LAKlek

Member
Nov 26, 2020
207
648
looks interesting! the user Krongorka used to make videos about the game and upload them to so you could ask him for help or permission to use his videos as material.

if a totally black background works for what you are doing you can delete the background of the gallery using the plugin sinai-dev/UnityExplorer to make it like this:
View attachment 2407320 View attachment 2407334
if you need help installing the plugin and removing the background don't hesitate to ask for help!
ah sh*t...
I just thought of something...I think the black backgroud, is not usable because Aradia and the enemies can wear black clothes, which has a good chance of breaking everything

i pray for a green background
 

cjfama00

New Member
Sep 24, 2017
14
16
ah sh*t...
I just thought of something...I think the black backgroud, is not usable because Aradia and the enemies can wear black clothes, which has a good chance of breaking everything

i pray for a green background

well I don't think I'll be posting for a while so in the meantime here is a basic guide on how to edit the models in the game, keep in mind that I am not an expert and surely several things in this guide are wrong or there are better methods but for now this is what has worked for me, if you know things to improve this guide let me know and I will incorporate/edit this guide.

So you want to modify scenes in the game?
these are the tools/programs you will need:

import and export game files
Spine Pro v3.8.75 (WIN) create/edit animations (cracked version! if you have the original, the better)
make the file (.json) made by spine 3.8 compatible with the game ( )
advance stuff
to make your life easier

Find the Filename:

First find the filename of what you want to modify, this I do it with UnityExplorer
once installed go to the gallery (or whatever level the thing you are looking for is at) go to Object Explorer and search, enemies or scenes usually have "ERO" or "(Clone)" in the name.
View attachment 2402584

open it and there should be another name in the lower corner.
View attachment 2402588
this will help us to have an approximate of what the file is called and words it contains, since for some reason the game files have a similar but not the exact name.

if you have problems running UnityExplorer or BepInEx remember that you have to use the x86 / 5.X version of both to make them work with the game,
still having problems? here is my copy BepInEx+UnityExplorer, just put the contents of the .7z file inside the game folder and it should work.

Extract data:
Now the most boring part, find where the file is located and extract it, for that we will use AssetsBundleExtractor.
the game has all the assets in files called sharedassets.assets that are in the "\NightofRevenge_Data" folder of the game, now open one of those files with the program and look for the file among the 106 .assets files one by one...
once you find it (in my case sharedassets21.assets) you need these 3 files, click on them and go to plugins and export as .png / .txt
View attachment 2402697

when you save the file delete that part, it is important because it generates problems later on.
View attachment 2402708

move the files to a separate folder and you should have something like this (note that I changed the extension of s_MDogERO.txt to .json)
View attachment 2402719

Loading files into Spine:
first we have to unpack the texture so that spine can read it, for this we open Spine and go to the "Texture Unpacker..." option, select the folder where you saved the 3 files and select the file atlas.txt and the output in the same folder, make sure to check "unpremultiply alpha".
View attachment 2402767

now our folder should look something like this
View attachment 2402781

now go to Spine and Import Data, select the .json file and done!
make sure you go to the "Skins" tab and select one of the 2 options otherwise only half of the texture will be displayed.
View attachment 2402789

Modifying the game files:
View attachment 2402816
Once you are happy with the changes, go to the export option, make sure that "Pretty Print", "Nonessential Data" and "Texture Atlas" are checked, that should generate these 3 files
View attachment 2402865

use Skeleton Viewer 3.8.99 on the .json file we generated to make it compatible with the game, without this the edits do not work.
here is a video explaining how to use it:
after this make sure to add the .txt extension to the .atlas and .json files, it is important for the next step.

now we go back to AssetsBundleExtractor and open the corresponding .assets and replace the 3 files (go to the file, "plugins" and "import from .txt" it is important that they end in .txt so that the program recognizes them).
when importing the .png / texture2D go to "plugins", "Edit" and in "Texture Format" select "RGBA32", then "load" and select the .png and for the final part go to File and Save, put the .assets we generated inside the game folder and we're done!

BepInEx:
View attachment 2403040
if this happens don't worry, it's the BepInEx plug-in screwing up the texture.
to fix it go to the game folder "BepInEx\plugins\ModImages\Uncensored by omp123 and Quaking_Nuts" and delete the corresponding .png
View attachment 2403082

and now it is displayed correctly!
View attachment 2403087

Advanced stuff:
for those who are familiar with coding there is another way to modify the game, with dnSpy you can modify the Assembly-CSharp.dll file and do many other things like controlling the animation speed, sounds, loop, order, etc.
View attachment 2403116
I won't go into detail here because I don't know about the subject.
and that's all! I hope you find it helpful!

shoutout to Krongorka! this guide was made possible by all the information he shared!
There was a guide posted 1 page ago on how to extract the assets and open them in Spine so that might be your best bet. After extracting the assets (I personally use AssetStudio over AssetBundleExtractor) you can open it in Spine, change the background color and export as a gif.

output.gif

Alternatively there's also SpineViewerWPF which allows you to skip using Spine and the work needed to open the assets in it, but it's pretty jank, I can't even properly export it as a gif. Might be because I'm using the wrong Spine version on it (3.8.75 / 3.8.99 are not available in it), might be something else, someone more knowledgeable might know what the issue is.

image_2023-02-22_222909052.png
 
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slayerpro18

Newbie
Nov 21, 2018
83
111
It works fine for me but just in case, here you have the tool's page, just make sure you download version 3.8.99 for it to work correctly.



while I'm at it I update the guide in case someone has the same problem.

(and just in case that .jar file is an executable, not a .zip file.)
thank you very much
 
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Croak

Member
Jul 21, 2017
203
180
I want to try this game but how often I simply get stuck in the menu infuriates me.
How do you get out of menus? Literally pressing every button.
 
Last edited:

Nephilim50

Member
Jul 15, 2022
109
492
There was a guide posted 1 page ago on how to extract the assets and open them in Spine so that might be your best bet. After extracting the assets (I personally use AssetStudio over AssetBundleExtractor) you can open it in Spine, change the background color and export as a gif.

View attachment 2408872

Alternatively there's also SpineViewerWPF which allows you to skip using Spine and the work needed to open the assets in it, but it's pretty jank, I can't even properly export it as a gif. Might be because I'm using the wrong Spine version on it (3.8.75 / 3.8.99 are not available in it), might be something else, someone more knowledgeable might know what the issue is.

View attachment 2408887
the game animations were made with spine 3.4.02, so select that one and there shouldn't be any glitches.
1677087316894.png
 

LAKlek

Member
Nov 26, 2020
207
648
is it possible to make videos and not gifs?

I know it's lazy but is it possible to send me the animations? cuz.. with everything i see it gives me hope.
 

slayerpro18

Newbie
Nov 21, 2018
83
111
well I don't think I'll be posting for a while so in the meantime here is a basic guide on how to edit the models in the game, keep in mind that I am not an expert and surely several things in this guide are wrong or there are better methods but for now this is what has worked for me, if you know things to improve this guide let me know and I will incorporate/edit this guide.

So you want to modify scenes in the game?
these are the tools/programs you will need:

import and export game files
Spine Pro v3.8.75 (WIN) create/edit animations (cracked version! if you have the original, the better)
make the file (.json) made by spine 3.8 compatible with the game ( )
advance stuff
to make your life easier

Find the Filename:

First find the filename of what you want to modify, this I do it with UnityExplorer
once installed go to the gallery (or whatever level the thing you are looking for is at) go to Object Explorer and search, enemies or scenes usually have "ERO" or "(Clone)" in the name.
View attachment 2402584

open it and there should be another name in the lower corner.
View attachment 2402588
this will help us to have an approximate of what the file is called and words it contains, since for some reason the game files have a similar but not the exact name.

if you have problems running UnityExplorer or BepInEx remember that you have to use the x86 / 5.X version of both to make them work with the game,
still having problems? here is my copy BepInEx+UnityExplorer, just put the contents of the .7z file inside the game folder and it should work.

Extract data:
Now the most boring part, find where the file is located and extract it, for that we will use AssetsBundleExtractor.
the game has all the assets in files called sharedassets.assets that are in the "\NightofRevenge_Data" folder of the game, now open one of those files with the program and look for the file among the 106 .assets files one by one...
once you find it (in my case sharedassets21.assets) you need these 3 files, click on them and go to plugins and export as .png / .txt
View attachment 2402697

when you save the file delete that part, it is important because it generates problems later on.
View attachment 2402708

move the files to a separate folder and you should have something like this (note that I changed the extension of s_MDogERO.txt to .json)
View attachment 2402719

Loading files into Spine:
first we have to unpack the texture so that spine can read it, for this we open Spine and go to the "Texture Unpacker..." option, select the folder where you saved the 3 files and select the file atlas.txt and the output in the same folder, make sure to check "unpremultiply alpha".
View attachment 2402767

now our folder should look something like this
View attachment 2402781

now go to Spine and Import Data, select the .json file and done!
make sure you go to the "Skins" tab and select one of the 2 options otherwise only half of the texture will be displayed.
View attachment 2402789

Modifying the game files:
View attachment 2402816
Once you are happy with the changes, go to the export option, make sure that "Pretty Print", "Nonessential Data" and "Texture Atlas" are checked, that should generate these 3 files
View attachment 2402865

use Skeleton Viewer 3.8.99 on the .json file we generated to make it compatible with the game, without this the edits do not work.
here is a video explaining how to use it:
after this make sure to add the .txt extension to the .atlas and .json files, it is important for the next step.

now we go back to AssetsBundleExtractor and open the corresponding .assets and replace the 3 files (go to the file, "plugins" and "import from .txt" it is important that they end in .txt so that the program recognizes them).
when importing the .png / texture2D go to "plugins", "Edit" and in "Texture Format" select "RGBA32", then "load" and select the .png and for the final part go to File and Save, put the .assets we generated inside the game folder and we're done!

BepInEx:
View attachment 2403040
if this happens don't worry, it's the BepInEx plug-in screwing up the texture.
to fix it go to the game folder "BepInEx\plugins\ModImages\Uncensored by omp123 and Quaking_Nuts" and delete the corresponding .png
View attachment 2403082

and now it is displayed correctly!
View attachment 2403087

Advanced stuff:
for those who are familiar with coding there is another way to modify the game, with dnSpy you can modify the Assembly-CSharp.dll file and do many other things like controlling the animation speed, sounds, loop, order, etc.
View attachment 2403116
I won't go into detail here because I don't know about the subject.
and that's all! I hope you find it helpful!

shoutout to Krongorka! this guide was made possible by all the information he shared!


So for the app does the searching tool actually works to narrow down a file?
E.g this animation/file its call: Aradia Violin
whenever i use the Search by name option won't even work

Aradia Violin.png
 

Nephilim50

Member
Jul 15, 2022
109
492
So for the app does the searching tool actually works to narrow down a file?
E.g this animation/file its call: Aradia Violin
whenever i use the Search by name option won't even work

View attachment 2409404
as I said, the name that appears in UnityExplorer is only to approximate what the file is called since the in-game animations/objects have a different name than the ones in the .assets for some reason.
and yes, the searching function is quite broken, it only searches by exact name and even if you give it sometimes it says that it didn't find anything when the file is right there.
 

Nephilim50

Member
Jul 15, 2022
109
492
I got a little excited and "finished" the wolf mod

here you have the mod if you want to try it, you only need to put the 2 files in the \NightofRevenge_Data folder of the game.
remember to make a backup of the original files! View attachment Wolf MOD.7z

Edit: now with a "new skin" (courtesy of LoveNot ) and animation! View attachment Wolf MOD(w DogD).7z
Wolf_Test1.gif


if the animation is not displayed correctly as in this image you have to go to the game folder "BepInEx\plugins\ModImages\Uncensored by omp123 and Quaking_Nuts" and delete the file "s_MDogERO.png".
imagen_2023-02-25_022647591.png
 
Last edited:

Krongorka

Active Member
Sep 22, 2017
676
2,325
I got a little excited and "finished" the wolf mod

here you have the mod if you want to try it, you only need to put the 2 files in the \NightofRevenge_Data folder of the game.
remember to make a backup of the original files! View attachment 2410845
Good job, keep it up man.

Also, here's a more technical question:
Do you think it's possible to trigger certain in-game scenes (events) via gallery?
 
Last edited:
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thelilbirdy

New Member
Jan 20, 2023
1
0
as I said, the name that appears in UnityExplorer is only to approximate what the file is called since the in-game animations/objects have a different name than the ones in the .assets for some reason.
and yes, the searching function is quite broken, it only searches by exact name and even if you give it sometimes it says that it didn't find anything when the file is right there.
were do you find the wolves?
 

Nephilim50

Member
Jul 15, 2022
109
492
Do you think it's possible to trigger certain in-game scenes (events) via gallery?
it is complicated, I have a theory but keep in mind that I know nothing about how unity works.
apparently the special event scenes are strictly tied to the stage/level where they occur.
that means that they only appear in memory when their respective level is loaded, as soon as you exit the level everything related to the scene disappears and becomes inaccessible and if you try to load the scene with UnityExplorer most of the time the game breaks.
I've been looking for ways to make those scene files stay loaded in memory but I've had no luck so far.
so no, for now I don't think it's possible.
 
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