This issue is hugely impacting the creation of build mods.
Modkit Version: 20251221.9433.W.MODKIT.EGS
Situation: A modder is creating a new picture frame object. By default the game allows players to change the color of the frame and change the picture. Unfortunately when attempting to create a new Picture Frame object for the game that has the same customization options, the game does not register the layer parameters at all.
The modkit provides the “MI Blue material” instance to support layer parameter materials but it does not work. It’s useless as it doesn’t function any different that the “MI Prop material". Normally once you create a new row for your mod object in the ObjectCustomizeMaterialParts table it should work, as that is the table responsible for determining which textures the player can select for each part of your mesh for customization.
Previously this worked fine (last time I made mods was before Cahaya update). PLEASE FIX THIS
I manged to make it work with the new toolkit, you probably have more than one material imported - at least that was the problem for me. In the end i had to do the mapping like this.
I am definitely importing my mesh with just one material. You work around involves using more than one material slot. What I don’t get is that clearly the default Frame01 object works with just one material slot with the use of layer parameters but yet went creating a MI Blue for my custom objects, the object isn’t customizable in the same way.
I’ve been testing with the Frame01 object. What I have noticed is that when creating a Frame01 object and clicking “copy” assets, the mod works as expected in that you can customize the frame and picture. But when creating a new Frame01 object and do not click copy over assets so you can use your own mesh then create the same material setup, it does not work.
I am trying to figure out what the difference actually is considering both have the same material setup for layer parameters.
Root Cause: Okay so apparently the issue was that I was reusing the same material for more than one layer parameter which is a no no.
SOLUTION: So when you are creating an object with material layer parameters, you will need to create one a MI Blue material and one or more MLI Default materials based on how many layer parameters you have. So for your RGB channel layers on the MI Blue, you must create a MLI for each layer parameter and assign it to your layer asset.