Nov 24, 2019
75
65

You know, as ridiculous as it may sound, Suzune's tits are 200% here. Enlarging Aradia's more than that simply won't fit the scene. Also, for some reason Aradia's artwork got her breasts stucked in milk machine. Suzune's tits and milk machine drawn separately. I'm not good at redrawing sprites, but if anyone want to take a look, check the attachments down below.
Ranch is the best place in the game imo and these edits give me hope of what's to come for this game from this community also idk why but i like the milk machine things on them
 
Nov 24, 2017
165
529
It's edited in a standalone Spine (editor). I have a licensed version, so I can't tell you much about cracked versions. Someone mentioned they found cracked version 3.8.75, which should work fine for import/export, although I already mentioned most graphics data for Night of Revenge was generated in 3.4.02 which is quite outdated/buggy, but newer versions have some bugs in some animations.
Latest releases of UABEA ( ) should be able to handle asset import/export without issues.
NoR use a 'simple' data storage for animations: .json (skeleton), .atlas and .png(s) which contains sprite data packed with a spine into sprite sheets. To load it into spine editor you need to load, in this order:
- import data from .json file
- locate its .png(s)
- Use texture unpacker to unpack these .png files into individual sprites. (The archives I uploaded already have these unpacked, so you won't need to worry about it)
There are more specific steps. Like I said, each developer use their methods to handle the data. So it's all trial and errors for us, I guess. I'll attach unpacked Farm CG and Minotaur animation sources to this post so you can see how it looks like 'under the hood' and you won't need to unpack original sprite sheets for these. As I final note for these: SELECT SKINS (Normal or Jigo) otherwise it won't load a good chunk of sprites.

View attachment 2339548


Anvenjade
- even less how to put it back into the game modified like your famous little mod.
Oh, that's actually a harder process. I mentioned you'll need to manually edit and write your own spine controller script in Assembly-Sharp.dll :p
I made it harder on myself because I added more sequences to a predefined data.

If it's edited on 'existing' data slots, like these latest edits I posted recently - it don't require edits to Assembly-Sharp.dll either.

Explaining how everything works and how to use tools is something like this: I can give you some directions and assets, but you'll have to figure out the rest of it yourself (especially Spine editor)

View attachment 2339579
I love you.
 

Anvenjade

Newbie
Feb 25, 2018
42
71
It's edited in a standalone Spine (editor). I have a licensed version, so I can't tell you much about cracked versions. Someone mentioned they found cracked version 3.8.75, which should work fine for import/export, although I already mentioned most graphics data for Night of Revenge was generated in 3.4.02 which is quite outdated/buggy, but newer versions have some bugs in some animations.
Latest releases of UABEA ( ) should be able to handle asset import/export without issues.
NoR use a 'simple' data storage for animations: .json (skeleton), .atlas and .png(s) which contains sprite data packed with a spine into sprite sheets. To load it into spine editor you need to load, in this order:
- import data from .json file
- locate its .png(s)
- Use texture unpacker to unpack these .png files into individual sprites. (The archives I uploaded already have these unpacked, so you won't need to worry about it)
There are more specific steps. Like I said, each developer use their methods to handle the data. So it's all trial and errors for us, I guess. I'll attach unpacked Farm CG and Minotaur animation sources to this post so you can see how it looks like 'under the hood' and you won't need to unpack original sprite sheets for these. As I final note for these: SELECT SKINS (Normal or Jigo) otherwise it won't load a good chunk of sprites.

View attachment 2339548


Anvenjade
- even less how to put it back into the game modified like your famous little mod.
Oh, that's actually a harder process. I mentioned you'll need to manually edit and write your own spine controller script in Assembly-Sharp.dll :p
I made it harder on myself because I added more sequences to a predefined data.

If it's edited on 'existing' data slots, like these latest edits I posted recently - it don't require edits to Assembly-Sharp.dll either.

Explaining how everything works and how to use tools is something like this: I can give you some directions and assets, but you'll have to figure out the rest of it yourself (especially Spine editor)

View attachment 2339579
Bless you. I'll try some things on my own before asking for more directions.
 
  • Like
Reactions: Krongorka

Krongorka

Well-Known Member
Sep 22, 2017
1,077
3,298
Nice i figured out how it works now how i eddit the sizes?
Select a bone. Then select Scale function. To enlarge her breasts for this particular scene you'll need to scale "R_tits" and "L_tits" bone. Take a note - one time edits works on a Setup screen, while Animation stage requires setting up keys for all changes you made into the timeline.
Like I said folks, this part - actual editing in spine - you'll need to figure out yourself. I'm still learning myself :)

Anyway, I tried to make it as a mod, but it will work only on 1.0.6 with uncensor which was posted on this forum. It includes changes for Aradia in Minotaur scene. Extra Thiccc.



Also recorded a video to showcase it. Don't mention gray background, it's just a heavily edited background assets.

View attachment NoRminotaurEdit_VP9_44.webM
 

Guato

Member
Jan 24, 2020
264
285
u are ma hero, a last thing how do i put this edited version in game? witch program do i need to transform it intro a asset?
 
Last edited:
Nov 24, 2019
75
65
the other girls in this scene could you turn change them into the npcs that end up captured in the ranch? if so that'd be awsome
 

Krongorka

Well-Known Member
Sep 22, 2017
1,077
3,298
What do i do with those?
If you didn't changed graphics adding new sprites, you don't even need to generate .atlas file and a new .png file(s).
Bone only edits are in .json file. .
Unpack it anywhere you want. Launch it. File-Open and select an .asset file in game data folder. For Minotaur only edit and to get the idea how to work with it you need to open sharedassets21.assets file only.
You'll get an 'Assets Info' window. JSON and Atlas files in these archives are 'TextAsset' type, so you can either Filter it, using View-Filter or just find it by sorting it. Search for a minotaur file, it's called s_minotaurosu_ero_spine in this archive, take a note it doesn't seem to have .json extension.
Once you found it, select this file and press 'Plugins - Import.txt'. Now you need to add .txt extension to your .json file, so it would look like this s_minotaurosu_ero_spine.json.txt (I attached my edited .json file for this scene, so you'll have an example).
This will allow UABEA to see it. Once the file is replaced, press File - Save and then File - Save as... and this will generate a new .assets file. Save it in any other folder, not in game data. Always make backups for original files and assets. Now, replace put a new generated asset file to Data folder.
Now, depending on your Spine export options there might be issues. I'm using 3.4.02 as a base version, later version might have different options and layouts, but here's options:

JSON_Export_Options.png

According to my experience it should produce a compatible .json file you can use for the game. I also remember that there's a certain spine version limit, like 3.4.02 and up to 3.6.xx are supported, later versions might produce a non-compatible output. Don't remember this one well, sorry folks.

As for new .atlas and png generated with spine, it's a bit tricky and I'm not yet sure how to set it up perfectly, need more testing.


unkeptdragon01
I think I know what you mean, but the problem with all that is it will require a good amount of work: redrawing sprite assets, adjusting everything in spine and so on.
I'd say we need to get more people to be able to learn how to use spine properly and to be able to generate a valid .json, .atlas .png exports. And then to import it properly back to the game. That's also a lot of effort, but seems manageable to me.
 
Last edited:
  • Like
Reactions: ei8TuiVe

Nylonium

New Member
Mar 13, 2020
8
8
I really wish D-lis made more actual corruption stuff in the game ngl, this a perfect example of a missed opportunity to make Aradia be the same or similar creature as this. Although he made her ride the fat dude scene and the siren boss game over. But man...:cautious: Somehow Sinisistar is much greatly superior in that regard
 

rboxeur

New Member
Sep 20, 2020
6
5
For Steam Deck owners, latest version 1.07 provided in this thread the game is playable and enjoyable.

Here is a video



There is a minor trick to fix so BepInEx translator can work. This version is provided with a natice winhttp.dll.
To make it to work on Steam Deck
  • Using a USB key or a SSD card, and copy the game into your own device. Then plug in your device
  • Steam Deck: switch to Desktop Mode and Copy the Game
  • Steam Deck: Launch Steamm there is a shortcut for that on Desktop. Then add the game as a non-steam game. Else there are plenty videos to do that on Youtube
  • Steam Deck/Through Steam: Add the following properties using this command line

WINEDLLOVERRIDES="winhttp=n,b" %command%

This line aims at letting winhttp to work properly so game can be translated

Optional: you can add your own images for banners, logo and so on as shown in video above. There are plenty videos on youtube to do that.

Then you can play your favorite game.

Tips to know

  • While launching game, the annoying popup appears. There is a well-known shortcut (press Steam button + L2 in the same time) to emulate a mouse. Using the right paddle to emulate mouse move. Then you can click on 'Play' button
  • in Game properties, you can switch to higher resolution, 1920x1080. It makes game better from a graphical renderinf

There might be steps I had forgotten in steps above.

Feel free to add your own feedbacks
 

Nylonium

New Member
Mar 13, 2020
8
8
I hope the modding scene will thrive and prosper so we can get much more better and definitive version of NoR. I'd try myself but dunno where to start, can create shit like Krongorka does, smh
 
Nov 24, 2017
165
529
I really wish D-lis made more actual corruption stuff in the game ngl, this a perfect example of a missed opportunity to make Aradia be the same or similar creature as this. Although he made her ride the fat dude scene and the siren boss game over. But man...:cautious: Somehow Sinisistar is much greatly superior in that regard
I thought the exact same thing. So many chances to give us a bad end and have Aradia become the creature fucking/corrupting her.
 
Nov 24, 2017
165
529
Speaking about corruption/mind break, I never saw this Event scene in my playthrough (I played 1.0.5 only, though)

View attachment 2340665

Static images, found as is in data files.
I have no idea how to properly trigger this. I downloaded a full 100% savegame from here and it had a third option available during the "GAME OVER" screen where you can choose to start again or watch the bad end animation. This is the third option and it shows Aradia becoming completely addicted to sex.

Still, I want to see more mind break and corruption.
 
  • Like
Reactions: Nylonium

Krongorka

Well-Known Member
Sep 22, 2017
1,077
3,298
I have no idea how to properly trigger this. I downloaded a full 100% savegame from here and it had a third option available during the "GAME OVER" screen where you can choose to start again or watch the bad end animation. This is the third option and it shows Aradia becoming completely addicted to sex.

Still, I want to see more mind break and corruption.
Ah, probably with low or 0 karma points at the end of the game. I remember Dlis mentioned something like that.

- more mind break
As another fun fact: most of animations (regular sex scenes and game over CGs) have a complete mind broken character face with smile and tongue out. It's very noticeable in CGs, have bones for it since 0.25-0.45 when he started to produce animated CGs. But that stuff was never used for some reason. This is why I was a bit disappointed.



Also, you guys talking about H stuff, but what I want to change in the game are level layouts. Location 1 and 2 (not 0, which was introduced on release) look okay-ish, but later ones are pretty much 'meh'.
Changing the way fighting system works, re-implementing enemy blocks which was scrapped almost entirely. Stuff like that.

But that would require Unity source project (there might be a way for that with tool like DevXUnity) and besides I don't know much about Unity editor.
 
Last edited:

Nylonium

New Member
Mar 13, 2020
8
8
So, i guess we're limited to modding if you don't wanna buy Spine and there's no actual crack for the right version cuz the trial version won't let you change the build for unsupported old JSON file, kinda sucks ngl
 
4.60 star(s) 103 Votes