Plugins

HSPE

What does this mod do?

  • This mod adds alternative interface for posing a character with IK including some cool features.
  • However, the true strength lies in the Advanced Mode which is basically FK on steroids.
Here is a small preview of the UI:

Features

  • Moving/Rotating several objects at the same time.
  • Limbs symmetry.
  • Scale/Rotate/Move almost any bone in the body.
  • Boobs gravity ( ͡° ͜ʖ ͡°).
  • Dynamic Bones gravity.
  • Dynamic Bones Colliders modifications.

Requirements

Download

Version 2.10.1 (Mega)
Version 2.10.0 (Mega)
Version 2.9.0 (Mega)
Version 2.8.1 (Mega)
Version 2.8.0 (Mega)
Version 2.7.2 (Mega)
Version 2.7.1 (Mega)
Version 2.7.0 (Mega)
Version 2.6.0 (Mega)
Version 2.5.2 (Mega)
Version 2.5.1 (Mega)
Version 2.5.0 (Mega)
Version 2.4.0 (Mega)
Version 2.3.0 (Mega)
Version 2.2.0 (Mega)
Version 2.1.1 (Mega)
Version 2.1.0 (Mega)
Version 2.0.0 (Mega)

Installation

Just extract the archive at the root of your game

Uninstall

Remove HSPENeo.dll and the folder HSPE from your "Plugins" folder

How to use it?

Drop a character in your scene, enable IK manual posing in the "Anim -> Kinematics -> IK" menu and hit the "H" key (shortcut can be changed). You can now start to edit the pose by selecting a bone (Left Hand, Right Foot ...) in the UI and by using the buttons to move/rotate it.

Also, here is a video tutorial, thank you very much Lavalamp22 for making this (don't hesitate to check his whole channel, it's all HS tutorials)!

History

16/11/2019 - Version 2.10.1:
  • Fixed a crash that happened upon deleting a character (or loading a scene) that slowed down the studio and made the boobs/butt unresponsive.
  • Fixed being able to still drag around dynamic bones even after closing the advanced mode.
12/11/2019 - Version 2.10.0:
  • It is now possible to hide the little cube in the advanced mode, bones tab.
  • Compatibility with future stuff.
30/08/2019 - Version 2.9.0:
  • The advanced mode doesn't scale the same way anymore: you can now freely change the width and height of the window in the Options panel.
  • Almost every number can be edited by typing.
  • Eyes and Mouth ids are now saved in Blend Shape presets.
  • The ability to copy FK hand poses (just like copying arms and legs).
  • Blend Shapes can be renamed.
  • Colliders can now affect only certain Dynamic Bones.
  • Fixed Blend Shapes becoming dirty if the user changed the facial expression while the Blend Shape menu was opened.
  • A new "Go to bone" button for colliders, allows the user to select the bone linked to the collider.
  • "Go to root" and "Go to leaf" buttons for Dynamic Bones, allows the user to select the root (top) or leaf (bottom) bones of the Dynamic Bone.
  • Minor UI bug fixes and improvements.
27/03/2019 - Version 2.8.1:
  • Fixed a bug that would reset all Dynamic Bones upon parenting an object to another.
  • Fixed multiple minor UI/Behaviour bugs related to the new FK interface.
11/03/2019 - Version 2.8.0:
  • HSPE is now compatible with FK.
  • The Copy Limbs feature also works with FK.
  • Dynamic Bones have more settings exposed.
  • Introducing the new Blend Shapes Presets feature: it allows you to save facial expressions as files that can be shared for example. Files are located in "Plugins/HSPE/BlendShapesPresets".
  • Colliders have a dedicated tab now.
  • A new item called the "Dynamic Bone Collider": as the name suggests, it's a collider that can interact with Dynamic Bones. Unlike those that are attached to the base body, this one is standalone. The radius, height etc can be changed with HSPE.
  • Added butt physic.
  • Various minor UI and behaviour changes.
31/12/2018 - Version 2.7.2:
  • Massive memory optimization for big scenes.
  • It is now possible to simply "disable" the advanced mode.
  • Advanced mode is disabled by default on items (leading to FPS improvements for big scenes).
  • Fixed a bug where closing the advanced mode would not remove the various debug displays (origin points, circles...).
12/12/2018 - Version 2.7.1:
  • Fixed a performance/memory issue that would conflict with ShortcutsHSParty heavily.
  • Fixed a bug where the user wouldn't be able to modify Blend Shapes after replacing a character.
30/11/2018 - Version 2.7.0:
  • HSPE is now compatible with items and not just characters! Take a look inside the advanced mode.
  • Blend shapes have names.
  • Search bar for Blend shapes.
  • Search bar for bones.
  • A new "Rotate Around" mode for the Bones Editor. This allows the user to rotate a certain bone around a custom point represented by the origin of the camera.
  • Minor UI changes and improvements.
31/07/2018 - Version 2.6.0:
  • General optimizations, you might be able to see some improvements when several characters are in a scene.
  • Alternative update mode for breasts: this is similar to the "Dynamic Bust" option of the old HSStudioAddon. In short, with this enabled, breasts aren't controlled by the animation but by their own physic. Button is located in the Advanced Mode under the "Boobs" tab.
  • Right clicking on the "HSPE" button can now toggle the Advanced Mode.
  • A new "Copy to FK" button is available under the Dynamic Bones tab. This allows you to transfer the state of certain dynamic bones to their respective FK nodes. This feature is not 100% accurate and unfortunately, I cannot fix it.
11/06/2018 - Version 2.5.2:
  • Fixed a bug where bones couldn't be reset in some cases in the Bones Editor.
  • Debug gizmos for the Bones Editor now show up at the right position and with the right rotation.
09/06/2018 - Version 2.5.1:
  • Fixed a bug where the Bones Editor couldn't change certain bones (that it was able to change in the previous versions).
  • Blend shapes are now correctly applied after a character is disabled and enabled again.
  • Blend shapes are saved when the character is replaced.
05/06/2018 - Version 2.5.0:
  • General UI reorganisation.
  • The UI scale feature was removed to let HSUS handle everything. If you think the main window is now too small, you can select between three sizes in the Options window.
  • Limb copy is finally fixed! No more weird rotations this time (I hope).
  • New "Swap pose" feature. This one simply swaps the left and right components of yrou pose, making it mirrored (experimental).
  • Crotch joint correction. This feature was actually present in HSPE during the days of the old studio and I decided to put it back (works best when the torso and legs of your character make a perpendicular angle).
  • Ankles joint correction. Inspired by a tutorial made by Frankfurt pinned in #hs-help, it helps making the ankles more realistic when rotating the feet.
  • A "Reset all" button was added in the Dynamic Bones section of the Advanced mode.
  • The new section "Blend Shapes" was added to the Advanced Mode. It allows you to combine morphs of your character (aka facial expressions). Be sure to disable eye blinking before using this.
  • Clicking any "Reset X" button in the Bones Editor section and holding "Ctrl" at the same time now resets the children as well.
  • Vectrosity is now used for drawing debug lines. As a result, lines aren't blurry anymore.
26/02/2018 - Version 2.4.0:
  • Fixed the bug where one could still drag bones with the advanced mode closed.
  • Last dragged dynamic bone is now selected in the interface and also represented as purple.
  • Additional data is now saved in the png... "Wait what that wasn't already the case?", nope, it was never the case. This functionality now depends on the plugin HSExtSave that you can find in the first post, please make sure to download that as well otherwise it won't work!
  • Next to the "Reset X" buttons in the advanced mode you will be able to find a new "Default" button. When clicked, this one resets the position of the bone to (0, 0, 0), the rotation to (0, 0, 0) and the scale to (1, 1, 1).
  • Unlimited shortcut slots!
  • Known Issue: For some reason you cannot drag dynamic bones on certain modded hairs. I actually managed to fix this but I had to revert the fix this it would move the bug to skirts in general. It's not practical, but at least the buttons work, use them until I find a definitive solution (if I ever find one).
03/12/2017 - Version 2.3.0:
  • Physic related objects can now be posed entirely with the mouse (a big thank to essu for the idea).
  • Added a new "HSPE" button to show the main window. Mouse lovers, this is for you!
30/10/2017 - Version 2.2.0:
  • Fingers (and probably other bones) can be rotated like in the old studio. It means the advanced mode will work even if the hand position is not set to "0".
  • Bones in the advanced mode can now be renamed.
  • In the main window, positions buttons can now be set to two different modes: World or Local, meaning that depending on the mode, the buttons will have different effects.
  • Added a checkbox to disable the IK optimizations HSPE applies by default to each character. Uncheck this if you loaded an external scene and you feel the characters don't have the right positions.
  • Changed the blue color in the advanced mode, it was impossible to read.
  • Added a "Close" button to the advanced mode.
06/10/2017 - Version 2.1.1:
  • Fixed a loading bug where the characters did not load in the right order
  • Fixed a minor bug with the symmetrical mode
20/09/2017 - Version 2.1.0:
  • Fixed a minor loading bug
  • Saving with Ctrl + S doesn't produce the wrong file name anymore
  • Added a button to change the main window shortcut inside the Options window.
  • Copy limbs aren't experimental anymore! Which means that I finally fixed the last bugs on them
  • A new "Symmetrical" feature for the Advanced Mode! Be careful, this one is very experimental on the other hand
13/09/2017 - Version 2.0.0:
  • Compatibility with NEO (duh)
  • Ability to change the shortcut in "Plugins/HSPE/configNEO.xml" (a proper in-game UI will be available later)
  • Small changes in the UI
  • Several minor fixes
Compared to the beta version posted on discord:
  • FK and Advanced mode should be fully compatible now
  • Costume changes and skintex changes do not reset the boobs anymore

Examples

A few examples made by the community (warning, some pictures contain blood):

Old versions and history

Hi everyone!

For my first mod I'd like to present to you HSPE (Honey Select Pose Editor)!

What does it do?

This mod adds an interface with a few useful commands that make the pose edition with IK easier.

Here is a small preview of the UI:

Requirements

Illusion Plugin Architecture

Download

Version 1.3.1 (Mega)
Version 1.3.0 (Mega)
Version 1.2.0 (Mega)
Version 1.1.1 (Mega)
Version 1.1.0 (Mega)
Version 1.0.0 (Mega)

Installation

Just put HSPE.dll in your "Plugins" folder

Uninstall

Remove HSPE.dll and the folder HSPE from your "Plugins" folder

How to use it?

Drop a character in your scene (male or female, it doesn't matter, the mod is compatible with both), enable IK manual posing in the "IK" menu and hit the "H" key or press the "HSPE" button. You can now start to edit the pose by selecting a bone (Left Hand, Right Foot ...) in the UI and by using the buttons to move/rotate it.

Experimental features

This mod contains a few experimental features like the limb copy or the advanced mode:

  • Limb Copy: this allows the user to copy the position of a limb to another limb (to make a symmetric pose for example). This can be done by pressing the buttons named "Copy [L.|R.] [arm|leg]". However, the rotation of the hands/feet aren't always symmetric, that's why this feature is still experimental.
  • Advanced Mode: this mode allows the user to move/rotate precisely each object and sub object contained in the character. If you encounter an object that doesn't want to move, it's not a bug: it means that the animation system is using this object, and you can't do anything about it. This feature is still experimental because the "Reset" buttons does not always give a result that is logical.

I think that's all, if you still have questions, don't hesitate to ask!

And for now, more screenshots showing what's possible to do:

Spoiler


History

31/08/2017 - Version 1.3.1:
  • Fixed a crash of the Advanced Mode when trying to go to the "DynamicBonesEditor" tab with a character that has a specific front hair (issue described in post #98).
  • - This version doesn't contains anything else. It is supposed to be a simple bug fix and DOES NOT work with Studio Neo (another update is coming soon, don't worry). Also, the future versions won't work with the old studio. For those who are still using it, please consider switching to the new studio.

27/01/2016 - Version 1.3.0:
  • The "UI Scale" buttons have been moved to a dedicated window that can be opened by clicking the "Options" button in the main window.
  • Dynamic Bones Editor: this means that it is possible to edit the gravity applied to parts of the skirt, hair, necklaces, earings...
  • Custom shortcuts in the advanced mode: twelve shortcuts slots are available in the Bones Editor. Keep in mind that the shortcuts are not the same between, a male and a female character.
  • The size of the advanced mode window can now be changed in the "Options" window. Three sizes can be selected between "Normal", "Large" and "Very Large".

13/01/2017 - Version 1.2.0:
  • Everything is colorful now! Rotation/movement buttons have a color that corresponds to their actual axis.
  • Possibility to use the advanced mode without activating IK on a character.
  • Addition of a "Force bend goals weight" checkbox. Disabling this option should ensure compatibility with animations imported from older games.
  • Deletion of the "Frame of reference" option in the advanced mode. Sorry, this was super buggy and it wasn't worth keeping this since nobody used it. Anyway, everything can be done without it.
  • Addition of the Boobs Editor! In the advanced mode, the force applied to each boobs can be edited. Keep in mind that this is not a new way to change how the boobs behave, this is just a clearer interface that uses the built-in system for breasts. However, I think it's easier to understand what's happening with this.
  • Collider edition and visualization. In the character tree, some objects are now green. These are the objects that collide with the skirt, necklaces, handcuffs, etc. Properties like center, radius, height among others can be changed in a dedicated window.
  • Less deformation between the ass cheeks.
  • Fixed a bug where the "Reset" buttons changed nothing on some objects.
  • UI Scaling.
  • Possibility to select multiple bones to move/rotate in the main UI by using Ctrl + click.
  • Movement intensity is divided by two in the main UI when holding right click.
  • Minor UI changes
  • Minor bugs fixed.

30/12/2016 - Version 1.1.1:
  • Shortcuts for the advanced mode.
  • Possibility to change the scale of an object in the advanced mode.
  • Compatibility with GGmod (for real this time).
  • Compatibility with Advanced IK should be okay as well.
  • Less deformation for the forearms/elbows.
  • Less deformation for the ass.

26/12/2016 - Version 1.1.0:
  • A better integration with the default IK system. With this, it is possible to use the default features like the Animation Reference, save/load poses etc. However, the Advanced Mode data are not (yet) saved when saving a single pose. This will be done in a future update.
  • Save/load problems fix.
  • Save format change from binary to XML: Compatibility with saves from the version 1.0.0 should be okay. If you're having issues, just tell me.
  • Addition of a slider to control the movement intensity.
  • The camera is not moving anymore when the user clicks on the UI.
  • Dissociation of the "X & Z" button into two distinct buttons.
  • Movable windows.
  • Change of the text color (for better readability).
  • Compatibility with GGmod. Since the integration with the built-in IK it seems to works, tell me if you're having issues.
  • A feature to copy the pose of a limb to the other limb.
  • A few changes of size/position in the UI.
  • Minor bugs fixed that nobody even noticed anyway...

21/12/2016 - Version 1.0.0: First version.

Final notes

This mod works only in the studio because I don't see a lot of reasons to make it compatible with the main game. If there is enough demand, maybe I'll change my mind. Plus, porting this mod to the main game would need me to recreate a lot of features from the studio in the game. In the end, it would be transforming the game into the studio, which is useless in my opinion.
Also, it is not compatible VR because I don't own any VR set.
Keep in mind that this mod isn't perfect (that's why the advanced mode exists) and is bound to evolve.
If you have any problem please tell me, I'll be happy to help.

HSUS

What does this mod do?

This mod is a compilation of mini mods that aim to increase the quality of life in the main game and Neo.

Features

Here is a list of features you can find in this plugin:
  • Faster loading in the chara maker: if you have 10000 Normal Tops, this is for you!
  • Being able to scale the UI in the main game and Neo.
  • Adds a confirmation dialog when trying to delete an object in Neo (to avoid mistakes and frustrations).
  • Search bar in the chara maker.
  • Being able to sort chara maker items by name/install date.
  • Buttons to cycle through items in the maker.
  • Disabled shortcuts (like N and Space) when typing a name in the main game and Neo. DEPRECATED! Please use the plugin called "Kisama.dll" contained in the file "hsClothingMenu" available here
  • Changing the default character in the chara maker.
  • Various improvements and optimizations for Neo.
  • Search bar for items in Neo.
  • Any item can potentially have FK nodes.
  • Negative item scaling in Neo and for accessories in the maker.
  • Auto joint correction.
  • Eyes blink off by default in Neo
  • All postprocessing effects (screen effects) can be disabled by default as well.
  • Camera speed modifiers.
  • Improved F key for centering the camera.
  • HDR Color Picker.
  • Being able to use hand poses as starting points for FK.
  • Adds subfolders support for characters and coordinates (chara maker and Neo only).
  • Makes the FK nodes colorable.
  • Search bar in Neo's Workspace.

Requirements

Download

Version 1.8.0 (Mega)
Version 1.7.1 (Mega)
Version 1.7.0 (Mega)
Version 1.6.1 (Mega)
Version 1.6.0 (Mega)
Version 1.5.0 (Mega)
Version 1.4.0 (Mega)
Version 1.3.0 (Mega)
Version 1.1.0 (Mega)
Version 1.0.0 (Mega)

Installation

Just put HSUS.dll in your "Plugins" folder

Uninstall

Remove HSUS.dll and the folder HSUS from your "Plugins" folder

How to use it?

For now, the mod doesn't require the user to do anything. However, if you don't like a certain feature, you can just disable it in the file "Plugins/HSUS/config.xml".

This file is created when you launch the game or Neo once and then close it.

For example, if you want to disable the confirmation dialog upon deleting an item in Neo, replace "<deleteConfirmation enabled="true" />" by "<deleteConfirmation enabled="false" />".

optimizeCharaMaker

This feature does multiple things:
  • Simply optimizes loading times and general FPS in the chara maker.
  • Adds a search bar for most categories.
  • Adds a way to sort items for most categories.
  • Adds a way to cycle through items for most categories.
  • Adds subfolders support in the maker
  • Removes the limit on character and coord names.
About the sub options:
  • asyncLoading: means that UI elements will be created over multiple frames while the user is doing something else. This option aims to reduce the switching time between categories at the cost of constant FPS loss (it goes back to normal after a while). This option is disabled by default but feel free to try it (especially if your game is in japanese) and to keep it if you like it that way.
  • removeIsNew: removes the animated "New" text that appears on clothes sometimes in the maker. Removing that optimizes things a lot (thank you Henk for finding that!) and this option is enabled by default.
  • subFoldersColor: allows the user to change the color of the folders. This is a hex color, use an online color picker to get a compatible value (for example: https://www.webfx.com/web-design/color-picker/).

uiScale

The UI scale is set to 1 by default, if you want to scale it up or down, just chance the "scale" values in the configuration file to something more to your liking.
Normal Neo: Scaled down Neo:

deleteConfirmation

This adds a confirmation dialog upon deleting an item in Neo (only by clicking the actual button, you can skip this dialog by using the Delete key).
This is what it looks like:

defaultFemaleChar

Allows the user to change the default female loaded in the maker. In the configuration file, you need to replace the value "path" by the name of your card.
So, for example: "<defaultFemaleChar path="" />" becomes "<defaultFemaleChar path="charaF_2016_1231_1529_48_238" />"

improveNeoUI

"Improves" (using quotes because you may not like it simply) certain parts of the UI in Neo.
I was tired of seeing item names cut, so I decided to fix it. Here is a comparison:
Before:

After:

optimizeNeo

This option optimizes Neo in various ways:
  • Something you'll notice right away with this is that Neo takes less time to start: the improvements are massive. You can thank Illusion for faking the loading times by adding voluntary waits in the code.
  • Optmizes Neo's items list exactly like the chara maker: UI entries are loaded only once and then cached in memory.
  • You get support for subfolders too.
  • Adds three search bars as a side effect: one for items, one for backgrounds and one in the Workspace. I know allegretto can already do that but it has problems with vanilla items, so I just decided to create my alternative, feel free to choose.
  • Tries to optimizes Guide Objects (or Gizmos, or Handles, whatever you call them).

enableGenericFK

I was tired of having custom FK items not working in my neo for some reason, so I decided to implement this.
If you enable this, all items with multiple non static bones will have an FK option, that's all.

improvedTransformOperations

  • Adds the possibility to copy the position/rotation/scale of an object and paste it to a group of object. Very useful for moving one or several object to a precise position at once.
  • Enables negative scale values for items in Neo and accessories in the maker, useful for making symmetrical stuff.
  • Individual transform components of an object can be changed precisely by dragging them around, like so: Left Shift and Left Ctrl can be used to speed up and slow down the movement respectively.
  • Prevents the items to be unselected after using the "Move Copy" feature.

autoJointCorrection

This one is pretty obvious if you ask me: it enables joint correction automatically when you load a new character.
This will not affect your previous scenes.

eyesBlink

If enabled is set to "false", this will disable blinking by default on characters.

cameraSpeedShortcuts

If enabled, the Left Shift and Left Control keys now act as live modifiers for the camera speed (Shift for speeding up, Control slowing down).

alternativeCenterToObject

If enabled, the F key will be able to center the camera on any type of selected node (not only root nodes).

fingersFkCopyButtons

Adds two "From Anim" buttons that copy the rotations of fingers from the hand poses to their FK nodes.

automaticMemoryClean

This options tries to free some memory every 30 seconds (by default, can be changed). If for some reason you're having freezes at regular intervals then you may want to disable this.

fkColors

FK nodes are now colorable. Those are hex colors, use an online color picker to get compatible values (ex: https://www.webfx.com/web-design/color-picker/).

postProcessing

This features allows you to choose which screen effect you want enabled or disabled by default. Everything takes place in the configuration file as usual.
Other features not linked to any setting:

HDR Color Picker

This cannot be disabled since it's very unlikely that it breaks something.
Makes the vanilla color picker compatible with HDR colors (notice the brightness above 100 on the screenshot).

Parent characters to anything

Just like the title says, you can parent characters to anything in Neo, just try it!

For modders: Reloading unity3d files without restarting

Super useful feature if you ask me: hit "right ctrl" on your keyboard to open the debug console and press "Clear AssetBundle Cache". The next time you load your item, this will force the game to read the file from the disk and not take it from its memory

History

30/09/2019 - Version 1.8.0
  • Fixed the characters and coordinates lists in neo and improved their sorting.
  • The animation speed field in Neo now has more decimals displayed.
  • Removed the limit on character and coordinate name in the maker.
  • It is now possible to parent characters to anything without any issue.
  • Minor optimization for facial expressions (probably too small to be noticeable).
  • Replaced the vanilla FPS counter by MiniProfiler.
27/03/2019 - Version 1.7.1
  • Fixed search feature being stuck in the maker while switching categories.
  • Added a new field in the config file for Items FK nodes color.
  • Fixed a bug preventing users to save coordinates in subfolders.
  • Small optimizations with GenericFK.
  • For those who use the main game, the girls in subfolders will now appear correctly in the room editor.
28/02/2019 - Version 1.7.0
  • It is now possible to have subfolders for characters and coordinates. Be sure to backup your bonemod files just in case, there shouldn't be any problem but you never know. Subfolders color can be changed in the config file.
  • FK nodes can be colored (in the config file as well).
  • Added a search bar for the Workspace in Neo.
  • Text fields representing the coordinates of an object in Neo can be dragged around for precise positioning. Left Shift and Left Ctrl can be used to speed up or slow down the process respectively.
  • Clothes in the maker can be sorted by name/install date.
  • You can now cycle through clothes the lazy way thanks to two buttons next to the lists.
  • The bug regarding Generic FK enabling after loading a scene or copying an object is now fixed.
  • The camera speed modifiers now also work when moving the camera with the keyboard.
  • Even more optimizations in the chara maker (thank you henk for that!).
07/11/2018 - Version 1.6.1
  • The "From Anim" buttons don't cover Allegretto show/hide toggles anymore.
  • Fixed a bug that made the plugin unusable for certain people with a slightly different version of the game (don't ask me where that version comes from, I don't know myself).
  • Fixed a minor bug related to hair sets/back hair when loading a character in the maker.
01/11/2018 - Version 1.6.0:
  • Added a new option under the chara maker optimization called "asyncLoading". This option means that UI elemens will be created over multiple frames while the user is doing something else. It aims to reduce the switching time between categories at the cost of constant FPS loss (it goes back to normal after a while). Async Loading is disabled by default but feel free to try it (especially if your game is in japanese) and to keep it if you like it that way.
  • Added two "From Anim" buttons that copy the rotations of fingers from the hand poses to their FK nodes.
  • The vanilla color picker is now compatible with HDR colors! It's more complicated than this, but basically, it means that objects can have colors brighter than white (yes it's possible). How useful is it? In my case, I mainly use it to make the bloom affect certain objects faster (like pupils for example). Feel free to experiment with it.
  • Objects are not unselected anymore when using the "Move Copy" feature in Neo.
03/08/2018 - Version 1.5.0:
  • Camera speed modifiers shortcuts: the speed of the camera can now be increased or decreased on the fly with Left Shift (speed up) and Left Control (slow down).
  • The F key can now snap the camera to any type of node selected (not just the character root node).
  • UI resize is now handled properly when the user resizes the window (if you have the mod for).
  • Negative/unlimited scale for accessories in the maker.
09/06/2018 - Version 1.4.0:
  • Massive performance improvements for Neo startup screen
  • Option to disable Eyes blink by default
  • Options to disable all postprocessing effects by default
  • The ability to copy and paste position/rotation/scale of an object to one or multiple objects at once.
  • Ability to reload a unity3d file without restarting the game.
25/02/2018 - Version 1.3.0: "wait what? Where did version 1.2 go?", it was a Discord only beta.
  • Multiple bugs related to the character maker were fixed.
  • Optimized Neo items lists.
  • Search bar for said lists.
  • Generic FK.
  • Negative scale values for Neo.
  • Auto joint correction.
12/11/2017 - Version 1.1.0:
  • Added the search bar in the chara maker.
  • Fixed some minor UI bugs.
  • Added the possibility to change the default character in the chara maker.
  • Minor UI improvements for Neo.
03/11/2017 - Version 1.0.0:
  • First version

MoreAccessories

What does this mod do?

This plugin simply extends the number of accessory slot you can get to... I don't know honestly, the only limit is your computer power! But then I hear you saying, "Why should I use this instead of the summon ring?" well, this one doesn't use the slots of the other outfits. In short, it means you can have an outfit with 20 accessories, another one with 12, and another one again with 50!
In addition to extending vanilla slots, this plugin also has some unique features described just below.

Features

  • Removes the limit of 10 accessories per outfit.
  • Works in the Game and Neo (sorry, not HoneyStudio, and no, I don't plan to make it compatible).
  • More attachment points for your accs: more than 100 new points! Some are more useful than other, I'll let you discover them by yourself.
  • A Guide Object (just like in Koi) that helps positioning accessories.
  • Data is persistent.
  • Compatible with HSUS search bar.

Requirements

Download

Version 1.3.1 (Mega)
Version 1.3.0 (Mega)
Version 1.2.0 (Mega)
Version 1.1.1 (Mega)
Version 1.1.0 (Mega)

Installation

Just put MoreAccessories.dll and HSExtSave.dll in your "Plugins" folder

Uninstall

Remove MoreAccessories.dll from your "Plugins" folder

How to use it?

If you want to add an accessory, there is a dedicated button at the end of the acc list. For the additional attach points, you can find them in the "Position" tab of the accessory slot. Otherwise, everything is the same as vanilla.

History

24/06/2019 - Version 1.3.1
  • Fixed a bug where slots above 20 simply wouldn't work correctly.
10/06/2019 - Version 1.3.0
  • A GuideObject was added to additional slots to help the user place accessories easily.
  • Fixed a bug where accessories were not saved if they were copied from an additional to a vanilla slot.
  • The various "load only clothes/accessories" buttons in the chara maker and neo should work properly now.
29/09/2018 - Version 1.2.0
  • Fixed a bug that made the outfit list in HScenes empty.
  • The "Copy Clothing Set" menu in chara maker is now compatible with additional slots.
  • the "Bulk Clothing Color Change" menu in chara maker is also compatible with additional slots.
15/05/2018 - Version 1.1.1:
  • Fixed a bug that prevented the user to load costumes in Neo.
14/05/2018 - Version 1.1.0:
  • First public version
Don't hesitate to give your thoughts on the plugin!

LightingEditor

What does this mod do?

Advanced options for lights in Neo.

It's a very simple but super cool mod for people who want finer control over lights.

Features

Each of the following options can be changed per light:
  • Shadow strength
  • Shadow bias: useful for fixing "shadow acne" artifacts.
  • Shadow normal bias: same as above.
  • Shadow near plane: advanced feature, this determines how close to the shadows will stop being rendered from an object.
  • Culling mask: advanced feature as well, and if you don't know what this is it means it's not useful to you.
Additionally, the global shadow distance can be changed as well.

Requirements

Download

Version 1.1.0 (Mega)
Version 1.0.1 (Mega)
Version 1.0.0 (Mega)

Installation

Just put LightingEditor.dll in your "Plugins" folder

Uninstall

Remove LightingEditor.dll from your "Plugins" folder

How to use it?

  • Add a light.
  • Go to the "Anim" tab.
  • Move the sliders with passion.
  • Profit

History

06/08/2018 - Version 1.1.0
  • Duplicating a light now copies its additional properties as well.
  • Added a "Shadow Distance" slider to the Camera Light menu. This value is usually changed to make sure certain objects in the distance receive shadows.
19/06/2018 - Version 1.0.1:
  • Fixed a bug that prevented the plugin to import scenes correctly.
18/06/2018 - Version 1.0.0:
  • First version.

FogEditor

What does this mod do?

This mod allows you to fine tune the fog in NEO.

Features

  • Fog color.
  • Two types of fog (height based and distance based, can be used at the same time).
  • Fog density.
  • Alternative rendering: with this enabled, fog can be rendered above transparent objects (without, it's rendered before those).
  • Data is saved with the scene.

Requirements

Download

Version 1.2.1 (Mega)
Version 1.2.0 (Mega)

Installation

Just put FogEditor.dll in your "Plugins" folder

Uninstall

Remove FogEditor.dll from your "Plugins" folder

How to use it?

  • Bring up the UI with "Ctrl+F".
  • Play around with the buttons and sliders (it has a "Reset" button if you mess something up).

History

17/09/2018 - Version 1.2.1:
  • Fixed a bug where using the Alternative Rendering feature would make the fog disappear with HoneyShot.
  • Fixed a bug where disabling Depth of Field would make the fog disappear when using Alternative Rendering.
  • Minor UI behaviour fixes.
08/07/2018 - Version 1.2.0:
  • First version.

RendererEditor

What does this mod do?

Allows the user to edit the properties of almost any Renderer and its Materials in a StudioNEO scene.

With simpler words, this is what it can do:

Features

  • Can change the color of an object even if it's not colorable.
  • Can change how shiny an object is even if it's not colorable.
  • Can swap textures (said textures are taken from a special folder, "Plugins/RendererEditor/Textures").
  • Individual settings for each texture.
  • Textures can be dumped to the disk (only in .PNG format).
  • Change the renderqueue of a material.
  • Add/remove shader keywords.
  • Change the RenderType tag.
  • Can change the shadows properties of an item (Cast Shadows, Receive Shadows).
  • Disable Renderers altogether.
  • Can do bulk changes if the user is selecting multiple Renderers/Materials at the same time with Ctrl, Shift or the "Select all" buttons.
  • Also compatible with Projectors!
  • Comes with 4 different projector studio items (more on that later).
  • Every change is saved in the scene file.
Additionally, this plugin can be used to prototype your mods if you're a modder.

Requirements

Download

Version 1.4.0 (Mega)
Version 1.3.0 (Mega)
Version 1.2.0 (Mega)
Version 1.1.0 (Mega)

Installation

Just put RendererEditor.dll in your "Plugins" folder

Uninstall

Remove RendererEditor.dll from your "Plugins" folder

How to use it?

  • Select an object/character in the Workspace area.
  • Hit "Ctrl + R".
  • The list of Renderers/Projectors is on the right, select one or more.
  • Select one or more materials on the left.
  • Have fun messing with all those properties.
As stated earlier, the plugin comes with projectors, here is an example of use:

In this picture, red is blend, blue is add, green is multiply and black is sub.
Projectors can work in a localized area but can also repeat their texture over a whole item if the user removes the "_CLAMP_ON" shader keyword.

History

27/05/2019 - Version 1.4.0
  • RendererEditor is finally compatible with the Import feature of StudioNEO.
  • New field: Reflection Probe Usage for each renderer.
  • Fixed a bug that would copy modifications to the wrong renderer when copying an object that had changes.
  • Fixed the well known bug that would reset the "Enabled" setting on Renderers when hiding/showing them in the workspace.
  • Mipmaps should be correctly generated for textures loaded.
  • Textures now have individual import settings: you can change the Filter Mode, Anisotropic Level, Wrap Mode and enable or disable Bypass sRGB Sampling, more info here.
  • The "Transparent border" setting forces your texture to have transparent borders (somewhat similar to the "Border mipmaps" setting in Unity).
  • The "Compressed" setting makes the texture compressed and can save memory (it is recommended not to disable it) but it can also create unwanted artefacts.
  • A new texture path reconstruction algorithm was put in place. This means that you should be able to move the textures around and reorganize your folders without breaking your scenes.
  • A new "Include shaders" checkbox, enable filtering with shader names.
  • A new "Only active" checkbox, hides disabled Renderers.
  • A new "Only dirty" checkbox, hides unchanged Renderers.
  • Memory usage improvements.
  • Various UI improvements.
  • Various behaviour improvements.
  • RendererEditor is now compatible with Projectors! More info on what projectors are here (english) and here (japanese).
  • The plugin also comes with four different projectors studio items:
    • Blend: classic alpha blend, the projected texture replaces gradually the texture below according to its alpha channel.
    • Add: the projected color is added to the color below (making things very bright).
    • Multiply: the best one in my opinion, the projected color multiplies the color below.
    • Sub: the projected color is subtracted from the color below.
02/12/2018 - Version 1.3.0
  • Copying objects also copy their altered properties.
  • Added a "low memory" mode that disable texture preview but also reduce loading times and memory usage. Enable it in the modprefs by setting "previewTextures" to "0" under the "RendererEditor" area.
  • It is now possible to edit the "RenderType" tag of a certain material.
  • The materials have their own search bar.
  • The texture explorer has a button to unload unused textures in order to free some ram.
  • Using "No texture" on a material does not crash the plugin anymore upon saving the scene.
  • Minor UI and behaviour improvements.
02/10/2018 - Version 1.2.0
  • Fixed a bug caused by changing a material properties outside of the plugin (for example, changing skin shine in the vanilla menu after editing the face material with RendererEditor). This kind of conflict could lead to additional data being lost. However, even if this is fixed, editing a material with different entities at the same time (mods/vanilla menu) can lead to serious inconsistencies and problems. Basically, doing this is asking for troubles: don't do it.
  • Improved the texture explorer: the display now follows the structure of your folder. This means that files are grouped into their respective folders and subfolders. Also, the plugin won't load a certain texture until you decide to navigate to it. TL;DR: loading and memory improvements.
25/09/2018 - Version 1.1.0
  • First public version.

CameraEditor

What does this mod do?

More camera slots and a new UI to change its properties manually.

Features

  • More camera slots.
  • New UI to change the position, rotation and distance of the camera manually (for maximum precision).
  • Values inside the input fields can also be increased/decreased by using the scroll wheel on them.

Requirements

Download

Version 1.0.0 (Mega)

Installation

Just put CameraEditor.dll in your "Plugins" folder

Uninstall

Remove CameraEditor.dll from your "Plugins" folder

How to use it?

  • Press "+" to add another camera.
  • Scroll to navigate through the expanded list of cameras.
  • Open the menu by clicking on the camera icon at the left of the list.
  • Change the values you want.

History

08/01/2019 - Version 1.0.0:
  • First version.

HSStandard

What does this mod do?

This is a shader replacement plugin, it aims to replace the PBRsp_* family by an adapted version of the Unity Standard shader.

"Why the hell did you do this?"
The vanilla HS shaders are cool but contain bugs and some are just plain weird. The objective here was to make the game more consistent with the use of the Standard shader as much as possible. Also, it adds more features for those who are dedicated to make their game look better.

Pros and cons (and also a list of features)

Pros:
  • Amazing new hair shader with anisotropic reflections! Really, it's super cool guys.
  • A more consistent look for your game. This means that items, clothes and character will react better with their environment.
  • Two colors shader (PBRsp_3layers) shadow bug fixed!
  • More objects will reflect correctly cubemaps if you're using LRE and IBL.
  • A different specular algorithm. If you like making your waifu's skin super shiny, you will probably like that.
  • If you don't want a certain type of object to be changed, you can configure that in modprefs.ini, there is a bunch of useful settings there.
    • Hair = hair (duh).
    • Skin = body and face skin.
    • BodyStuff = eyes, eyelashes, eyebrows, pubic hair...
    • Clothes = global setting for clothes.
    • SingleColorClothes = clothes that are only single color (ignored if Clothes is set to 0).
    • TwoColorClothes = clothes that are only two colors (ignored if Clothes is set to 0).
    • Other = the rest (items, effects...).
    • SingleColorOther = everything else that is only single color (ignored if Other is set to 0).
    • TwoColorOther = everything else that is two colors (ignored if Other is set to 0).
    • FixHairDOF = can potentially fix the Depth of Field not affecting the hair. This feature is quite experimental so it's disabled by default.
    • DedicatedHairShader = uses the dedicated shader that has nice anisotropic reflections. Disabling this makes the hair use a more traditional shader (leave it enabled, it's good).
    • DedicatedSkinShader = uses the dedicated shader that has SSS (SubSurface Scattering). If you want this to work, you need compatible skins (aka skins that have a "Thickness" map in the alpha channel of their Albedo texture where Opaque = thick and Transparent = thin).
  • Some objects just look better.
  • It also looks great even if you don't have LRE.
Cons:
  • Some objects just look worse. Why? Because they weren't configured correctly to begin with, and no I cannot fix that. However, if I can't fix something in the plugin itself, there is a good chance it can be repaired by changing the mod via SB3U.
  • Doesn't work very well with the current Wet skintex. Unfortunately, this is not something that can only be fixed by changing the skintex itself (or making a brand new one).
  • This can be considered a graphic enhancement mod, and since it changes the skin and the hair, you'll have to adjust them on your characters.
Again, this kind of mod is very subjective, so if you don't like what it does to your game, uninstall it, don't just keep it because "Joan did that, I must have it".

Requirements

Download

Version 1.0.2 (Mega)
Version 1.0.1 (Mega)
Version 1.0.0 (Mega)

Installation

Just put HSStandard.dll in your "Plugins" folder

Uninstall

Remove HSStandard.dll from your "Plugins" folder

How to use it?

  • You put the dll where it needs to be put.
  • That's all.
  • Have fun.

History

14/07/2019 - Version 1.0.2:
  • Fixed some fuckery that happened with certain hair using the custom "PBRsp_alpha_blend" shader.
  • The ways hair are handled was slightly changed, this might (or might not) fix certain hair that were "buggy" (yes, I know, this sentence is very vague but I can't explain more without going into too much details).
  • Face blush and cum now have a dedicated shader. This was made to fix the color difference that would happen between the body and the head when using a projector from RendererEditor on the neck part.
  • The animated two colors shader is now replaced as well (mech parts are affected for example).
  • Fixed certain items using the Two Layers Culloff Cutout shader (hopefully it didn't break something else).
21/04/2019 - Version 1.0.1:
  • Potential optimizations (not even sure it's noticeable though).
  • Some transparent items fixed.
  • Pubic hair being displayed weirdly and conflicting with other clothes fixed.
  • Fixed certain items using the two colors shader.
  • Fixed certain items using the two layers shader.
  • Reduced the skin detail intensity to something more consistent.
  • Disabling the mod cannot be done by holding "Left Shift" anymore, the shortcut was moved to "Left Ctrl + Left Alt".
  • Fixed a bug that made certain items completely disappear (the body juice or tears level 3 for example).
  • Added an experimental way to "fix" the depth of field (and other screen effects) for hair. This option is disabled by default but can be enabled by activating "fixHairDOF" in modprefs.ini.
  • Fixed a bug in the anisotropic hair shader: Intensity and Shine Color have a more consistent behaviour now, which makes certain hair (that were considered buggy) less shiny. If you're using those I'm sorry, you'll have to tweak them again I'm afraid. If not, you're good to go (vanilla and vanilla looking hair don't seem to be affected too much).
21/02/2019 - Version 1.0.0:
  • First version.

Examples and comparisons

Comparisons were made with the same scene data, which means the characters weren't adjusted between the two shots. You will likely get something like this for your old scenes when you install HSStandard.
By Shoe (Top = Vanilla, Bottom = HSStandard)

By Shoe (Left = Vanilla, Right = HSStandard)

By Shoe (Left = Vanilla, Right = HSStandard)

By BTR_KG2 (Top = Vanilla, Bottom = HSStandard)

By BTR_KG2 (Left = Vanilla, Right = HSStandard)

By Gil

By saint1228 (Left = HSStandard, Right = Vanilla)

By Cyberdisk (Top = Vanilla, Bottom = HSStandard)

By Cyberdisk (Top = Vanilla, Bottom = HSStandard)

By Lykanz (Left = Vanilla, Right = HSStandard)

By DR.MUFFSLAMMER (Top = Vanilla, Bottom = HSStandard)

By me (Top = Vanilla, Bottom = HSStandard)

By me (Top = Vanilla, Bottom = HSStandard)

By me (Top = Vanilla, Bottom = HSStandard)

NodesConstraints

What does this mod do?

This mod allows the user to link objects together that shouldn't be linkable using the vanilla way.

Features

  • Link two objects together: you can constrain either their position, or rotation, or both!
  • Possibility to change the order constraints are applied (so you can link properly object A to B, and B to C for example).
  • Disable constraints temporarily with a checkbox.
  • Rename constraints to keep things organized.
  • Naturally, data is saved with your scene.
  • Simple and advanced object list.

Requirements

Download

Version 1.0.1 (Mega)
Version 1.0.0 (Mega)

Installation

Extract the archive in your HS folder.

Uninstall

Remove NodesConstraints.dll and the folder "NodesConstraints" from your "Plugins" folder.

How to use it?

  • Bring up the UI with Ctrl N.
  • Select an object in your workspace (that will be your parent object). This can be a rotating gimmick for example.
  • In the object list below, choose the bone that will be the real parent (in the case of rotating gimmick, you want to take the thing that actually rotates).
  • Click "Set as parent".
  • Select another object in your workspace (that will be your child object). If you don't know what to do, just take a character for example.
  • In the object list below, choose the bone that will be affect by the parent. For a character, you could simply take its origin point, but that's not very interesting. Instead, try to take an IK node (they have the word "work" in their name), the right hand for example.
  • Click "Set as child".
  • At the top of the window, choose if you want to link the position and/or rotation by toggling the checkboxes next to "Link position" and "Link rotation". If you wish to keep the current coordinate different, you can click on "Set current".
  • Finally, click on "Add new".
  • If you wish to change this constraint later, select it in the list below, change what you need to change, and click on "Update selected".
  • That's it, have fun!

You should be careful however as there is absolutely no limitation for to the bones you can move/rotate with this thing. AKA, if you start moving FK nodes on characters, you'll get weird results, and that's normal.

Alternatively, here is a tutorial made by the user Zip!

History

05/05/2019 - Version 1.0.1:
  • Fixed a bug that would make the plugin not function correctly on a character with FK enabled.
04/05/2019 - Version 1.0.0:
  • First version.

VideoExport

What does this mod do?

This mod takes a sequence of screenshots at a constant rate and transform them into a video file.

Features

  • Uses either HoneyShot or PlayShot24ZHNeo to take screenshots.
  • Framerate can be configured and stays constant even if you have a potato PC.
  • Can record until the user is tired or can be limited to stop automatically (so you can take a coffee while it's rendering).
  • Limit the amount of frames, seconds, or bind the whole thing to an animation (can make perfect looping videos).
  • Can resize (downscale) screenshots on the fly.
  • Can rotate screenshots on the fly.
  • Has multiple extensions and codecs available: MP4 (H.264, H.265), WEBM (VP9), GIF, AVI (MPEG-4).
  • For advanced users: screenshots can be kept if you wish to generate the video manually using your own ffmpeg/gifski command line.

Requirements

Download

Version 1.0.0 (Mega)

Installation

Extract the archive in your HS folder.

Uninstall

Remove VideoExport.dll and the folder "VideoExport" from your "Plugins" folder.

How to use it?

  • Bring up the UI with Ctrl E.
  • Tweak the options however you like them.
  • Press "Start Recording" (alternatively, you can use Ctrl + Shift + E to Start/Stop recording).
For your first attempt, I would suggest you to start simply with a character doing an animation. Setup your character, bring up the UI, select your favourite screenshot plugin, select 60 fps, choose to Limit By "Seconds", set the Limit Count to 5 (aka 5 seconds here), optionally select resize if you wish to downscale the video, use the MP4 format with the H.264 codec, don't touch the quality and finally hit "Start Recording". At this point, your game will get very slow, that's normal since it needs to take a lot of screenshots probably. Once it's finished, the window should display a green "Done!" at the bottom.
Oh yeah, and before you ask, the resulting file is stored in "Plugins/VideoExport/Output/".

Here is video I generated. It's 120 fps, 4K downscaled to 1080p.


Actually, youtube fucked my 120 fps, but here is the original file:
https://mega.nz/#!VxgW1SgS!Yy-7YjFYyX7pOBDFPyJiHJEohAUmhMApOG5RIdRMDog

And here are other examples (with sound):
https://mega.nz/#!o5xmEIgR!qplDevGOUL4zfmQSdu97CkLAi7JVEYrEUnv8nCIQNPE
https://mega.nz/#!x8JV2IDQ!yTW6Stj094JTW6lI3PhA6goGa0rMwDSL7ix7LTPcqjI

History

30/01/2019 - Version 1.0.0:
  • First version.

HS Linear Rendering Experiment (LRE)

What does this mod do?

Just to be clear, this is not my mod to begin with.
LRE is a graphic enhancement mod for HS. It is comparable to Reshade or ENB but less hacky and more adapted to HS (and Unity based games in general).
LRE can be standalone but it is recommended to use it with its brother plugin, IBL (just below).
Original thread can be found here.

Features

Here is what LRE brings to the table:
  • New (higher quality) skins.
  • Higher quality makeup.
  • More advanced (and customisable) color correction (everything is in "UserData/GraphicSetting").
  • New postprocessing effects:
    • Cinematic Bloom
    • Subpixel Morphological Antialiasing (SMAA)
    • Lens Aberrations
    • Tonemapping and Color Grading
    • Sonic Ether Global Illumination solution (SEGI)
    • Amplify Bloom
    • Camera Motion Blur
    • Noise and Grain
    • Blur
This thing can change the look of your game drastically (that's because of the skins and the color correction) but this can be fixed if you make your own color correction (or use someone else's). Not installing the skins is also a viable option, but then I recommend you install another pack of skins that are "4K Diffuse Ready".
If you're updating from an older LRE or from 4K Diffuse, the look of your game shouldn't change (as long as you follow the instructions).

Requirements

  • Illusion Plugin Architecture
  • Not required but highly recommended: HSStandard 1.0.2 or above (on this page).
  • Not required but highly fucking recommended: IBL 5.X.X (on this page).

Installation

It depends.
  • If this is your first time getting this, download the AAIO (Almost All In One) pack below and follow the instructions inside.
  • If you're upgrading from the older LRE 3 (by plasticmind) or 4K Diffuse, download the AAIO pack below and follow the instructions inside (there is a good chance you're in this case).
  • If you're upgrading from LRE 4, download and install the latest individual pack (don't forget to update IBL too if it was updated).
If you're experiencing weird problems, try to patch your game with IPA again. And by "patch your game" I don't mean "run with Patch & Launch", I mean drag the executables over IPA again.
If you have the "Harmony4KPatch" plugin, uninstall this, because it's not compatible with this new LRE.

Uninstall

You don't

Download

AAIO (Mega)

LRE Individual Version 4.0.1 (Mega)
LRE Individual Version 4.0.0 (Mega)

For older versions check the original thread.

How to use it?

See the instructions in the "HS Image Based Lighting" section of this page.

History

31/07/2019 - Version 4.0.1:
  • HoneyShot (and other plugins) can now be used again in the chara maker (seriously though, why do you guys need 4K+ chara maker screenshots).
  • SSR can now be scaled automatically during screenshots.
  • Fixed a bug with tattoos getting extremely low quality on low quality skins.
  • Systems that don't support SEGI at all shouldn't have problems accessing other features anymore.
  • It is possible to have 8K skins in theory (I forgot to mention it in the last changelog).
19/07/2019 - Version 4.0.0:
  • First of all, LRE doesn't replace the code of the game anymore, it is now a plugin.
  • The previous graphic enhancement mod "4K diffuse" is also included here. "What does this mean?", it means that 4K Diffuse users can install this without changing the look of their game at all.
  • Consequently, all the screen effects used in the vanilla game and 4K Diffuse were added to IBL too ("Vignette and Chromatic Aberration", "Color Correction Curves", "Bloom and Flares", "Antialiasing").
  • Brand new screen effects:
    • SEGI: dynamic Global Illumination (aka bouncing light).
    • Amplify Bloom: more advanced bloom with lens flare, glare, dirt etc (it fucking rocks).
    • Camera Motion Blur: as the name suggests, it's motion blur that happens when the camera moves. It can be interesting for videos.
    • Noise and Grain: it's just noise, and grain, really, that's it.
    • Blur: not to be mixed with Depth of Field! This is just a way to blur your picture, because why not (I used it to reproduce the feeling of an old picture inside neo).
  • Older versions of LRE had a bug which made it ignore certain settings stored in "UserData/GraphicSetting" completely (SSAO for example). This is now fixed.
  • There's a lot of new settings in "UserData/GraphicSetting". Also, some of the existing settings were moved. Basically: "GraphicSetting/ImageEffect" contains all the LRE only settings. "GraphicSetting/Style" contains all the 4K Diffuse only settings. "GraphicSetting/Common" contains the rest. All the other folders (except "Shadows") are now ignored completely.

HS Image Based Lighting (IBL)

What does this mod do?

Same as LRE, this is not my plugin to begin with, I am simply the person maintaining it (and improving it) these days.
Basically, this plugin is a way to control more precisely the screen effects of HS, load cool skyboxes, have nice reflection and all. I'm not going to explain everything, but feel free to take a look at the original post by the original modder here.

Features

Seriously, go check the original post.

Requirements

Download

IBL requires LRE 4.X.X (posted above) since version 5.0.0. If you installed LRE in the past, there's a good chance you don't have the right one, double check pretty please.

Version 5.0.1 (Mega)
Version 5.0.0 (Mega)

Version 4.10 (Mega)
Version 4.9 (Mega)
Version 4.8 (Mega)
Version 4.7 (Mega)
For older versions check the original thread.

Installation

Extract the content of the archive in your game's folder (make sure you have all the requirements please).

Uninstall

Remove HSIBL.dll from your "Plugins" folder.

How to use it?

  • Press F5.
  • Move the sliders until it looks good.

History

31/07/2019 - Version 5.0.1:
  • Fixed tonemapping exposure resetting when opening the Perception tab for the first time.
  • Made sure changing the cubemap and the ambient mode updates the ambient settings all the time.
19/07/2019 - Version 5.0.0:
  • Exposed values for Vignette and Chromatic Aberration.
  • Exposed values for Color Correction Curves.
  • Exposed values for Bloom and Flares.
  • Exposed values for Antialiasing.
  • Exposed values for SEGI.
  • Exposed values for Amplify Bloom.
  • Exposed values for Camera Motion Blur.
  • Exposed values for Camera Motion Blur
  • Exposed values for Noise and Grain
  • Exposed values for Blur
  • Effects can be reordered.
  • Bloom has been renamed "Cinematic Bloom" in order to clearly differentiate it from "Bloom and Flares" and "Amplify Bloom".
  • Postprocessing effects can be upscaled automatically when taking screenshots with HoneyShot, Playshot or Screencap.
  • FOV changed manually in IBL is now saved correctly in scenes and camera slots.
  • It is now possible to set the default cubemap in the chara maker (in the Misc tab while you're in the maker).
  • Auto mode is gone (don't be lazy guys please).
16/01/2019 - Version 4.10:
  • The ability to save and load presets in the misc tab.
  • New field: the Chromatic Aberration color can now be changed.
  • New field: a button to dissociate the Depth of Field focus point from the studio cursor.
  • New field: Reflection Probe shadow distance.
  • SMAA (Subpixel Morphological Antialiasing) values are now exposed in the Perception tab.
  • The integrated documentation (tooltip) was moved to another dedicated window (that doesn't always appear, thus taking useless space).
  • IBL works correctly in the chara maker now.
24/09/2018 - Version 4.9:
  • Fixed a bug where the rotation of the default lights wasn't loaded correctly
  • Fixed a bug with cubemaps when loading a scene that could potentially crash the loader thus ignoring the rest of the saved settings
  • It is now possible to disable the reflection probe
21/09/2018 - Version 4.8:
  • Someone convinced me to save the Tonemapping settings as well, so they have been moved from the Misc tab to the Perception tab and have been renamed Color Grading settings (because that's how they should be named to begin with).
  • Lots of bugfixes, if you have the previous version, just take this one tbh.
  • More integrated documentation: that was already present in the previous version, but now there is more of it. If you hover your mouse on certain settings, you might see an explanation appear at the bottom of the plugin.
20/09/2018 - Version 4.7:
  • Minor UI reorganisations.
  • Additional postprocessing effects can be changed in the "Perception" tab.
  • Everything is saved, which means, HSIBL now requires HSExtSave

Modding resources

HSExtSave

Even though this one is a plugin as well, I chose to put it in the "Modding resources" section for obvious reasons.
On its own it does nothing, but it offers a way to save/load data directly into a scene/character/coordinate png file. I am aware HSStudioNEOExtSave does the same thing for scene, but this one is not compatible with scene importing. Also, there is no need to worry, both are compatible and won't run into each other.

Download

Version 1.0.1 (Mega)
Version 1.0.0 (Mega)

How to use? (For modders only)

In Visual Studio reference this dll as you would do with any other dll. Also, since it's a plugin, it needs to be in your Plugins folder to work, obviously.
Then, you'll want to register the callbacks you need with the method "RegisterHandler", like this:
//HSExtSave plugin

public delegate void ExtSaveCharReadHandler(CharFile charFile, XmlNode node);
public delegate void ExtSaveCharWriteHandler(CharFile charFile, XmlTextWriter writer);
public delegate void ExtSaveSceneReadHandler(string path, XmlNode node);
public delegate void ExtSaveSceneWriteHandler(string path, XmlTextWriter writer);
public delegate void ExtSaveClothesReadHandler(CharFileInfoClothes clothesInfo, XmlNode node);
public delegate void ExtSaveClothesWriteHandler(CharFileInfoClothes clothesInfo, XmlTextWriter writer);

/// <summary>
/// Used to register a handler.
/// </summary>
/// <param name="name">Name of the handler: it must be unique and without special characters.</param>
/// <param name="onCharRead">Callback that will be called when the plugin reads a character card.</param>
/// <param name="onCharWrite">Callback that will be called when the plugin saves a character card.</param>
/// <param name="onSceneLoad">Callback that will be called when the plugin reads a scene card.</param>
/// <param name="onSceneImport">Callback that will be called when the plugin reads a scene card (import).</param>
/// <param name="onSceneWrite">Callback that will be called when the plugin saves a scene card.</param>
/// <returns>true if the operation was successful, otherwise false</returns>
public static bool RegisterHandler(string name, ExtSaveCharReadHandler onCharRead, ExtSaveCharWriteHandler onCharWrite, ExtSaveSceneReadHandler onSceneLoad, ExtSaveSceneReadHandler onSceneImport, ExtSaveSceneWriteHandler onSceneWrite, ExtSaveClothesReadHandler onClothesRead, ExtSaveClothesWriteHandler onClothesWrite)

//Your plugin

public void OnApplicationStart()
{
    HSExtSave.HSExtSave.RegisterHandler("theNameOfYourModForExample", null, null, this.OnSceneLoad, this.OnSceneImport, this.OnSceneSave, null, null);
}

private void OnSceneLoad(string path, XmlNode node)
{
    //Stuff
}

private void OnSceneImport(string path, XmlNode node)
{
    //Stuff
}

private void OnSceneSave(string path, XmlTextWriter writer)
{
    //Even more stuff
}

As you can see, I'm not registering everything since in this case I don't care about loading or saving chars and coordinates.
A note about loading callbacks (onCharRead, onSceneLoad, onSceneImport and onClothesRead): if the target doesn't contain any additional data, these methods will be called with a NULL XmlNode.

One last thing: if you're using ILMerge to integrate one or several dlls in your plugin, make sure not to merge this one!

History

12/05/2018 - Version 1.0.1:
  • Fixed a bug with coordinates loading.
  • As a side effect, the plugin generates fewer logs.
26/02/2018 - Version 1.0.0:
  • First version

BonesFramework

BonesFramework is a plugin that allows modders to add new bones to clothes at runtime.

Download

Version 1.1.0 (Mega)
Version 1.0.1 (Mega)
Version 1.0.0 (Mega)

How to use? (For modders only)

It's fairly simple: you need to add bones to your clothes in whatever 3D program you're using, weight some vertices to them, export that normally, and when creating the unity3d file, you need to add a TextAsset in it as well.
That TextAsset tells the plugin which additional bones to look for. TextAssets can be generated in unity by simply adding a txt file to your project, or in SB3UGS by copying an existing TextAsset from a list file.
The TextAsset must be named "additional_bones", and this is how it should be formatted:
animator_name	name_of_the_first_additional_bone	name_of_the_second_additional_bone	...
animator_name2	name_of_the_first_additional_bone	name_of_the_second_additional_bone	...
               A
               |
This is not a space, this is a TAB (you need to be careful about this).
One line per animator/prefab, and the line must contain only root additional bones. Let me explain:
Let's say I have this kind of hierarchy:
VanillaBone1
	VanillaBone2
		VanillaBone3
			VanillaBone4
				AdditionalBone1
					AdditionalBone2
						AdditionalBone3
				AdditionalBone4
					AdditionalBone5
The inside of the TextAsset should look like this:
animator name	AdditionalBone1	AdditionalBone4
                               A
                               |
(this one is still a tab, not a space)
Also, you should make sure your additional bone names are unique and don't collide with vanilla bone names! You'll have a bad time if you don't pay attention to this.

If you follow this link, you'll find an example file made by Roy12, it's a Swim Top called "Nipple Chain": Example file (Mega)
If you're not convinced it works, open HSUS with right ctrl and navigate to the supposed location of your bone.

That plugin was tested by various modders before going public, but needless to say that it could still contain bugs. If you're experiencing one, or if you simply have a question as modder about this, don't hesitate to contact me here or on Discord (preferably).

History

22/01/2019 - Version 1.1.0
  • BonesFramework can now add new bones to custom heads!
  • Fixed a bug where the plugin would ignore the last bone on each line in the "additional_bones" if those lines were separated by Unix-style line endings (LF). Now it also supports Windows-style (CRLF) correctly.
21/10/2018 - Version 1.0.1
  • Fixed a bug where the plugin would simply not work with males.
20/10/2018 - Version 1.0.0:
  • First version

The source code of all my plugins is available on BitBucket.

Misc

BegoneThot (deprecated)

What does it do?

It's an external tool that removes ghost entries from Neo.

Requirements

Download

Version 1.0.0 (Mega)

Installation

Extract the content of the archive into your HiR folder.

How to use it?

  • Backup your shit (abdata/studioneo/info/00.unity3d)
  • Run the exe
  • Set the abdata path
  • (Optional) Click on deep search. While searching for ghost entries, this will actually look inside the unity3d files to see if an object is present (keep in mind that it takes a lot of time). If you don't activate this, it will only check if a certain unity3d file exists (which is fine most of the time).
  • Click on "Do the thing"
  • Wait for the report at the end

Clothes, maps, etc

From time to time, I also port studio items, clothes, maps and other non-plugin related stuff. You can find them all here and here (not everything has previews, I'm sorry).

Tutorials

There's only one thing here, but I like to think that it's extremely relevant if you want to start modding Honey Select using Unity (aka the best way imo):

If you wish to report a bug, make a suggestion, or just talk to me, you can do so at the unofficial Illusion Games Discord server.

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