[Mod Discussion] (Illusion) Honey♥Select (ハニーセレクト)

Let me kindly remind all the participants that we currently are in the modding discussion.

This thread is primarily made for us to exchange information and advice about modding games, so let's try to keep generic chit-chat at minimum in order for the content to stay easy to browse, and for the references easy to search.

Also, please note that mod requests and support queries does not have their place here.

For all the questions you may have about using (and not creating) mods, I created a support thread that is available here : [ILLUSION] Honey♥Select (ハニーセレクト) - Mod Support Thread.

In the upcoming days, I will be doing some thread management in order to get everything properly organised in this section, so if you posted any request or support query, please check the aforementioned thread, since I may have moved your message.

Thanks for your patience.
 
@alexae
Thanks for your great work.
Debug seems to work only with overlay mode, and I found that I can actually restore the original texture color in such mode without pre-processing the texture.

hey plasticmind, your texture editing skills are far superior from mine, so, it's possible to convert the skins from sbpr to a color similar to that one alexae made for skintexmod? i've lost some of my work and if it was possible to convert from my previous mod it would be awesome for me :\
 
hey plasticmind, your texture editing skills are far superior from mine, so, it's possible to convert the skins from sbpr to a color similar to that one alexae made for skintexmod? i've lost some of my work and if it was possible to convert from my previous mod it would be awesome for me :\

I was wrong, still need more test to figure out how to restore the color.
 
@alexae
Thanks for your great work.
Debug seems to work only with overlay mode, if you change the color in chara maker the skin will change back to vanilla skin.
debug ignores injecting method and thats normal for it to change after you change the color in the maker. everytime you slide on the color area its constantly updating the texture+color.
lets follow up any other questions in the ILLUSION] Honey♥Select (ハニーセレクト) - Mod Support Thread

Edit: seems like only changes when you switch out body texture in the maker, which color you adjusting skin color?
Edit: also can i see your config file.
 
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is it possible to link to external material/texture instead of using it locally? i read the "Small excursion about external materials and textures" but nothing about linking it to the material file.
 
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HELP!!
i seem to have messed up something i downloaded the honey_03_plus0923b patch but i got 4 errors when unpacking, after pasting all the files i found myself playing a game where all the characters names, story dialogues, other text and positions(when in H) are all blank.

i can't seem to isolate the problem i tried re applying the uitranslation and text translation 0.13 but it still shows blank text somebody help T_T the game is playable but i like playing it raw minus the text.


EDIT:: NVM SORRY FOR THE TROUBLE!!!!!!!! i had errors cause the directory has characters that the exe cant find i renamed the folder and got no errors its working now
 
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So I'm guessing we don't have the uncensor mod for the guy coloring right is due to the fact the uncensor script kicking in and constantly changing the texture(cf_t_mnpb_00_0-3), so if you made them the same material for body/uncensor the whole body will have the base texture that is the uncenor texture due to that fact that uncensor script is constantly changing every 200ms?

EDIT:nvm it does not change just the texture, first changes the material then texture.
 
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is it possible to link to external material/texture instead of using it locally? i read the "Small excursion about external materials and textures" but nothing about linking it to the material file.

There are two different cases. The easier case first. If an external material is already referenced then you would simply double click another in the same file and "Update" or reopen your Animator. The double click loads the Material (because of the preview Textures are loaded by a single click). All loaded resources from that file will be available in dropboxes where you can select them.

If the files are not already linked through any asset then you need to let Sb3UGS create such a reference (which Sb3UGS will never delete). One way to do this would be to "Mark for Copying" / "Paste all Marked" an asset which references that file, e.g. a (Skinned)MeshRenderer with an external Material, or a Material with an external Texture or Shader respectively. But I have to admit that this is very inconvenient and I must create an easier way.
 
There are two different cases. The easier case first. If an external material is already referenced then you would simply double click another in the same file and "Update" or reopen your Animator. The double click loads the Material (because of the preview Textures are loaded by a single click). All loaded resources from that file will be available in dropboxes where you can select them.

If the files are not already linked through any asset then you need to let Sb3UGS create such a reference (which Sb3UGS will never delete). One way to do this would be to "Mark for Copying" / "Paste all Marked" an asset which references that file, e.g. a (Skinned)MeshRenderer with an external Material, or a Material with an external Texture or Shader respectively. But I have to admit that this is very inconvenient and I must create an easier way.


thx, will have to test it out. just wanted to know mainly for space saving purposes.


on another note:

Since modders can now put their all their mods in their own folders and the game using a limited listing can I make a suggest.
Add a textfile (or log) of all the slots being used by each mod. This way other modders can quickly look in your folder to see which slot is already taken.

This is the format I'm currently using: FILENAME - SlotID(Top/Shoe/Tattoo/Face/etc..[M or F], Bottom/Bra/etc..,ACCESSORY).txt

example: cm_MyMod - 999(Top[F],Pantyhose,Glass) - 500-505(Shoe[F]).txt

this shows mod have a female outfit top, pantyhose & glasses accessory in slots 999 in those categories and also 6 female shoes in other slots.

this is the shortest/quickest way to see whats in your mod file without having to open it in sb3u and reading each textasset to see which slot holds what. I've seen that roy12 recently been adding slot id to his release post, great, but still have to search thru release thread if you have a conflicting slot.
 
thx, will have to test it out. just wanted to know mainly for space saving purposes.


on another note:

Since modders can now put their all their mods in their own folders and the game using a limited listing can I make a suggest.
Add a textfile (or log) of all the slots being used by each mod. This way other modders can quickly look in your folder to see which slot is already taken.

This is the format I'm currently using: FILENAME - SlotID(Top/Shoe/Tattoo/Face/etc..[M or F], Bottom/Bra/etc..,ACCESSORY).txt

example: cm_MyMod - 999(Top[F],Pantyhose,Glass) - 500-505(Shoe[F]).txt

this shows mod have a female outfit top, pantyhose & glasses accessory in slots 999 in those categories and also 6 female shoes in other slots.

this is the shortest/quickest way to see whats in your mod file without having to open it in sb3u and reading each textasset to see which slot holds what. I've seen that roy12 recently been adding slot id to his release post, great, but still have to search thru release thread if you have a conflicting slot.

Do not mean to derail, but though this is a good idea the problem would be to actually get people to do it. In my ID thread for SBPR regular modders that understood would post their IDs, but there were still people that ignored it altogether.

The only way I see to avoid as much conflict as possible would be to have some kind of dedicated plugin or a single person who wants to dl every mod and maintain a list.... or to somehow mislead people into thinking they have to include the text file in order for their mod to work.:traitor: It may be too late for that, and I think the modders in this community are too smart for that anyway.



@enimaroah Nice work on the improvements to SB3UGS! I need to go back and read your glossary post to figure the deploy mod feature out. Is that a fully working feature?



Can anyone please help me with the GGmod (heels), for some reason all the heels shoes are flat, This is the only mod i cant get to work (using many other plugins), any idea anyone ?


http://www.anime-sharing.com/forum/...ney♥select-ハニーセレクト-mod-support-thread-536023/
 
TBH, I haven't tested it for a while. But I had it reviewed for Unity5 some time ago. So it should work.

These functions are useful when modders target the same file, like for uncensors or such a 00.unity3d file. But it addresses whole assets as units to be swapped. It does not address single lines in a TextAsset or textual MB.
 
Material/Shader Guidance?
What I learned in SBPR is that there is a 75Mb Shader file from which I extracted selective materials/shaders and created a what you like to call it as "Template". Whenever I create stuff, I just copy-paste those shaders from "Template" file. (Easier than going around different files in the game and to export). Now I am looking at mat_etc_00 in HS and feel like complete "idiot". I am amazed how quick do you guys learn, btw where do you learn so fast?

Anyway, now I don't recognize or not familiar with materials in mat_etc_00 at all. Can someone fill-in which materials/shaders is similar to SBPR?

SBPR ShaderAlpha-GlossyAlpha Test-GlossyAlpha-VetexLitBase-TransMarmoset Bumped Diffuse IBLMarmoset Diffuse IBLMarmoset Diffuse IBL Alpha TestMarmoset Specular Glow IBLMarmoset Specular IBLWave-Trans
HS Shader??????????????????????????????

No quick response is needed. I can wait. Once I know, I will create "template" for HS. I am already reading some stuff in unity website hopefully I might find answer soon. If not then please fill the table anyway. :D
 
@enimaroah Hello, I made some shoes and they work fine now. I have an idea to allow players to combine shoes but still no luck. Tried to detach different parts(platform/vamp/etc) from shoes and put them in catalog of shoes and accessories(waist). The platform and vamp all display when i put them in character. The problem is i can not tweak position of vamp(nothing happened when i click x/y/z button). And all of them(include character) disappear when i change character's pose. I guess that's because of bones conflict but dont know how to solve it. Thanks for your help.
 
Accessories are deformed by gravity (DynamicBone MB) only or are not deformed. This doesn't allow clothes which need to be deformed by the character's animation (except for the position and orientation where they are attached to).

I doubt that shoes could be combined from parts. This would require to be able to select several shoes per character and state.
 
Accessories are deformed by gravity (DynamicBone MB) only or are not deformed. This doesn't allow clothes which need to be deformed by the character's animation (except for the position and orientation where they are attached to).

I doubt that shoes could be combined from parts. This would require to be able to select several shoes per character and state.

Ok, I'll try other catalogs. Thank you very much.

BTW: The idea has both its pros and cons. The good side is players can combine so much more styles with few meshes. eg. 5 platforms * 5 vamps * 5 counters = 125 styles with different colors. That will be fun. lol~
 
Sorry, but the same limitation applies to any other category. The maker doesn't allow to select more than one piece to a slot, regardless of category.



@ramoram:
Unity5 doesn't have a bunch of shaders. You will nearly always use one. The material attributes control the different looks.
 
@ramoram:
Unity5 doesn't have a bunch of shaders. You will nearly always use one. The material attributes control the different looks.

Yes. I know material attributes control the looks but we still need a particular shader for the effect. Correct me if I am wrong.
 
And those are still present. They have no name though and might have been overlooked by you?

Good news, btw! I have found the formula for computing the Inventory Offset. Working will be a bit more convenient with the next version :)
 
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I have a question: i've been uploading characters from ( http://178.140.224.56/hst/ ) and i've been having trouble with some of them. After uploading some characters aren't with the full clothes/accesories or are with the wrong (not modded) ones. For every problematic character i have uploaded i've search for the right mod and didn't find any. So is the problem in some missing programmes or files i haven't installed or should i keep on searching for the mods?
(Sorry if this is the wrong thread to ask this)
 
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I've recently started modding for HoneySelect and I've found this odd issue with one of my outfits.
I'm converting a beer tube dress into a colourable variant and so far I've managed to get everything working. The only problem I'm having is that the bottom part and the half-dressed top seems to handle lighting different than the dressed top. The 4 parts (top_a, top_b, bot_d, bot_n) use the same material and shader, have the tag 4E2D and have all the normals outwards.

These images explain the problem better:

View attachment 12575View attachment 12576View attachment 12577

@sparkless
If you haven't yet, look on Hongfire for the mods. Nearly all the ones used in that database can be found there.
 
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