Advanced Editing - Theo-Asterio/Penumbra GitHub Wiki
This set of tabs is mostly used for mod authoring, you should find everything you'd need to make or edit most mods. Most items have tooltips for more details about what they do.
The tabs File Redirections
, Meta Manipulations
, File Swaps
and Import from Screen
have a header allowing one to switch between the different options of the mod.
From left to right:
- Select the Default Option.
- Refresh the options if the .json have been manually edited.
- Dropdown to select the option currently edited.
Used to tell what game file the mod will replace.
⚠ All files need to be put in a subfolder into the mod folder to show here.
See that section for a game path explanation.
- The two first items are if the mod folder structure is respecting the game path logic, the number is the amount of folder the
Add paths
will ignore, then it will use the rest of the path for the selected files. - Remove paths will remove path for the selected files.
- Delete selected files is self explanatory, remove the file from the disk.
⚠ If a file is deleted than have a redirection set, the redirection will not be removed and the tab Missing files will show up. - Apply changes for the current option and save them to the json.
- Reload files if there is new manually added files into the mod folder.
- The text input box is for filtering the files shown, and the last buttons are for quick selection shortcut.
A file can have with multiple redirection but multiple files can not have the same redirection. See the Missing files tab if Penumbra doesn't allow to set a path even though you can't see another file with the game path you're trying to use.
You can hover the used x time(s)
on the right to know in which option(s) that file is used.
- Apply changes for the current option and save them to the json.
- Revert the current changes.
- Add from Clipboard to add any manipulations you have copied before (if any).
- Same as before, except than remove all manipulations not present in the clipboard (if the clipboard have at least one valid manipulation).
- Store all manipulations for that option to the clipboard.
- Write as a Textools file (.meta).
- Remove all values in Meta Manipulations that are equal to their Default Values.
- Import .atch files, this requires the race code in the file path for successful import.
All sections work on the same idea: select what will be affected, then stage the edit with the +
icon. That will add a new line than can now be edited.
Used for various visibility interaction between piece of gear.
Set the ID of the item and slot to stage the edit, hover each boxes to know what they do.
Note: If an item hides another slot, it will use the metadata of the same ID for that slot. Example: a body ID 6132 hides the legs and whatever item is currently equipped in the leg slot the metadata of legs ID 6132 will be used.
Detailed list
Head | Enabled | Hide Scalp | Hide Hair | Show Hair Override | Hide Neck | Show Necklace | Unknown 46 | Show Earrings | Show Earrings (Human) | Show Earrings(Au Ra) | Show Ears (Human) | Show Ears (Miqo'te) | Show Ears(Au Ra) | Show Ears(Viera) | Unknown 54 | Unknown 55 | Show on Hrothgar | Show on Viera | Use EVP Table |
Body | Enabled | Hide Waist | Hide Thigh Pads | Hide Small Gloves | Unknown 4 | Hide Medium Gloves | Hide Large Gloves | Hide Gorget | Show Legs | Show Hands | Show Head | Show Necklace | Show Bracelet | Show Tail | Disable Breast Physics | Use EVP Table | |||
Hands | Enabled | Hide Elbow | Hide Forearm | Unknown 27 | Show Bracelet | Show Left Ring | Show Ring Ring | Unknown 31 | |||||||||||
Legs | Enabled | Hide Thigh Pads | Hide Small Boots | Hide Medium Boots | Unknown 20 | Show Foot | Show Tail | Unknown 23 | |||||||||||
Feet | Enabled | Hide Knees | Hide Calves | Hide Ankles | Unknown 36 | Unknown 37 | Unknown 38 | Unknown 39 |
Used to tell the game if it needs to use a dedicated model and/or material for a given race/gender.
Set the ID of the item, race, gender and slot to stage the edit.
Male Midlander should be always ticked.
If the box is unticked:
- For male races other than Midlander, the game will use the midlander model/material.
- For female races, the game will use the female midlander model/material, unless female midlander is disabled then will use the male midlander model/material.
Used to manage variant item, variants are different items sharing the same model.
Set the Object type, ID of the item, slot and variant ID to stage the edit.
The numbers are as follow:
- Material ID
- Material animation ID (material.pap)
- Decal ID
- VFX ID
- Sound ID
The boxes are used to show or hide submeshes depending of their attributes than can be set in the Model tab.
⚠ Accessories have limited usage of that section as follow:
- No material animation ID
- Decal ID
- VFX ID
- Sound ID
- Only the attribute
A
works on them
Used to manage extra skeleton.
Set the ID of the item, race, gender and slot to stage the edit.
Select the skeleton ID.
Only face, head gear, chest gear and hair can have an extra skeleton.
Used to manage head gear visor effect.
Set the ID of the item to stage the edit.
WIP
Used to change how size, tail length and burst sliders are affecting a character for a given race.
Select the race and what you want to modify to stage the edit, then set the value to whatever you want.
Used to define where an item is located when sheathed or unsheathed relative to a given bone and weapon type.
- Select the race, gender, weapon type, and state you want to modify.
- Stage the edit to modify coordinates and rotation values.
- Offset Coordinates are effectively the X, Y, Z coordinates to offset the given object by from it's original origin.
- Offset Rotation are Float Values that change the X, Y, and Z rotation of the given object from it's origin. Not in Degrees.
- Scale is how large the object should be as listed as a Float value. 1.00 is the default size.
Used to define new Shapekeys beyond those found in the Vanilla Game.
- Select the race, gender, ID (optional), and enter a name to create a new Shape Key
- Stage the edit to edit if the Shapekey is enabled or disabled.
- For these Shapekeys to have any effect, they must be present on the Model itself to be toggled.
- New Shapekeys must follow the format of shpx_ and are limited to a max of 30 characters in length.
- There can be a maximum of 32 distinct Shapekeys max active, including vanilla Shapekeys due to the game limit of 32.
Used to define new Attributes beyond those found in the Vanilla Game.
- Select the Slot, Gender/Race, ID (optional), and enter a name to create a new Attribute.
- Stage the edit to edit if the given Attribute is enabled or disabled.
- For these Attributes to have any effect, they must be present on the Model itself to be toggled.
- These may be added in the Models tab via the Attributes section.
- New Attributes must follow the format of atrx_ and are limited to a max of 30 characters in length.
- There can be a maximum of 32 distinct Attributes max active, including vanilla Attributes due to the game limit of 32.
Used for forcing a given item, ears, or horn visibility regardless of gear.
- Set the ID of the item you want to never be hidden and slot to stage the edit.
- If using Always Show Hats or Always Hide Ears or Always Hide Horns no ID is required.
Used to swap a file to another path, using only game path. Result is the same than extracting the said file and redirecting it to the aimed path, but without the need to store the file.
- Left text input is for the source path, right is for the targeted path. Don't forget to stage the edit with the
+
icon. - Apply changes for the current option and save them to the json.
- Revert the current changes.
Used to either merge or split the current mod.
The first three lines are for merging, set the target mod in the dropdown, then:
- If the current mod doesn't have any option, set the group and option name. Penumbra will try to either create a new option if needed or add it to an existing option and merge.
- If the current mod have options, Penumbra will try to merge all of them.
⚠ If an option in the target mod already have the same redirection in the same option, the merging will fail and revert.
Used to create a new mod with all or only some options of the current mod. Set the new mod name and select which option(s) you want to split, then hit Split Off X Option(s)
.
Useful for reducing the current mod size on the disk. By default, Penumbra already scan for duplicates and redirect them when importing new mods.
-
Scan for Duplicates
will generate a hash for each files to compare them. If it find any duplicate, a new button will appear to delete and redirect them, and a list of duplicate found. Hitting that button will remove the duplicate and redirect the files as needed. -
Re-Duplicate and Normalize Mod
will do as it says, creating folders so all files are arranged as [Groupname]/[Optionname]/[GamePath], duplicating files if needed. This is especially useful when one wants to edit a mod from Heliosphere.
Only shows up if at least one mdl exists in the mod.
Used mainly for old clothing mods, this tab is to edit which material the models in the mod will use for the skin.
Select which race/gender you want to edit, then the material suffix (usually a
, b
or bibo
) and hit the Change Material Suffix
.
Alternatively, you can manually edit the material name in the table under and Save All Changes
.
Used to check game paths and import any model, material, texture and skeleton actually displayed on any actor.
Displays the current collection the given Actor is using at the time of entering Import from Screen or last Refresh
You can hide all actor names with Control + Clicking the Eye Icon in the corner to toggle Incognito Mode
The header is for refreshing the list - this screen doesn't have any auto refresh feature - and to filter it. Hover the various checkboxes and icons for more info.
You can expand with the ►
arrow to see what is associated to a given asset (model will shows all used materials, material will show all associated textures and shader) and either export a file or add a copy of that file in the current option of the mod.
Mods currently active on the selected player in their relevant collection are highlighted in Green in Actual Paths.
Control + Right Click on a Green Highlighted Mod will jump to that mod in your Penumbra Mod List and change to it for Advanced Editing.
Soon(tm)
Soon(tm)
Unavailable due to DT Shader research ongoing.
Used to swap what item a mod replaced, as a new mod or as a new option in the current mod.
To item swap modded items, the mod granting the modded item must be enabled prior to swapping.
Set the new mod name or the group and option name you want you swap to go, select the slot you want, the item to move and the new targeted item.
In case the target item have variants, a warning will show saying the amount of variant that swap will affect and hovering that warning shows the names of them.
Penumbra will show all changes that swap will do.
⚠ In case of a mod having dependencies, make sure these are enable in the current collection and tick the box Use Entire Collection
.
The Between Slots
tab can swap from Hat or any accessory to any accessory or Facewear since these slots are the only one to not include any part of the body. In case you want to swap an item on the hat slot to an accessory, keep in mind than metadata are a lot more limited on these and the new item could loss some of its original features.
This tab shows up if you delete a file which still have a redirection set to it. If you deleted it on purpose, hit the Remove Missing Files from Mod
to free the redirection so you could use it again.
Allows for the tweaking of PBD files, which are used for Physics based Bone Deformations.
- This is generally how the game handles racial scaling between races such as Female Midlander, Roegadyn, Elezen without having them look distorted at their relatively different proportions and heights.
- Additionally this file is used to handle the scaling when it comes to new bones being added from custom skeletons.
- The editing allowed by Deformers is rudimentary, requiring an existing pbd but allows for changing scale, translation, rotation along with copying values to new bones provided you can supply the name.