NikoSosig
Niko the Catgirl as a custom Sosig model: 35 animation roles, armor hitboxes, no sausage.
By Niko666
| Last updated | 11 hours ago |
| Total downloads | 74 |
| Total rating | 0 |
| Categories | Skins |
| Dependency string | Niko666-NikoSosig-1.0.2 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
NotGodlike-CustomSosigModelFramework
A modular custom sosig model framework for H3VR
Preferred version: 1.0.0Niko666-CustomSosigToonSkin
Cel shading, #FF06B5 outline and rim light for custom Sosig models. RealToon based, stereo-safe, configurable.
Preferred version: 1.0.0README
Sosig, but it's anime now
I let ai wrote readme.md matching my writing style and its so fking cringe I'm gonna upload it as is (this is the only line written by Niko the human himself)
Niko the Catgirl — a model I made myself in VRoid Studio — replacing the rendered appearance of H3VR Sosigs through NotGodlike's CustomSosigModelFramework. H3VR keeps owning everything that matters: AI, health, armor, weapons, aiming, damage, game modes. The framework only drives the model's animation and its visual hitboxes from the native Sosig.
Select Custom Sosigs → Niko in the wrist menu. Existing and newly spawned Sosigs both switch.
Features
- Replaces every Sosig with the Niko model, torso down to fingertips
- 35 animation roles mapped: idle, breathing, walk, jog, strafe, crouch, crouch transitions, rifle and handgun handling, reloads, hit reactions, falling, knocked down, death
- The framework's hand IK pulls the visual hands onto the Sosig's real weapon grip, so weapon aiming and accuracy stay 100% vanilla
- Armor hitboxes follow the model (the framework's blue armor overlay works with it)
- Two materials (body + face) with normal maps; textures were edge-bled, so no black fringes on the clothes
- Scaled to Sosig height: the model is authored at 1.63 m and displayed 20% larger, otherwise its hands could never reach a Sosig-sized gun
- No custom blood or death effects shipped — you get the vanilla Sosig ones
Known Issues and Limitations
The framework itself warns that its model templates are untested and were made by AI. This addon works, but I can't promise every weapon pose in every game mode looks perfect
- The hands sit near the gun, not welded to it. VRoid proportions and Sosig proportions are not the same shape — the framework's hand IK gets close and then gives up
- Because of the 20% scale-up, Niko is taller than her "official" height. That is deliberate, not a bug
- It is the vanilla Sosig silhouette underneath: if a game mode makes a Sosig do something weird, the model does something weird too
I Asked Myself These Questions
How do I install it?
- Install CustomSosigModelFramework first (this package depends on it), then this package, then pick Custom Sosigs → Niko from the wrist menu. If the menu shows nothing, check
BepInEx/LogOutput.logforDiscovered model addon: niko666.nikosig
Where is the 二次元 cel shading and the outline?
- That is a separate package: CustomSosigToonSkin. It swaps the framework's plain Standard material for a cel-shaded RealToon material with a
#FF06B5outline and rim light. This package works fine without it
Can I use it together with other model addons?
- Yes. The framework keeps them separate and the wrist menu picks between them (or picks one at random)
Why does she not look exactly like my VRM?
- Because H3VR's Sosig skeleton is not a VRoid skeleton. Bones get retargeted by name and by role, so the proportions and the idle stance follow the Sosig, not the original model
I found a bug / I want a different model
- Tell me on Discord: 妮可_Niko666 (I'm in UTC+8, so I may answer slowly). Or make your own model — the notes section below has the things that bit me
Credits
- NotGodlike for CustomSosigModelFramework, which does all the actual work
- Mixamo for the animation sources the locomotion and weapon clips were retargeted from
- VRoid Studio for the model
- Everybody in the H3VR community
- You
Generative AI Disclosure
The model itself is mine (VRoid Studio). The conversion pipeline, the animation retargeting and the packaging scripts were written with Deepseek (The Blue Fat Whale)'s help, because I am not writing a binary mesh converter by hand. Everything was checked offline (mesh, skeleton roles, clip coverage, bounds) and tested in a headset before release.
Notes For Other Mod Makers
Things that cost me time, in case you want to build your own model addon:
- The framework does not load FBX or GLB. You have to convert to its own
cskmesh/csanimbinaries — the repo'sTools/scripts do it (Node.js) - You do not need the Unity 2022 project for a plain model addon. The data files are plain binary; the Unity template is only for editing armor-hitbox volumes
heightMeterssets the display scale. If your model is a head shorter than a Sosig, its hands physically cannot reach the gun — scale it up first, then tune the IK reach- Weapon clips: strip the
Pelvis/Spine/Spine1/Spine2tracks, or your clip's torso lean stacks with the framework's own aim posture and the model walks around hunched - Textures: bleed your atlas into the transparent texels. The framework uses opaque materials, so mipmaps and filtering will drag near-black transparent pixels onto the edges of every island
- The required skeleton roles are not optional — a missing role fails silently and the model just doesn't move that part
- If you also ship a shader in an AssetBundle: build that bundle in a project with VR enabled and
SinglePassstereo, otherwise the compiled shader has no per-eye code path and your model appears in the wrong place in one eye while the game's own materials look fine. This one cost me an entire evening (and a shit ton of tokens)
