CREATE and FUCK your own AI GIRLFRIEND TRY FOR FREE
x

MackDev

New Member
Jul 13, 2017
14
8
Editing executable code is relatively ease, if messy, for unity games.
Problem is when you try to switch assets because it all depends on a number of factors that developer took during the development. Seeing that it is a japanese dev, probability approaches 1 that they took every measure to make it a pain in the ass to modify content in-game.
oh for sure, not saying modding would be easy, but as far as being able to hard inject a file into the game shouldnt be too difficult. I imagine it would just get bad if you try to add files or use files with different names and so on. Prior to release, years back, the game had a mod that edited plenty in the game, including values for the gauges, player models, frequency of appearances for enemies and chests etc.

The game is fully compiled and built and sadly something simple like scale the 3d model, name bones correctly, and make the file name the same, probably wont work even after decompiling.
 

Buziol

Active Member
Jun 5, 2017
760
1,463
oh for sure, not saying modding would be easy, but as far as being able to hard inject a file into the game shouldnt be too difficult. I imagine it would just get bad if you try to add files or use files with different names and so on. Prior to release, years back, the game had a mod that edited plenty in the game, including values for the gauges, player models, frequency of appearances for enemies and chests etc.

The game is fully compiled and built and sadly something simple like scale the 3d model, name bones correctly, and make the file name the same, probably wont work even after decompiling.
What's the point of injecting anything if it breaks shit? That's the difficult part I was refering to.
And like you said yourself, old mods were limited to merely messing with executable code which is the easy part.
 

mattmotor

Newbie
May 30, 2018
29
36
Editing executable code is relatively ease, if messy, for unity games.
Problem is when you try to switch assets because it all depends on a number of factors that developer took during the development. Seeing that it is a japanese dev, probability approaches 1 that they took every measure to make it a pain in the ass to modify content in-game.
You can override the prefabs of characters using the built in UserData modification features Chaos Gate implemented into their game (read my first message in this thread). Tho that isnt really ideal as the animation/gameobject layout changes for different character prefabs. Showed up as the correctly changed character model in game but couldnt play as them as either some or all inputs would not register (Dorthy on Nellie didnt allow for attacks iirc, one of the succubus sisters on Nellie didnt allow for any inputs at all).

One can likely take advantage of that feature to replace only the model with a BepinEx plugin. Tho that still wouldnt be all to fun to figure out I imagine.
 

xrynik

New Member
Jul 7, 2023
3
0
You can override the prefabs of characters using the built in UserData modification features Chaos Gate implemented into their game (read my first message in this thread). Tho that isnt really ideal as the animation/gameobject layout changes for different character prefabs. Showed up as the correctly changed character model in game but couldnt play as them as either some or all inputs would not register (Dorthy on Nellie didnt allow for attacks iirc, one of the succubus sisters on Nellie didnt allow for any inputs at all).

One can likely take advantage of that feature to replace only the model with a BepinEx plugin. Tho that still wouldnt be all to fun to figure out I imagine.
Care to elaborate how you managed to change the models? Played around in UserData before, but couldn't find a proper way to do so
 

mattmotor

Newbie
May 30, 2018
29
36
Care to elaborate how you managed to change the models? Played around in UserData before, but couldn't find a proper way to do so
In UserData\Data\CharacterData.xml you got basically all the character data. Then you'd want to look for a few examples that utilize the override prefab tag. For example ArachneaQueen_Arena_ArachnesRage has the OverridePrefabName tag set to Challenge/ArachneaQueen_Arena_ArachnesRage, Ghoul_GameOver has the OverridePrefabName tag set to GameOver/Ghoul_GameOver, and Arum_GameOver_SuccubusSisters has the OverridePrefabName tag set to GameOver/SuccubusSisters/Arum_GameOver_SuccubusSisters. You can typically just use the default name, so have Nellie's OverridePrefabName tag set to Dorothy, or have Sera's OverridePrefabName tag set to Arum, etc.

But remember, still not the desired way people here want to use it. Want to swap the model rather than prefab which I doubt there is a built in thing for.
 

xrynik

New Member
Jul 7, 2023
3
0
In UserData\Data\CharacterData.xml you got basically all the character data. Then you'd want to look for a few examples that utilize the override prefab tag. For example ArachneaQueen_Arena_ArachnesRage has the OverridePrefabName tag set to Challenge/ArachneaQueen_Arena_ArachnesRage, Ghoul_GameOver has the OverridePrefabName tag set to GameOver/Ghoul_GameOver, and Arum_GameOver_SuccubusSisters has the OverridePrefabName tag set to GameOver/SuccubusSisters/Arum_GameOver_SuccubusSisters. You can typically just use the default name, so have Nellie's OverridePrefabName tag set to Dorothy, or have Sera's OverridePrefabName tag set to Arum, etc.

But remember, still not the desired way people here want to use it. Want to swap the model rather than prefab which I doubt there is a built in thing for.
I see, thanks. And as far as I know, there really is no built in way to change models, according to the dev. So it's up to someone knowledgeable enough to make a mod, I guess.
 
3.50 star(s) 15 Votes