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Releases: kkdevs/Patchwork

mk20v1

14 Aug 03:01
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mk20v1 Pre-release
Pre-release

New:

  • Bundle frames and backgrounds into scene data
  • Daytime setting now works for studio maps
  • Use safer default settings

Fixed:

  • Eye tracking in studio
  • H animations sometimes getting deformed when studio loading is enabled

mk19v5

10 Aug 11:13
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mk19v5 Pre-release
Pre-release

New:

  • v-katsu card loading
  • load hipoly versions if lowpoly (_low suffixed assets) is missing (instead of showing nothing)
  • bunch of other minor improvements (and possibly bugs) in card loading

Fixes:

  • (attempt to) fix launcher form items being placed chaotically on non-standard dpi displays
  • Fix coordinate loading (again)
  • unzip: dont crash if mods folder is missing

19v4:

  • 'always show accesories' option meaning was inverted

19v5:

  • Unload studio scene on free H exit

mk18v2

07 Aug 14:46
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mk18v2 Pre-release
Pre-release

New:

  • Load studio scenes as maps in main game
  • 2D XRay in H (need separate mod data, posted in the thread)
  • Fixed some long standing cosmetics in studio #30

18v1:

  • abdata mods weren't moved to patchwork/mod by unzip if abdata mod loading was disabled
  • show accessories during peep scene

18v2:

  • fixed long standing bug where situational ADV dialogue wasn't branching properly

The changes in order to bring studio scene maps are somewhat substantial and may break multitude of other things in game. For now, studio maps are restricted to free H.

Loading map scenes is not perfectly accurate with what you see in studio yet:

  • Light and shader effects won't load
  • Skyboxes won't load

Other minor issues with studio maps:

  • Loading map scenes is slow
  • H props on the scene are not recognized

Once the kinks are fixed, scenes can be enabled to load in place of regular game maps, allowing one to customize all the overworld levels from studio.

mk17v9

27 Jul 05:05
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mk17v9 Pre-release
Pre-release

New:

  • 7/27 DLC, game and studio
  • Studio can now load standard game skeletons (from oo_base) for uncensors with custom skeletons. Enable by setting checkbox in Custom uncensor section.
  • Probably more broken than usual

17v1:

  • Fixed some bepinex mishaps

17v2:

  • Enable studio

17v3:

  • Re-enabled physics script
  • Fixed unzip breakage

17v9:

  • Fixes #24 - newly added characters didn't appear until save/load
  • Fixes #25 - copying of accessory slots between coordinates didn't work
  • Fixes #26 - hsubs
  • Fixes #27 - trait tab missing in female maker
  • Fixes #28 - card save/load events weren't triggered
  • Fixes #29 - conflicting mono/unity runtime dependencies

Known issues:

  • Studio has some cosmetic issues - #30
  • Not game breaking, but certain specialized NPC-initiated dialogues seem to never appear in the game. Long standing bug (needs repro data).
  • Likely some issues introduced by 7/27, expect hangs during gameplay, especially in events and h. If you encounter hang, please try to provide output.log.

mk16v2

24 Jul 14:39
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mk16v2 Pre-release
Pre-release

Read https://github.com/kkdevs/Patchwork/wiki

Fixed:

  • H with disabled async anims
  • Loading of non-canonical translation CSVs

16v1:

  • Fixed accessory guides for slot >20

16v2:

  • Fixed inconsistent slider scales

Known problems:

  • Morning visit event hangs

New:

Experimental abdata -> side mod auto-converter. This should improve the stability issues when the game has a lot of hardmods you'd want to use.

image

If you enable Load mods, but keep Load mods from abdata unchecked, all "hardmods" from Koikatu/abdata will be converted into a single coalesced softmod and put into Koikatu/patchwork/mod/abdata by the unzip script on first launch. From then on, all hard mods will be loaded from that folder, instead of original abdata folder for as long the option remains unchecked.

You can then edit things in the mod/abdata folder instead to disable/enable particular mods which originally resided in vanilla abdata.

As always, actual hardmods are unaffected, as those simply overwrote original game files and nothing can be done about that. Those typically don't introduce compatibility issues though.

mk15v6

20 Jul 03:54
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mk15v6 Pre-release
Pre-release

Read https://github.com/kkdevs/Patchwork/wiki first.

New:

  • 500 accessories per coordinate
  • Makeup can be now per-coordinate (see checkbox at the bottom of the edit tab)
  • Ability to skip mods in abdata/
  • Clip masking for condom

15v1:

  • Improved IPA compat
  • Fixed abdata/ disable to actually do as advertised without breaking other mods

15v2: fix which broke other things

15v3:

  • Fixed Live character selection
  • Fixed Event character reset
  • Unbroke hardpatch, it should be working again
  • Some plugin compat fixups

15v4:

15v5:

  • IPA compat improvements
  • abdata/ mod skipping is more strict

15v6:

Known issues:

  • Disabling async animation loading actually breaks animations, so keep it enabled for now as a workaround

The changes to the chara editor are somewhat long winded and may introduce corruptions to saved cards. Wait for some time before using the editor extensions for something serious.

mk14v3

17 Jul 21:21
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mk14v3 Pre-release
Pre-release

See https://github.com/kkdevs/Patchwork/wiki for details.

Fixes old bugs, introduces new ones.

Fixes:

  • Fixed most maker UI glitches caused by async loading
  • Fixed coordinate not saving png
  • Mod file lookups are now case insensitive as some mods depend on this

mk14v3:

  • Revert riskier changes to handling of unsafe mods which seems to cause instability of certain mods

mk14v2:

  • Fixed crashes in maker
  • Fixed coordinate setting in maker
  • Fixed name not showing in maker
  • Fixed livestage event

Known issues / TBF:

  • May crash on first (or the subsequent second) start if character maker or whole game is exited while mods are still loading (certain information will be stored only partially). If you get into permanent crashing state, delete patchwork/cache.
  • Sporadic crashes in H of unspecified cause. Open github issue if you find a way to get it crash consistently there.

New:

  • The question mark tooltips in launcher are now clickable links into the wiki
  • Added async animation loading, may glitch

Mostly performance improvements and small fixes, as well as some far reaching internal changes made to support more acs slots in the future..

mk13

12 Jul 14:08
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mk13 Pre-release
Pre-release

Read https://github.com/kkdevs/Patchwork/wiki first.

Minor fixes

  • Fix UI translations with HF 1.3 patch (v5 bepisplugins)
  • Fixed issue with certain clothing parts not being settable to none
  • Improved subtitle timing accuracy
  • Unsafe mods (ie most zip uncensors) should now load without corrupting the game

mk13v1:

  • Fixed H point location selection

mk12v1

10 Jul 20:20
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mk12v1 Pre-release
Pre-release

Now more broken than ever.

Install:
Delete mod and cache subfolders in the patchwork folder, or just delete that folder altogether if you dont care about old settings.

Known issues / To bo fixed:

New:

  • Fixed compatibility with some IPA mods
  • Fixed unassignable accessories
  • Fixed unassignable/broken patterns in charastudio
  • Fast load of char maker by loading mods in the background
  • HSubs can now be configured in HsubsConfig.json:
    • Google urls and/or the jp text of the current line can be now auto-copied to clipboard when enabled
    • Font size, outline size or switch back to black-bar renderer
    • Default shortcuts:
    • ctrn+n switch between original jp/google en text (if you prefer autotranslator)
    • ctrl+g to edit / correct currently shown translation
    • ctrl+r to reload config and the google sheet
  • More robustness against corrupted mods:
    • Zip mods don't load by default anymore, you must explicitly enable it
    • Zip mods which contain incomplete asset bundle hardmod are by default marked unsafe and there's a separate checkbox for loading those. Unsafe mods typically break out-of-order model loading (missing body/clothing parts) pw uses.

v1: Fixed stuck forever subtitle when exiting H scene with line in progress.

FAQ:

  • Mods are not showing up.
    You must enable it first.
  • Character maker has very low fps
    It should last only first few dozen seconds. DLC/mods are loading in the background. If it lasts more, it means incompatible plugin is loaded and you must disable it in scripts tab.
  • It doesnt work at all / I don't know how to fix it.
    Post Koikatu_Data/output_log.txt with spam logging enabled in github issue. Serious issues (missing models, crashes) w/o output.log will be ignored if no log is attached.

mk11v2

05 Jul 22:39
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mk11v2 Pre-release
Pre-release

Beware that this is very preliminary. As usual, use high v revisions (ie mk9/10) for less broken game.

Needs:

  • 6/29 dlc

Known issues / To be fixed:

  • Certain hardmods which are missing assets of the file they overrode will cause body parts to go missing (head or whole body)
  • Compatibility with some IPA plugins (kyase..) is poor due to changes to accessors

mk11v2

  • broken demosaic
  • overworld actions (h, follow me etc) don't work
  • scripts/plugins not loading on first launch

New:

  • Fixed issues with certain plugins (eg pov), facial animation issues and bunch of other stuff
  • Ported studio updates
  • H subs
  • Reorganized the folder mess from userdata into a single separate one in top level
  • As usual, new and exciting gameplay bugs

The subs are fetched live from https://docs.google.com/spreadsheets/d/1U0pRyY8e2fIg0E4iBXXRIzpGGDBs5W_g9KfjObS-xI0/edit (cached when offline).

So if you don't like something of the machine translation, edit it, and the changes will show for everyone. To find the line you want, enable [SPAM], and spoken lines will display keys in evaluator. Edits to the sheet will be disabled once it gets inevitably vandalized. Hopefully some translation will be done before that happens.

To re-download the subs while the game is running, type UpdateSubs() in evaluator and changes to the sheet will show on next line displayed.