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

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

    Please discuss modding about Honey♥Select (ハニーセレクト) (HS) here.

    ==[ Modding tools ]=======================
    • SB3UGS note the Experimental Versions!



    ==[ Useful Links ]=======================
    Last edited by enimaroah; 12-10-2017, 08:38 AM.

  • The AssetBundleManifest Asset

    Using external material, shaders and textures requires the game to know which file to load first. And that information is NOT taken from the geometry file where the external resource is referenced!

    The information is set in the AssetBundleManifest asset which is inside an extra file. For HS those files are found in the abdata folder and have no extension. They are limited to {add|battle|sound_adv_add|studio|studioneo}dd where d means a digit 0-9.
    This folder is one big exception where backups created by Sb3UGS (.bak?.none) produce conflicts! You must remove backups here, for your own AssetBundleManifest files when you edit them.

    Example for map/00.unity3d entry:
    ID AssetBundle Hash128 Dep #1 Dep #2
    ...
    106 map/00.unity3d f27b6e54751e260ec8f7b083f13e949d 115 134
    ...
    115 sound/data/env.unity3d d92ad53d3994c1ce2b9304d85d322394
    ...
    134 mat_etc_00.unity3d 0ba75a3d5f15a95b306f1f8f0f9c4a49
    ...
    The dependencies for the map/00.unity3d file cause the game to load sound/data/env.unity3d and mat_etc_00.unity3d. And this way the resources of these two files become valid.

    As a small helper to find out the referenced files, you can use 'Dump AssetBundle' from the file's Options menu. The Log window will show:
    Code:
    ...
    ABName=map/00.unity3d
    dependencies=2
       sound/data/env.unity3d
       mat_etc_00.unity3d
    isStreamedSceneAB=False
    See the post linked in the Glossary about the Small excursion about external materials and textures for the reference entries used by Unity. The excursion has a second part which shows how to link files.

    Back to the entries in the AssetBundleManifest, the hash value is not checked by the game. You can leave it as it is or set it to all zeros.

    Important! You can name a file only once in all ABMs. That's the catch. So plan your mods carefully. A second mod using a file of a former mod would have to merge both ABMs!

    The ABM editor in Sb3UGS doesn't allow pasting contents, you must edit every line manually. But you can delete several lines in one go by shift-selecting several.

    When you build your list entry, there is always at least one column for the file with the AssetBundleManifest (sometimes an extra entry for thumbnails, etc). For HS it is the fourth column.
    Paths in list entries such as chara\73lac7c\Clothing\TwoPhasedSuit\twophasedtext ures.unity3d are too long. I haven't found out the longest possible path, but when the same file is put into a shorter path it was accepted.

    Comment


    • Hello guys, I know it's been a long time since this game's release. I am terribly confused (just got my copy of Honey Select now for the first time) so I am here to ask a little question. What do I need if I simply want to be able to take high quality screenshots in Honey Select, Studio, and NEO, without any watermarks? That's all I want. I am unsure if there's a mod that can do that all-in-one, but can anybody tell me what I need and how to do it? And if I'm in the wrong thread can somebody please point me the right way? I have zero modding experience and Google didn't exactly do a good job of finding me an exact match with what I want. Please and thank you.

      Comment


      • There should be a watermark removal mod included in the HF patch. And you could also search in the HF mod subforum for such.

        I have lost track of the mods, but you could remove or replace the watermark image in game file with Sb3UGS yourself.
        Click image for larger version

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