[ { "Author": "Luci", "Name": "WindowResize+", "InternalName": "WindowResizePlus", "AssemblyVersion": "1.0.0.0", "Description": "WindowResize+ sets the FFXIV game window to an arbitrary size beyond your display resolution. It is useful for high-resolution screenshots without going fullscreen and requires borderless or windowed mode.", "ApplicableVersion": "any", "DalamudApiLevel": 15, "Punchline": "Resize your FFXIV window beyond your display resolution.", "RepoUrl": "https://github.com/link-0402/WindowResizePlus", "IconUrl": "https://raw.githubusercontent.com/link-0402/WindowResizePlus/main/WindowResizePlus/images/icon.png", "IsHide": false, "IsTestingExclusive": false, "DownloadLinkInstall": "https://github.com/link-0402/WindowResizePlus/releases/latest/download/WindowResizePlus.zip", "DownloadLinkUpdate": "https://github.com/link-0402/WindowResizePlus/releases/latest/download/WindowResizePlus.zip", "LastUpdate": 1788767796, "Changelog": "### 1.0.0\n- First standalone WindowResize+ release.\n- Added editable target dimensions, resolution presets, a resolution toggle, and a configurable hotkey (F10 by default).\n- The resized game window stays centered.\n- Added optional preservation of game HUD, GPose controls, and ordinary Dalamud plugin window scale and placement across resolution and aspect-ratio changes.\n- Added serialized resize/restoration handling, safer failure reporting and retry behavior, multi-monitor coordinate support, and automated regression tests.\n- /wresize toggles the plugin window." }, { "Author": "Luci", "Name": "XIV Instant Edit", "InternalName": "InstantEdit", "AssemblyVersion": "2.1.0.0", "Description": "Enables easy importing of Penumbra model files in Blender and exporting them back to the game with just a single click. Provides various utilities and settings to make mod creation and editing easier and faster.", "Punchline": "Send Penumbra model files to Blender and back with a single click.", "ApplicableVersion": "any", "RepoUrl": "https://github.com/link-0402/XIV-Instant-Edit", "IconUrl": "https://raw.githubusercontent.com/link-0402/XIV-Instant-Edit/main/Dalamud-Plugin/images/icon.png", "DalamudApiLevel": 15, "LoadRequiredState": 0, "LoadSync": true, "CanUnloadAsync": false, "LoadPriority": 0, "AcceptsFeedback": false, "DownloadLinkInstall": "https://github.com/link-0402/XIV-Instant-Edit/releases/latest/download/XIV-Instant-Edit.zip", "DownloadLinkUpdate": "https://github.com/link-0402/XIV-Instant-Edit/releases/latest/download/XIV-Instant-Edit.zip", "DownloadLinkTesting": "https://github.com/link-0402/XIV-Instant-Edit/releases/latest/download/XIV-Instant-Edit.zip", "Tags": [ "Penumbra", "Blender", "Modding", "Model", "Utility" ], "IsHide": false, "IsTestingExclusive": false, "LastUpdate": 1790902144, "Changelog": "### 2.1.0\n- New Quick Actions: Optimize textures (less texture memory for sync plugins), Paint my skin in Substance Painter, Heels offset for Simple Heels, and Send my character to Blender.\n- Fix neck seam is now Fix skin seams: it also checks the wrists, waist and ankles, and can match skin tones between parts.\n- Quick Actions cards can be removed and added back.\n- Fixed the neck check on vanilla bodies, older mod textures being refused, and Painter overwriting shared textures.\n- Animations: fixed rebakes with sounds or expressions, and Replace in-place with spaces in file names.\n- Blender add-on: shape key export warning and eye preview fix. Update it to 2.1.0 to match the plugin.\n\n### 2.0.0.1\n- Fixed the On Screen tab staying empty on Dalamud 15.0.3.6 with Dev Mode turned on.\n- A failed On Screen refresh is now logged as a warning in the Dalamud log.\n- Plugin-only hotfix: the Blender add-on and Substance Painter plugin stay at 2.0.0.\n\n### 2.0.0\n- New Animations tab (requires LivePose): bake LivePose adjustments into animations, repair animations onto the game, IVCS or IVCS + YAS skeleton, and remove bones so physics moves them again, with undo for a week.\n- Send animations to Blender as an action on your skeleton, or record your character's live pose including bone physics.\n- Paint textures in Substance Painter with the exact textures your character uses, and send them back to the game with one click.\n- New Game Files tab: browse every vanilla hairstyle, face, body and piece of gear, edit them, or batch-export their files.\n- New Quick Actions tab: fix the neck seam between your character's face and body, previewed as a new mod first.\n- Racial scaling for model import: preview gear made for another race shaped for yours in Blender and Painter.\n- Redesigned plugin window: one toolbar, a searchable color-coded On Screen list, right-click actions, a status bar with notifications, and hover previews for textures, materials and models.\n- Texture editing: variants as Penumbra options, resolution changes and uncompressed saves.\n- The first-time setup now finds and sets up Blender, texture editors and Substance Painter.\n- Blender add-on: imported models get the game's skeleton, plus a Pose section, SimpleHeels offsets, Remove Hidden Vertices, Vertex Data tools and better material previews.\n- Fixed new mods from vanilla files not being turned on, On Screen refreshes freezing the game with large mod libraries, and the plugin failing to load after temp-folder cleanups.\n- See the wiki for guides: https://github.com/link-0402/XIV-Instant-Edit/wiki\n\n### 1.2.4\n- Fixed a model import issue that could distort unusually dense meshes.\n- Fixed vertex weights not combining correctly in some cases.\n- Added face toggle attributes to the mesh part preset list.\n- Added fast texture save scripts for Photoshop, GIMP and Krita (see Github page).\n\n### 1.2.3\n- Improved material previews for hair, eyebrows, and eyelashes in the Blender add-on.\n- Fixed a stale warning that could appear after creating a Mashup.\n- The Toolbox now highlights the currently selected mesh part.\n\n### 1.2.2\n- Added glTF (.gltf/.glb) support to Simple Import in the Blender add-on.\n- Fixed the Blender add-on's sidebar tab label colliding with Yet Another Addon's.\n- Improved performance of on-screen resource source lookups for large mod lists.\n- Streamlined the On Screen resource tree to only show items Instant Edit can actually edit.\n- Fixed a mesh-renaming bug in the Toolbox where hidden objects could block valid renames.\n- Fixed a Quick Export validation edge case involving stray Penumbra mod identities.\n- Reduced managed Blender cache backup retention from 30 to 7 days.\n- Simplified Quick Export's automatic Penumbra attribute-group toggle.\n- Various internal cleanup and refactoring.\n\n### 1.2.1\n- Improved Blender status message display and fixed a performance issue with Blender UI draw calls; hidden part tags are now suppressed.\n- Various internal cleanup and refactoring.\n\n### 1.2.0\n- Added texture editing support with 32-bit TGA workflows.\n- Added armature-combine support in the Toolbox.\n- Added animation editing and startup animation generation.\n- Improved Penumbra 1.7 compatibility, export handoff, diagnostics, path handling, and validation.\n- Added automatic Penumbra attribute-group creation for Quick Export.\n- Added the in-plugin changelog viewer and first-time setup flow." }, { "Author": "Luci", "Name": "XIV Port Studio", "InternalName": "XIVPortStudio", "AssemblyVersion": "0.2.1.0", "TestingAssemblyVersion": "0.2.1.0", "Description": "Toolkit for porting outfits from other games into FFXIV. Pick an item, then define the materials and textures it should use so the result can be exported as a Penumbra mod.", "Punchline": "Set up materials and textures for imported FFXIV gear.", "ApplicableVersion": "any", "RepoUrl": "https://github.com/link-0402/XIV-Port-Studio", "DalamudApiLevel": 15, "TestingDalamudApiLevel": 15, "LoadRequiredState": 0, "LoadSync": false, "CanUnloadAsync": true, "LoadPriority": 0, "AcceptsFeedback": false, "DownloadLinkInstall": "https://github.com/link-0402/XIV-Port-Studio/releases/latest/download/XIVPortStudio.zip", "DownloadLinkUpdate": "https://github.com/link-0402/XIV-Port-Studio/releases/latest/download/XIVPortStudio.zip", "DownloadLinkTesting": "https://github.com/link-0402/XIV-Port-Studio/releases/latest/download/XIVPortStudio.zip", "Tags": [ "Penumbra", "Modding", "Gear", "Materials", "Textures" ], "CategoryTags": [ "Modding" ], "IsHide": false, "IsTestingExclusive": true, "LastUpdate": 1790018057, "Changelog": "### 0.2.1\n- Fixes and refinements to model material linking, texture conversion, mod validation, the model inspector, and file drop handling.\n\n### 0.2.0\n- Added item metadata support (EQDP, EQP, EST) and a model material rewriter.\n- Restructured the panel layout into Browse, Details, Item Meta, Mod Info, and Model Inspector panels.\n- Added texture and model file caching and a material template library.\n\n### 0.1.0\n- First testing release." }, { "Author": "Luci", "Name": "Universal Mod Converter", "InternalName": "UniversalModConverter", "AssemblyVersion": "1.5.3.0", "Description": "Convert gear, facewear, hair, face, tail, Viera ear and skin assets in Penumbra mods to other items, slots and races, swap idle and emote animations (optionally as an option group of idle slots), retarget animations to other races, and merge two modpacks into one. Supports the Penumbra 1.7+ mod format, retargets game paths, model/material references and metadata, previews every change, and can revert conversions.", "Punchline": "Move Penumbra mods to other items, slots and races.", "ApplicableVersion": "any", "RepoUrl": "https://github.com/link-0402/Universal-Mod-Converter", "IconUrl": "https://raw.githubusercontent.com/link-0402/Universal-Mod-Converter/main/images/icon.png", "DalamudApiLevel": 15, "LoadRequiredState": 0, "LoadSync": false, "CanUnloadAsync": true, "LoadPriority": 0, "AcceptsFeedback": false, "DownloadLinkInstall": "https://github.com/link-0402/Universal-Mod-Converter/releases/latest/download/UniversalModConverter.zip", "DownloadLinkUpdate": "https://github.com/link-0402/Universal-Mod-Converter/releases/latest/download/UniversalModConverter.zip", "DownloadLinkTesting": "https://github.com/link-0402/Universal-Mod-Converter/releases/latest/download/UniversalModConverter.zip", "Tags": [ "Penumbra", "Modding", "Gear", "Hair", "Animation", "Merge", "Conversion" ], "CategoryTags": [ "Modding" ], "IsHide": false, "IsTestingExclusive": false, "LastUpdate": 1791238924, "Changelog": "### 1.5.3\n- An idle ticked for several slots now gets a slot choice per race in Penumbra, such as \"Standing idle (Miqo'te Female)\" with an option for each slot, instead of playing in all of them at once. An attached expression comes along in every option.\n- Gear moved to another slot keeps its part toggles working: the model's part tags are renamed for the new slot, the way Penumbra's item swap does it.\n- Fixed retargeted animations stretching a fingertip (or the first tail bone) to the floor on IVCS and YAS skeletons.\n- \"Hide modded\" no longer hides slots or races depending on what is ticked in the other list, and both lists now say how many entries they hide and why.\n\n### 1.5.2\n- Hair, face, tail and ear conversions can now be added to the mod beside the original, which keeps working, or made into a new mod holding only the converted part. Only the files the conversion changes are copied; the rest keep loading the original's textures.\n- New \"Only what's converted\" option beside \"Create a new mod\": untick it to get a copy of the whole mod, everything else included, with the conversion made in it.\n- Retargeting now finds the skeleton an animation was made for among the game's and your installed skeleton mods (IVCS, YAS or larger), and rebuilds it for the smallest skeleton of the target race that has every bone it moves.\n- An idle can now play in several slots at once, optionally retargeted and with an expression. Mesh groups now also cover hair, face, tail and ear conversions.\n- Hair and face conversions now take their own shape and attribute switches with them.\n- Models whose LOD data is a few bytes off the file header now load, so hair and face conversions using them are no longer blocked.\n- Fixed hair that names its material by a complete path failing with \"material could not be read\", and gear sets or hair roots that only hold files another one loads being listed as items of their own.\n- Skin variants only one race has (the Xaela skin) are no longer offered to other races.\n- Fixed IVCS and YAS not being recognised for races without tail bones, removing mesh parts dropping a kept mesh's shapes, an expression doubling on a face, and an animation file the conversion replaced sometimes being left behind.\n- Safer applying and reverting: a backup folder on another drive is refused up front, older backups stay protected during chained reverts, and an interrupted conversion is recovered after two minutes.\n- Clearer plans and messages: every problem the plan shows has a title, and the mesh preview says when it could not build a model.\n\n### 1.5.1\n- Targets another mod already changes in your character's collection are now marked red in the target lists, like in Penumbra's item swap, and the tooltip names the mods. This covers gear, hair, faces, tails, ears, skins, idle slots, emotes, expressions and retarget races.\n- New \"Hide modded\" toggle on the To card leaves those targets out of the lists. Whatever is selected or ticked stays.\n- Retargets, emote swaps and idle swaps now only offer races and targets that have an animation of their own in the game. Other races play their parent race's animation and never load one of their own, so no more files are written that would never be used.\n- Suggested names for new mods now end in \" - UMC\", and a finished conversion no longer shows an \"Already exists\" warning right away.\n\n### 1.5.0\n- Facial expressions are now attached by editing the animation's timeline, can come from the game's expression list, and one facial expression can be moved onto another. Added to a mod, an expression gets its own option group, so the animation can still play without it.\n- Retextures now also cover hair, tail and ear mods that only replace textures, and go into the mod itself by default (with a backup). They never overwrite a path the mod already has for a target race.\n- When several options of a mod have their own version of an animation, you now choose which one the new option group uses, on the card or right in the plan.\n- Mesh groups now work for every gear conversion in a batch, each with its own Equip button and live preview. Body parts of a model that changes slots start switched off.\n- The output options now explain what each mode will do with what you've planned. Source cards show what each item replaces, and the preview refreshes on its own.\n- Fixed batch conversions: later conversions no longer lose the metadata of earlier ones or duplicate shared files, and converting in place removes unused files for every conversion, not just the first.\n- Fixed merges breaking group conditions or skipping renamed files, shapes bringing back removed mesh parts, option-specific material folders not being carried over, and a crashed conversion not being recovered when automatic backup cleanup was off.\n- Lower memory use after applying, and fewer disk and Penumbra checks every frame.\n\n### 1.4.0\n- Texture-only conversions (skin, face, tail, ear retextures) now build a Penumbra option group per race instead of rewriting keys in place, and can target several races and IDs at once.\n- Output mode now decides how a texture-only source is handled: Add to this mod always keeps it working, Convert in place always replaces it, Create a new mod follows your choice.\n- Fixed a skin root showing a misleading NPC label and ID picker.\n- Added a Ko-fi button to the title bar.\n\n### 1.3.1\n- Renamed from Advanced Penumbra Mod Converter to Universal Mod Converter. The commands are now /umc and /umcconfig. Settings and conversion history from 1.3.0 do not carry over.\n- Promoted from testing-only to a full release.\n\n### 1.3.0\n- Added a conversion plan: batch several conversions and apply or revert them together as one result.\n- Added \"Add to this mod\" output, alongside Create a new mod and Convert in place.\n- Skin and face textures can be shared across races from a single texture-only root.\n- Added facial expressions: attach a donor emote's or mod's face animations onto a converted animation.\n- Mesh group and part removal can be previewed live on your character via Glamourer.\n- Added Merge modpacks: combine two modpacks into one new mod with an explicit conflict winner.\n- Replaced the fixed .apmc-backups folder with a configurable, size- and age-limited backup store; a crash is cleaned up and rolled back on the next start.\n\n### 1.2.0\n- Added animation conversion: move an idle to another idle slot (optionally as a Penumbra option group with one option per slot), move an emote's animations to another emote, and retarget body animations to other races' skeletons.\n- Retargeting rebuilds every animation against the target race's skeleton, with race-inheritance-aware previews.\n\n### 1.1.1\n- Renamed from Advanced Penumbra Item Converter. The commands are now /apmc and /apmcconfig. Settings and conversion history from 1.1.0 do not carry over.\n\n### 1.1.0\n- First testing release in the shared repository.\n- Redesigned two-pane window with background previews, a plan view and a conversion history with Revert.\n- Gear slot changes warn that the model keeps its geometry; unwanted mesh groups can be removed before converting.\n- Hair, face, tail and ear targets are limited to options players can choose, labelled like \"Face 101 (Keeper of the Moon)\".\n- Lalafell convert only among Lalafell; faces stay within their gender." } ]