Guides · Coming from WWMI
Getting startedComing from WWMIPlay with OvertoneAdd your modsMix outfits and loadoutsTimbre on a Mac or LinuxHow to create a modEdit a mod in BlenderPaint a mod's texturesWrite a descriptionWhen a mod does not draw rightGuides/Play with mods
Coming from WWMI
What changes when you move from WWMI and the XXMI Launcher to Overtone and Timbre, what carries over, and how to keep both.
For a player who has used WWMI and the XXMI Launcher. Your WWMI mods work in Overtone as they are: Timbre reads their ini files once and converts them. You don't need to change a mod, and you don't need the XXMI Launcher.
| WWMI | Overtone | |
|---|---|---|
| Graphics | DirectX 11 | DirectX 12, the game's default |
| Started by | The XXMI Launcher | The game's own launcher, or Timbre's Play |
| A mod is read | From its ini files, every time it loads | From its description, overtone.mod.toml, which Timbre writes from the ini files |
| Turning a mod off | Renaming its folder DISABLED…
|
A switch in Timbre or the overlay; folder names mean nothing |
| A mod's switches | Its keys, and a menu some mods draw | Its keys, and a row per switch in the overlay's Wardrobe and the mod's Variants in Timbre |
| Saved choices | d3dx_user.ini |
Each mod's .overtone/state.toml
|
| Several outfits | All draw, one over the other where they share a part | Mods on different parts draw together; on a shared part, one draws and you choose which (Mix outfits and loadouts) |
| After a game update | Mods may break until their authors fix them | Mods keep working when the update renumbers bones (What native means) |
-
Your mods. Add them through Timbre (Bring a whole XXMI library).
Mods whose folder starts with
DISABLEDcome in turned off. - Their keys. A mod's keys are the ones its author gave it. F10 still reloads mods, though you rarely need it (See your changes in game).
- Mods you make with WWMI-Tools. Add the exported mod through Timbre, then edit it in Blender with no export step (Coming from WWMI-Tools).
-
Your choices in
d3dx_user.ini. Every mod starts at its author's defaults. Set them again in the overlay's Wardrobe or in Timbre; they are kept from then on. Save a loadout to put a whole set back later. - A mod's own in-game menu. Overtone does not draw it. Its choices are switches in the Wardrobe instead.
- Glow maps. Overtone does not draw them yet, so glowing parts keep the game's.
- A mod's keys work only while it is on screen. Mods one character wears all take a press of a key they share, as in WWMI; between two characters on screen, it goes to the one drawn most (A key does nothing). Switching from the Wardrobe never clashes.
- Converted mods no longer load in WWMI. See What native means.
- Two outfits on one part don't draw over each other. Only one draws there (Two outfits at once).
- Choices are kept per mod. Each mod keeps them in its own folder, so moving it keeps them.
You can keep using WWMI for comparison, as long as each has its own folder of mods.
- Leave your XXMI
Modsfolder as it is. - Give Timbre a copy (Bring a whole XXMI library), never XXMI's folder itself.
- To play with WWMI, set the game to DirectX 11 and start it from the XXMI Launcher. To play with Overtone, set it back to DirectX 12 and start it from Timbre's Play or the game's launcher.
- Keep ReShade installed as
dxgi.dll, notd3d11.dll, or Timbre's Play refuses to start (ReShade and other tools).
Overtone stays in the game's folder and stands aside when the game starts on DirectX 11. If WWMI does not draw with it there, remove Overtone (Remove Overtone); the next Play installs it again.
A mod that looks wrong in Overtone is worth trying in WWMI: if it looks wrong there too, the mod itself is broken (Where to look).
| You look for | In Overtone |
|---|---|
| The mods folder | Timbre's library, set under Settings → Folders → Mods |
| Turning mods on and off | Timbre's character pages, or the overlay's Wardrobe (Home in game) |
| All mods off | F8 |
| Reload | On its own as you save (See your changes in game); F10 reloads every mod |
| The log | Where to look |
- Getting started: install Timbre and add your first mod.
- Add your mods: bring your XXMI library over.
- Edit a mod in Blender: what changes from WWMI-Tools.
Applies to Timbre 26.1028.0 and Overtone 26.1028.0.