Mod looks really good! Only problem is that it crashes when I try using it :/
If you need it here's my crash report:
(Didn't see the thing about crash reports being in spoilers, srry about that ^_^;)
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 10/2/16 12:19 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: CustomSteve_Server.ModContainer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: CustomSteve_Server.ModContainer
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.RuntimeException: Attempted to load class CustomSteve_Server/ModContainer for invalid side CLIENT
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.11.6
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 106463168 bytes (101 MB) / 262909952 bytes (250 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UC Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UE customsteveserver{1.1.0Beta} [CustomSteveServer] (CustomSteve_Server1710110Beta_Forge.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '2.1 ATI-1.42.15' Renderer: 'AMD Radeon HD 6750M OpenGL Engine'
Help!! Itsuka, Kotori's hair is black in minecraft but her hair is red... please help I don;t know what to do
texture isn't being loaded likely in the wrong format or in the wrong place.
Also 1.3 still has the same issue as 1.2 where the config won't actually save the size etc you tell it to save.....also it locks fps at 30? it used to run 60 now it locks me to 30 and its not compatible with SAO UI as whenever I turn models on the SAO UI goes grey likely some sort of rendering conflict? Edit: also this is the character I play with lol Imgur.com Ive edited her quite a bit from the original though.
For a mod that uses raw MMD files, the performance is AMAZING with other heafty mods, even on AMD FX CPUs (8350 stock atm)
My only issue is actually GETTING the MMD models + animations. So many are behind passwords that its bewildering...
Trying to get as many Touhou and Neptunia models as possible and....still only have the Sakuya that comes with the mod...
When I DO get the model and textures, is it safe to assume that I can just re-use other animations, or are they specific to that skeleton? (so many models merely come in T-pose with no animations)
Another question is, I see multiple texture sets in Sakuya's folder....how does one change to those sets? (Literally there are 3 or 4 different color palettes/outfits there
not sure about the texture change, but the animations are interchangeable, pretty much just copy sakuya's animation folder and rename it to whatever model your adding, the only issue doing that though is if the model is either a male or non humanoid, male just makes him look girly and non humanoid might look really odd due to the non human type skeleton.
No, the issue I'm having is that some of the models I HAVE been running into.....almost seem like they don't have any animation rigging, just a skeleton (ALL my Neptunia models are stuck in t-pose Pick a model, Any model.)
I guess its just my luck at finding modelers that know what they are actually doing.....and all the good models are stuck behind PWs.....
And yes, the models I HAVE gotten working animate properly so I kinda answered that on my own once I actually found a properly rigged skeleton
Hmmmmm...... They did seem to be on the light side for actual space.....
*goes out to find models that are ACTUALLY RIGGED*
Still, pretty neat that it plays nice with other mods that change the player model (Morph) I was still a GoG Succubus when I loaded this, the compatibility was a nice touch.
FYI, very first time I'm even screwing with MMD models, its usually been already converted to whatever engine is using them; Source/UE3
Edit: Ok one thing I HAVE noticed is that only the Sakuya model supports item holding in any form
For a mod that uses raw MMD files, the performance is AMAZING with other heafty mods, even on AMD FX CPUs (8350 stock atm)
My only issue is actually GETTING the MMD models + animations. So many are behind passwords that its bewildering...
Trying to get as many Touhou and Neptunia models as possible and....still only have the Sakuya that comes with the mod...
When I DO get the model and textures, is it safe to assume that I can just re-use other animations, or are they specific to that skeleton? (so many models merely come in T-pose with no animations)
Another question is, I see multiple texture sets in Sakuya's folder....how does one change to those sets? (Literally there are 3 or 4 different color palettes/outfits there
you can re-use animations assuming its a female character
No, the issue I'm having is that some of the models I HAVE been running into.....almost seem like they don't have any animation rigging, just a skeleton (ALL my Neptunia models are stuck in t-pose Pick a model, Any model.)
I guess its just my luck at finding modelers that know what they are actually doing.....and all the good models are stuck behind PWs.....
And yes, the models I HAVE gotten working animate properly so I kinda answered that on my own once I actually found a properly rigged skeleton
Hmmmmm...... They did seem to be on the light side for actual space.....
*goes out to find models that are ACTUALLY RIGGED*
Still, pretty neat that it plays nice with other mods that change the player model (Morph) I was still a GoG Succubus when I loaded this, the compatibility was a nice touch.
FYI, very first time I'm even screwing with MMD models, its usually been already converted to whatever engine is using them; Source/UE3
Edit: Ok one thing I HAVE noticed is that only the Sakuya model supports item holding in any form
sakuya has bones for first person and item placement you have to copy them from sakuya to the model you want to use in order to have them or If you can understand japanese make your own?
Well I got Arlvit's Old and New getuploader accounts.
Also got his Bowlroll account.
I'm currently using ALL his models that don't have issues loading the textures with this mod (a few don't work properly, probably a layering issue with either the model or the mod itself as I can't get the Sakyua RQ model working at all [Has reflection and depth but no color sort of thing], granted its the ONLY model you can't modify)
OR I can just send you the models and textures I already have in CustomSteve format and includes the non-rip HDN models (33 in total so far mostly just normal+swim variants) No clue which ones are protected. Annnnnd I can't figure out where I got my other models from (Bowlroll is a turd to work with sometimes)
The one I REALLY want done is the Tenshi normal one (If it can be edited at all, mind you) Otherwise, do what you can.
doesn't work with 1.6.4 and 32bit man
Mod looks really good! Only problem is that it crashes when I try using it :/
If you need it here's my crash report:
(Didn't see the thing about crash reports being in spoilers, srry about that ^_^;)
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 10/2/16 12:19 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: CustomSteve_Server.ModContainer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: CustomSteve_Server.ModContainer
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.RuntimeException: Attempted to load class CustomSteve_Server/ModContainer for invalid side CLIENT
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.11.6
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 106463168 bytes (101 MB) / 262909952 bytes (250 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UC Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UE customsteveserver{1.1.0Beta} [CustomSteveServer] (CustomSteve_Server1710110Beta_Forge.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '2.1 ATI-1.42.15' Renderer: 'AMD Radeon HD 6750M OpenGL Engine'
GUYS, IT'S HERE, the 1.3.0 BETA is LIVE!
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
okay so i have everything working with the beta but none of the models i add show the weapons or items.
Excuse me.
How do I solve this problem?
My environment is Windows 10, the latest nvidia driver and Java.
<embed name="blogparts" width="150" height="260" align="middle" pluginspage="http://www.macromedia.com/go/getflashplayer" src="http://static.nexon.co.jp/maplestory/mapleplaza/blogparts/maplewatch/maple_watch_orange.swf">
Help!! Itsuka, Kotori's hair is black in minecraft but her hair is red... please help I don;t know what to do
I don't think you can add items or weapons atm or if you can there is no documents on how
You aren't loading the textures or they are in the wrong formats
texture isn't being loaded likely in the wrong format or in the wrong place.
Also 1.3 still has the same issue as 1.2 where the config won't actually save the size etc you tell it to save.....also it locks fps at 30? it used to run 60 now it locks me to 30 and its not compatible with SAO UI as whenever I turn models on the SAO UI goes grey likely some sort of rendering conflict? Edit: also this is the character I play with lol Imgur.com Ive edited her quite a bit from the original though.
I hope this Mod isn't dead yet because I love it soo much xD
I've made some Videos about it on My YouTube Channel:
PPAP:
Keep up to good work! Also, Thanks
I have to say...
For a mod that uses raw MMD files, the performance is AMAZING with other heafty mods, even on AMD FX CPUs (8350 stock atm)
My only issue is actually GETTING the MMD models + animations. So many are behind passwords that its bewildering...
Trying to get as many Touhou and Neptunia models as possible and....still only have the Sakuya that comes with the mod...
When I DO get the model and textures, is it safe to assume that I can just re-use other animations, or are they specific to that skeleton? (so many models merely come in T-pose with no animations)
Another question is, I see multiple texture sets in Sakuya's folder....how does one change to those sets? (Literally there are 3 or 4 different color palettes/outfits there
not sure about the texture change, but the animations are interchangeable, pretty much just copy sakuya's animation folder and rename it to whatever model your adding, the only issue doing that though is if the model is either a male or non humanoid, male just makes him look girly and non humanoid might look really odd due to the non human type skeleton.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
No, the issue I'm having is that some of the models I HAVE been running into.....almost seem like they don't have any animation rigging, just a skeleton (ALL my Neptunia models are stuck in t-pose Pick a model, Any model.)
I guess its just my luck at finding modelers that know what they are actually doing.....and all the good models are stuck behind PWs.....
And yes, the models I HAVE gotten working animate properly so I kinda answered that on my own once I actually found a properly rigged skeleton
perhaps those models have no bones within them? just a theory though.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
Hmmmmm...... They did seem to be on the light side for actual space.....
*goes out to find models that are ACTUALLY RIGGED*
Still, pretty neat that it plays nice with other mods that change the player model (Morph) I was still a GoG Succubus when I loaded this, the compatibility was a nice touch.
Edit: Ok one thing I HAVE noticed is that only the Sakuya model supports item holding in any form
Can I get a download that's not through a malicious ad-site plox
1.7.10 plox
Goodbye Microsoft
you can re-use animations assuming its a female character
I found loads of non-rigged neptunia models
sakuya has bones for first person and item placement you have to copy them from sakuya to the model you want to use in order to have them or If you can understand japanese make your own?
I don't exactly have the program to modify the models (plus a few of these are reportedly protected)
Is there a download link that's not behind a malicious ad-site??
Goodbye Microsoft
Got a link or something for the models? maybe I can see about adding the bones
Could some one explain how to use the server version of the mod ( how to install it, how to load files, etc, etc)
Well I got Arlvit's Old and New getuploader accounts.
Also got his Bowlroll account.
I'm currently using ALL his models that don't have issues loading the textures with this mod (a few don't work properly, probably a layering issue with either the model or the mod itself as I can't get the Sakyua RQ model working at all [Has reflection and depth but no color sort of thing], granted its the ONLY model you can't modify)
OR I can just send you the models and textures I already have in CustomSteve format and includes the non-rip HDN models (33 in total so far mostly just normal+swim variants) No clue which ones are protected. Annnnnd I can't figure out where I got my other models from (Bowlroll is a turd to work with sometimes)
The one I REALLY want done is the Tenshi normal one (If it can be edited at all, mind you) Otherwise, do what you can.