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如何在WWMI上使用3DMigoto的mod

如何在WWMI上使用3DMigoto的mod
A Tutorial for Wuthering Waves.

 
 
6686088f4bba1.jpg


这个简单的教程可以使用WWMI运行3DMigoto上的mod。
1、找到并打开Wuthering Waves\Wuthering Waves Game\Client\Saved\Config\WindowsNoEditor里面的Engine.ini,在最下面添加:
open Engine.ini in Wuthering Waves\Wuthering Waves Game\Client\Saved\Config\WindowsNoEditor,add at the last:
[ConsoleVariables]
r.Kuro.SkeletalMesh.LODDistanceScale=20
r.Streaming.FullyLoadUsedTextures=1
2、找到并打开WWMI-For-Modders文件夹里面的d3dx.ini,在最下面添加:
open d3dx.ini in WWMI-For-Modders,add at the last:
[ShaderRegexEnableTextureOverrides]
shader_model = vs_4_0 vs_4_1 vs_5_0ps_4_0 ps_4_1 ps_5_0
run = CommandListSkin

[Resource_BakIB]
[Resource_Bak_VB0]
[Resource_Bak_VB1]
[Resource_Bak_VB2]
[Resource_Bak_VB3]
[Resource_Bak_VB4]
[CommandListSkin]
if $costume_mods
Resource_BakIB = ref ib
Resource_Bak_VB0 = ref vb0
Resource_Bak_VB1 = ref vb1
Resource_Bak_VB2 = ref vb2
Resource_Bak_VB3 = ref vb3
Resource_Bak_VB4 = ref vb4
checktextureoverride = ps-t0
checktextureoverride = ps-t1
checktextureoverride = ps-t2
checktextureoverride = ps-t3
checktextureoverride = ps-t4
checktextureoverride = ps-t5
checktextureoverride = ps-t6
checktextureoverride = ps-t7
checktextureoverride = vb0
checktextureoverride = vb1
checktextureoverride = vb2
checktextureoverride = vb3
checktextureoverride = vb4
checktextureoverride = ib
ib = Resource_BakIB
vb0 = Resource_Bak_VB0
vb1 = Resource_Bak_VB1
vb2 = Resource_Bak_VB2
vb3 = Resource_Bak_VB3
vb4 = Resource_Bak_VB4
x140 = 0
endif

3、保存之后,在mod文件夹里面找到并且删除所有CheckTexture.ini和References.ini字样的文件,就可以用WWMI运行WWMI本身支持的mod和3DMigoto支持的mod了。
find all CheckTexture.ini and References.ini in your Mods,and delete them.then you can make mods from 3DMigoto work in WWMI.
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