T8 Modding ‐ Full Body on Upper with auto Invisible Mesh - CDDTreborn/Tekken-8-Resources GitHub Wiki

Objective

This guide will help you create your mod so that a full body item can be placed on an upper body slot and when the user equips specified lower and shoe items they will be hidden ONLY when your mudded upper is equipped.

Credit: All credit goes to Fertexhid on the Modding Zaibatsu for sharing this tech. I'm just putting it here for posterity and a future reference for myself and anyone else that's interested.


Create your Invisible Mesh Setup

Create your references

Reference = an asset that's only purpose is to tell the game where to load something that is already in the game. It only needs to be the same asset type, same name, and in the same directory that it is in-game.

You need the following references:

  • Lower item (msl and prp)
  • Shoe item (msl and prp)
  • Invisible Item 1 (
  • Invisible item 2 (

Example:

Item Location Asset Name
Lower Content/Character/Item/model/common/female/bottom/cmn_btm_f_hotpants/meshes/ SK_CH_cmn_btm_f_hotpants_msl
Lower Content/Character/Item/model/common/female/bottom/cmn_btm_f_hotpants/meshes/ SK_CH_cmn_btm_f_hotpants_prp
Shoes Content/Character/Item/model/common/female/shoes/cmn_sho_f_barefoot/meshes SK_CH_cmn_sho_f_barefoot_msl
Shoes Content/Character/Item/model/common/female/shoes/cmn_sho_f_barefoot/meshes SK_CH_cmn_sho_f_barefoot_prp
Invisible A Content/Item/shared/male_body/meshes SK_CH_male_empty_msl
Invisible B Content/Item/model/unique/grl/face/grl_fac/meshes/ SK_CH_grl_fac_empty_msl

Create your Base Item (BI)

Since this will be replacing the BI it will need to be named an in the same location as your chosen lower and shoe items.

Example:

Item Location Asset Name
Lower BI Content/Character/Item/Base_Item/cf0/btm/ SK_CH_cmn_btm_f_hotpants_msl
Shoes BI Content/Character/Item/Base_Item/cf0/sho/ SK_CH_cmn_btm_f_hotpants_msl

For each BI:

  • Position ID: 15 (Lower Body) and 16 (Shoes)
  • Load your reference into the Source Muscle Rig Mesh
  • Load your reference into the Source Proportional Rig Mesh
  • Hit the + in the row that says Dependency Skeletal Mesh Set Array. Expand the section by hitting the arrow.
  • Make sure Is Use Skeletal Mesh is checked / true
  • Load your reference to one of your invisible mesh to the Source Muscle Rig Mesh
  • Near the bottom of the BI make sure Is Common Item is checked / true.

For the second BI repeat the process and use the other invisible mesh reference.

That's it... do not make a new BCI or CI because the game will use the default ones and this keeps any coloring or squeeze bone data intact. If you make this as a stand alone mod then all you need are these two BI's and nothing else.

ProTip: Setup a (DA) Data Asset - Primary Asset Label for this setup or use a local collection. This allows you to simply include the DA or the local collection in a future mod.

Setup your Mod

  • Build your mod as your normally would.
  • Pick an upper body item as your IP.
  • Your BI is all the same as normal. Set the position ID to 14 (Upper Body) or 6 (Full Body); both work.

The magic happens in the BCI

  • Hit the + in the row that says Assign Target Dependency Mesh Array. Expand the section by hitting the arrow.
  • Index 0
    • Target Mesh Pos: 15
    • Target Dependency Muscle Rig Mesh: Load reference to the invisible you used in the lower body BI you made earlier.
  • Hit the + in the row that says Assign Target Dependency Mesh Array again
  • Index 1
    • Target Mesh Pos: 16
    • Target Dependency Muscle Rig Mesh: Load reference to the invisible you used in the shoe BI you made earlier.

That's it. You can repeat this for as many items as you want.

To utilize this function:

  • Make sure the BI's you made earlier are in your mod
    • Directly,
    • Referenced via DA or local collection, or
    • In game via a stand-alone helper mod.

If this is not done then the mod should work fine but the functionality won't.


Key things to consider:

  • If a user is already using a mod that relies on the assets you chose to be invisible there might be priority conflicts on what will or won't get loaded. This is possible if another made a custom BCI that overrides the in-game one or your mod.

Screenshots

Example BI (Top):

Example BI (Dependency Mesh):

Examle BCI in your mod: