used a clean version of the game with zero mods
 

Krongorka

Active Member
Sep 22, 2017
830
2,664
I did all of that, but still no animation. What about the folder "sources" does that have to be placed anywhere?
"Sources" is a folder for people who can use following tools
- Unity Asset Bundle Extractor (ver. 2.2d) to repack .png, .atlas, json files
- Something like dnspy, to edit the code with the code I include in the archive, because that's needed for animation to play correctly.
Basically, anyone who can use these can port this to any version of NoR past 0.32, up to 1.0.7 and probably following versions.

As for why it doesn't work for you, no idea. Use a version of game from this post.

Actually, here's another bit of information, since I don't know if it's a common knowledge here. The easiest way to uncensor the game without a lot of code change/BepInEx plugins is to change a value in two .assets files:

One is MosaicField which is usually located in sharedassets2.assets
Second file is mosa which is located in sharedassets19.assets since 1.00 release (1.06-1.07 as well)

These are "Material" type, and can be extracted by UABE/UABEA with "Export Dump" function.
Open them in text editor and change the value under "_BlockSize" line to 1 in both. Default values are 7 in MosaicField and 13 in mosa. Save both and repack these back using same tool, but with "Import Dump". I'll attach both edited files as an example.
It 'removes' a 'mosaic effect' which is a shader (actually, it just makes it seem like it's removed, but without breaking game code logic/data structure change), but it's not an art decensoring. For that use an uncensor which was posted for 1.06.

knowledge.gif
 
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ana_drk

Newbie
Dec 23, 2022
25
14
Can anyone tell me if it's a bug when you use a skin other than aradia and change to the "standard" skin when an enemy grabs you?
 

slayerpro18

Newbie
Nov 21, 2018
89
111
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.
So you mentioned that you swapped skeleton parts to make the skeleton from a different character look like aradia
So could be possible swap part in between form the one you made for the mod and the one from the event?
 
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Krongorka

Active Member
Sep 22, 2017
830
2,664
So you mentioned that you swapped skeleton parts to make the skeleton from a different character look like aradia
So could be possible swap part in between form the one you made for the mod and the one from the event?
Yeah, these new skeletons were introduced right after I made this edit for 0.32 and it included this scene with new versions of sprites for Aradia and that Witch (her name is 'Illusive'). So my idea was to update my mod with that updated Aradia skeleton (someday, haha). As for Illusive one, that can replace Aradia's animation slot for the same enemy, at least in a gallery.
 
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