- Jul 27, 2017
- 154
- 342
They work together fine.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?
They work together fine.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?
If you could imitate a game over, that would be fucking amazingI'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
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.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.
Yeah, well, a lot of requests but at least something to look into when I'll have time.If you could imitate a game over, that would be fucking amazing
Question here tho, do we even have non "your hp hit zero" game overs? I don't think I noticed any, really.Yeah, well, a lot of requests but at least something to look into when I'll have time.
You mean like this one?Question here tho, do we even have non "your hp hit zero" game overs? I don't think I noticed any, really.
That would be dope i see some animations on certain backgrounds that are unused by aradiaSeems 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.
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.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.
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.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?
Doing gods job <3I'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
I did all of that, but still no animation. What about the folder "sources" does that have to be placed anywhere?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.
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 modsI 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 toolsI did all of that, but still no animation. What about the folder "sources" does that have to be placed anywhere?
Not a bugCan 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?
So you mentioned that you swapped skeleton parts to make the skeleton from a different character look like aradiaAlright, 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" (You must be registered to see the links)
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
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.
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.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?