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The game also employs a seriously aggressive LOD model where characters will become lowpoly if you walk a few steps away from them, such as the case with the 'Punchout Artist' after you're done talking to him. Also, I was curious about the higher quality models used in specific cutscenes. Since they run at the game refresh rate, they must be rendered in real time, so are these ultra high quality assets used only for cutscenes? Any luck with tinkering with model quality? This game has plenty of potential to look great, it's just tucked away in the name of performance.
Mod : https://image.noelshack.com/fichiers/2018/31/6/1533341514-yakuza0-2018-08-04-02-00-18-297.png
Vanilla : https://image.noelshack.com/fichiers/2018/31/6/1533341514-yakuza0-2018-08-04-02-02-29-080.png
Denuvo have very little impact on modding. Sonic Mania have a thriving modding community, for example. NieR:Automata, Final Fantasy XV, Yakuza 0, as well as a bunch of other games also have mods despite their use of Denuvo (this texture modding guide for example, the Special K mini-plugin is another, a 21:9 edited executable is a third, all examples of existing mods for Yakuza 0).
The mods that Denuvo actually makes harder to do is large-scale hex editing of the executable, which also happens to be the least used form of modding. Even then alternatives usually exists to achieve the same result that doesn’t run into Denuvo.
oops you are right. use PATH instead
https://i.imgur.com/49rOO2g.png
Texture mods with Special K are currently unsupported due to some truly bizarre memory management problems in this game's graphics engine.
A test version that enables texture mods is here[github.com].
I have a test version that's compatible with this game now. It may be more convenient. I know I never find it convenient to poke around in random files when I just want a very specific texture :)