If we do that then we wont need to edit the ThumbAB column. Using the same convention our emulated eye thumbnail texture folder would be “Koikatu\abdata-emulated\chara\thumb\mt_eye_00”. The default game eye texture thumbnails can be found in the “Koikatu\abdata\chara\thumb” folder in the mt_eye_00.unit圓d archive. the last two columns are for the thumbnails of the textures that you see when you are in the character maker eye selection. A good habit though is to keep them consistent and put the ID in the name so it can be easily referenced. This can be anything as long as they are both the same. The next column is the name of the texture for this ID. Because the folder we used for the emulated folder is “Koikatu\abdata-emulated\chara\mt_eye_00” we dont need to change this entry at all. MainAB points to the main asset bundle where these textures are located. The Kind and Possess columns need to not be changed while Name is simply what will display when you select this eye in the character maker. The default eyes use slots 0-76 so as long as you slot your eyes above 76 and below 999 you will be fine. Items within the the same category normally cannot share an ID number so each eye needs one that wont conflict. Every item in this game whether its a piece of clothing or a texture uses an ID number unique within its category. From this point we have the column headers which explain the values for each entry beneath.
#My aa2 mods folder archive
bytes file contains the binary data for the asset bundle and is only relevant if we are emulating a list file that points to an actual unit圓d archive in the game folder, however, for the purposes of this eye folder we don’t need to change it.
bytes file of the asset bundle, Assets/Illusion/assetbundle/chara/list/characustom/00/mt_eye_00.bytes. The number below the 408 is always 0 but the entry below that refers to the. To learn the other category numbers you need to open the default game lists using a tool I linked previously. 408 is the category for eye textures while 410 and 411 are the categories for eye highlights. The category number is referenced to let the game know to what part of the game this is relevant to. The first number 408 is the category number. Using the default eye list file above we can diagnose the important components and edit it for our specific needs. Since the eye list file is located in the “Koikatu\abdata\list\characustom” folder inside the “00.unit圓d” archive our emulated eye list needs to be in “Koikatu\abdata-emulated\list\characustom\00”.
Like our emulated eye folder, lists themselves need to be in the same folder structure as the game. Game default eye list with table formatting This is useful for basic tweaking of textures that you’d want to completely replace but for some textures and eyes specifically there are some circumstances where you’d still want access to the replaced textures. If you place a PNG texture into your newly created mt_eye_00 folder named cw_t_hitomi_000 it would replace the first eye in the list and would display on any character using this eye. For instance, all of the selectable eye textures for girls are named “cw_t_hitomi_000” through “cw_t_hitomi_076”. At this point you can replace any texture in this eye archive by adding a PNG of the same name to the folder. Knowing this, to create an emulated folder for this eye archive we’d want the folder structure to look like this: “Koikatu\abdata-emulated\chara\mt_eye_00”. Inside this archive are all of the eye textures that come with the game. For eyes specifically we want mt_eye_00.unit圓d. With those tools in hand, its important to know that the unity archives in Koikatu\abdata\chara are where the models and textures for characters can be found while the archives themselves are named in a way that makes it easy to infer the contents within. Knowing what files are in what archive requires a little bit of game knowledge or a program to view the files inside, i.e. Using the BepinEX patcher and the Resource Redirector plugin you can set up emulated folders that serve the same function of the texture folders in AA2, which allow you to easily test, add, and remove textures from your game.Įssentially, you want to set up your emulated folder structure to have the same structure as the abdata folder with the folder you put your textures in having the same name as the archive that contains textures in the same category.
In Koikatu, all of the game’s textures are packed in unit圓d archives which makes adding your own a bit more challenging unless you are familiar with Unity Editor. The same system existed for custom underwear textures and custom skirt textures. In Illusion’s previous game Artificial Academy 2, custom eyes could be added to the game by means of a supplied texture folder.