MarceloOwO-AiChanCompanion icon

AiChanCompanion

An intelligent companion pet (Aino from Genshin Impact) for REPO featuring item delivery, player carry, chat commands, physics, and Steam multiplayer synchronization.

Last updated an hour ago
Total downloads 10
Total rating 1 
Categories Mods Misc AI Generated Quality Of Life
Dependency string MarceloOwO-AiChanCompanion-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
GoblinKingShmee-GenshinImpactOverhaul_REPO-2.0.5 icon
GoblinKingShmee-GenshinImpactOverhaul_REPO

Replaces (almost) all entities with characters from Genshin Impact, including animations and sounds.

Preferred version: 2.0.5
Rune580-REPO_SteamNetworking_Lib-0.1.2 icon
Rune580-REPO_SteamNetworking_Lib

API/Library for networking using Steamworks socket relays. Very much WIP, but still usable, mostly.

Preferred version: 0.1.2
nickklmao-MenuLib-2.5.4 icon
nickklmao-MenuLib

A library for creating UI!

Preferred version: 2.5.4

README

Ai-Chan Companion

An intelligent companion for REPO. Ai-Chan follows the team, accepts light items (can change in configs), brings objects to the cart, can carry tumbled players, and includes chat commands, interactive physics, and Steam-powered multiplayer synchronization.

Plugin GUID: com.neko3004.aichancompanion


Overview

First of all, if you are seeing this mod on Thunderstore or any other modding platform, it means I decided the mod is good enough and not something broken that doesn't work properly. The initial idea and production for this mod began on August 6, 2026, at the end of my vacation and after I had finished creating my first simple mod to fix another mod (I didn't imagine it would be so difficult... I don't plan on making another mod anytime soon.) Since there have been many changes to the mod and each major change requires testing to be done from scratch, some parts of this readme might be outdated, though most of it should still be accurate.

Ai-Chan Companion adds one pet companion to the game. She spawns automatically at the start of each level and in the shop, appears near a player, and chooses an owner to follow.

She uses advanced NavMesh navigation and Ghost Probing to move intelligently around obstacles, pathfinds toward her owner, can open doors natively, and includes recovery systems to prevent her from getting stuck. Players can grab and throw her as a physics object; after landing, she recovers and resumes following her owner.

In multiplayer, the host/Master Client is authoritative for the AI. Other players receive synchronized position, rotation, state, owner, and interaction events.

Features

  • Automatic Ai-Chan spawn in levels and in the shop.
  • Floating Ai-Chan name tag above the character.
  • Minimap Tracker: Ai-Chan appears as a distinct pink/magenta circle marker on the dirt finder minimap.
  • Automatic owner following with configurable distance.
  • Automatic owner switching in multiplayer.
  • Manual owner switching by the current owner.
  • Chat commands to call, send away, jump, play dead, change to preset sizes, or set a custom size.
  • Petting system with animation, sound, and heart particles (heart particles not working properly yet).
  • Can be grabbed, carried, and thrown by players.
  • Falling physics, knockdown impact resistance, and recovery after being released or hit by fast-moving objects.
  • No physical collision with players, preventing unwanted blocking and pushing.
  • Advanced NavMesh movement with Ghost Probing to avoid tables/walls, automatic jumps when stuck, try door opening, and an emergency safety teleport when stuck.
  • Accepts objects held by players based on configurable mass limits.
  • Carried Item Scaling(opcional): Items can optionally inherit her scale while she carries them (host only config).
  • Carries accepted items to the cart/delivery objective when a valid target is available. If two carts or more are present, she chooses the nearest; if no carts are present, she will go to the active extractor.
  • Can carry players in a tumble state.
  • Audio feedback for commands and interactions.
  • Network Profiler for tracking the mod steam data usage.
  • Explosion!! :3

Installation

Thunderstore Mod Manager

  1. Install GenshinImpactOverhaul_REPO by GoblinKingShmee. (If you want Aino but don't want the GenshinImpactOverhaul_REPO mod to replace the enemies, simply disable the replacement in the GenshinImpactOverhaul_REPO mod settings; my mod should still work.)
  2. Install REPO_SteamNetworking_Lib by Rune580.
  3. Install Ai-Chan Companion in the same profile.
  4. Install MenuLib by nickklmao.
  5. Launch the game through Thunderstore Mod Manager or another compatible mod manager.

Important: Ai-Chan uses the Aino prefab supplied by GenshinImpactOverhaul_REPO. The companion visual cannot be created without that dependency. REPO_SteamNetworking_Lib is necessary for multiplayer.

Multiplayer

Multiplayer should already work for now...at least for what I tested with my friend (Woolfy), which I'm grateful for spending hours with me compiling, opening the game, testing, failing, fixing, compiling, opening, etc. <3

For a consistent multiplayer experience, every player in the lobby should use:

  • Ai-Chan Companion on the same version
  • GenshinImpactOverhaul_REPO
  • REPO_SteamNetworking_Lib
  • MenuLib

The mod requires strict compatibility with the Steam networking library. Using different versions can prevent loading or correct synchronization.

How it works

Spawning and ownership

  • In single-player, Ai-Chan is created locally at the beginning of a level or in the shop.
  • In multiplayer, only the Master Client/host creates the authoritative pet instance.
  • When joining an active room, a client requests synchronization after the Steam handshake; the host replies with the pet position and ViewID so that client can recreate the same pet locally.
  • On startup, Ai-Chan selects the nearest player as her owner and starts following them.
  • In multiplayer, ownership can automatically change every 3 minutes by default. The selection prioritizes players who have not yet been selected during that level.
  • Only the current owner can request a manual ownership switch.

Movement and recovery

Ai-Chan follows her owner through the NavMesh and stops near them according to the configured follow distances. With the new Ghost Probing system, she anticipates walls and obstacles to navigate. She can also open closed doors (or at least try) in her path.

If she encounters an obstacle or a partial path, she may perform an automatic jump. If she remains far above her owner for several seconds or falls into the void, the safety system teleports her to a navigable position near the owner.

She can be grabbed and thrown. While held or falling, her navigation is paused. When she touches the ground — or after the recovery timeout — she stands up, finds the NavMesh again, and returns to the following state. Fast-moving heavy objects hitting her will also knock her down based on the configured impact resistance.

Pathfinding & Movement Overhaul (The "Jitter" Fix)

After extensive debugging, a critical issue causing severe jittering, stuttering, and velocity drops (especially when carrying the player/items to the cart) has been completely resolved on August 24, 2026. (10+ hours just on it...I almost gave up on fixing it, it was soo exhausting).

The Core Problems (Suspects):

  1. NavMeshObstacle Carving Conflict: The PhysGrabCart actively carves a dynamic hole in the NavMesh. The Unity NavMeshAgent's native obstacle avoidance would detect this hole and force the agent to violently brake (dropping speed from 3.5m/s to ~1.5m/s) to prevent "falling off" the NavMesh.
  2. Procedural Floor Interpolation Tug-of-War: In procedural levels (like Factories/Mines), the floor has micro-seams. The NavMeshAgent forced the position to snap to these seams, while the Rigidbody interpolation tried to smooth it out. This created a 60-frames-per-second mathematical conflict, resulting in visual "500ms ping" stutters.
  3. Ragdoll Drag: When carrying a player, only the main PlayerTumble colliders were disabled. The rest of the player's body (arms/legs) remained solid, dragging on the floor and applying a massive -15m/s physics drag against the pet.
  4. Update vs LateUpdate Desync: Calculating carrying positions in Update while the camera renders in LateUpdate created a 1-frame visual desynchronization.

The Solution (The "Decoupled Agent" Architecture):

  • Brain/Body Decoupling: Disabled agent.updatePosition and agent.updateRotation. The NavMeshAgent (the brain) now silently calculates the perfect mathematical path, while the physical 3D model (the body) uses a smooth Vector3.Lerp to follow it. This entirely absorbs any procedural floor bumps.
  • Native Evasion Disabled: Disabled autoBraking and set ObstacleAvoidanceType.NoObstacleAvoidance so the pet confidently maintains a constant 3.5m/s speed without fearing the cart's carved hole.
  • Total Ragdoll Suppression: Implemented a root-level collider scan that temporarily ignores collision for every single limb of the carried player, eliminating all physics friction.
  • Unified LateUpdate Kinematics: All physical transportation of items and players is now strictly enforced inside LateUpdate with forced isKinematic = true, ensuring 1:1 frame-perfect synchronization with the player's camera.

Items and rescue

  1. Hold a physics item (She will not pick up carts, monsters, doors, or dead players [dead player carrying may be supported in the future]).
  2. Stand near Ai-Chan.
  3. Press the give-item key, R by default.
  4. She picks up the object and attempts to bring it to the available cart/delivery destination.
  5. If two or more players are holding the item, she will not carry it to prevent sync errors.
  6. If she is grabbed or falls during the delivery, the item will drop on the ground near her.

The same interaction can be used with a player in a downed/tumble state. Hold a downed teammate and press R, or, if your own character is downed, press R while holding no item. Ai-Chan will attempt to carry that player.

The accepted maximum item mass is configurable and defaults to 3. The internal item-give distance defaults to 4.5 m. Carried items can optionally scale to match Ai-Chan's current size by enabling the Inherit Pet Scale On Carry setting.

Shop extractor behavior

In the shop, Ai-Chan can deliver items to the Extraction Point (the shop's "cart" equivalent). For this to work correctly:

  • The extraction point must be unlocked and active.
  • If the extraction point is locked, Ai-Chan will instantly drop the item or player at her feet instead of attempting delivery.
  • This prevents the pet from getting stuck trying to deliver to an unavailable objective.
  • She will not pick up carts.

When a valid extraction point is available, Ai-Chan approaches it and drops the item at a randomized position within the "In Cart" collider to avoid stacking items exactly on top of each other.

Controls

Action Default key Requirements
Pet Ai-Chan E Be within 3 m, look at Ai-Chan, has a 1-second cooldown
Give item / carry player R Be near the pet; the item or player must be valid
Switch owner F5 Only the current owner can use it

All three keys can be changed in the configuration.

Chat commands

To recognize a command, the chat message must include a pet keyword: aino, ai-chan, aichan, or pet.

It works with the SoloChat mod, so it doesn't necessarily need to be a hosted online room.

Command example Effect Who can use it
Ai-Chan go [dist] / vai [dist] / walk / anda Makes Ai-Chan walk to where the owner is looking (0.5m to 20m, default 4m) Current owner
Ai-Chan explode [delay] / exploda / kaboom Starts an explosion countdown with beeps and warning tag (1s to 30s) or explodes immediately Current owner (if enabled)
Ai-Chan stop / para / fica Cancels active manual movement or cancels explosion countdown Current owner
Ai-Chan drop / solta / larga / release Forces Ai-Chan to immediately drop any held item or player Current owner
Ai-Chan help / commands / ajuda Shows the local help text Any player
Ai-Chan net / rede Prints network profiler stats to the local console Any player (Local only)
Ai-Chan jump / pula / pule Makes Ai-Chan jump Any player
Ai-Chan come / here / vem / aqui Calls Ai-Chan close to the owner Current owner
Ai-Chan away / sai / longe Sends Ai-Chan away temporarily Current owner
Ai-Chan dead / play dead / morta / deita Makes Ai-Chan play dead for about 6 seconds Current owner
Ai-Chan small / pequena / mini Sets small size (0.5x) Current owner
Ai-Chan big / grande / gigante Sets large size (1.8x) Current owner
Ai-Chan normal / padrao Restores normal size (1.0x) Current owner
Ai-Chan size 2.5 / tamanho 2.5 Sets a custom exact size Current owner
Ai-Chan switch / pass / troca / leave Transfers Ai-Chan to another player Current owner

The mod matches keywords in sentences, so typing "become small aino" will still trigger the small size command (0.5x). Commands that change the AI are processed by the Master Client. This prevents different clients from controlling the same pet at the same time. Chat messages are read locally only to trigger pet commands and are not hosted, stored, or sent to any external server. Why not just a keybind? Aside from there being so many commands, I thought it would be cool to hear commands from friends, since the game has a chat-reading system. Supports English and Portuguese aliases

Configuration

After launching the game once, open the in‑game ModMenu configuration UI to adjust Ai‑Chan settings.

For now, only the host apparently defines the configuration for everyone; I'll change that to allow some settings for the client as well, such as Follow Range, Stopping Distance, Audio...but there is no expectation for me to do it for now. Don't be afraid to change these movement, interaction, and physics settings, as they may not be balanced or fit your play style.

Section Option Default Range / description
Delivery CartApproachDistance 1.6 Distance for Ai-Chan to approach the cart before stopping (0.5 to 4.0m)
Delivery CartDropDistance 1.8 Maximum distance (in meters) to throw/drop item into the cart (0.5 to 5.0m)
Delivery ShopDropDistance 1.2 Maximum distance (in meters) to drop item at the shop counter (0.5 to 4.0m)
Delivery GiveItemDistance 4.5 Maximum distance to accept an item from a player's hand (2 to 8m)
Movement Speed 3.5 Ai-Chan movement speed (1 to 10)
Movement Carry Speed 3.5 Movement speed while carrying an item or player (1 to 10)
Movement Auto Jump Stuck Delay 1.0 Time spent stuck before attempting an automatic jump (0.5 to 5s)
Movement Follow Range (Start) 2.0 Distance at which she begins following (0.5 to 10m)
Movement Stopping Distance (Stop) 2.0 Distance at which she stops near the owner (0.1 to 10m)
Movement Min Jump Obstacle Height 1.0 Minimum obstacle height to jump (0.35m to 2.5m). Allows smooth stair walking
Movement Max Jump Obstacle Height 3.5 Maximum obstacle height she will attempt to jump onto (1.5m to 8.0m)
Interaction Max Carried Mass 3.0 Maximum item mass Ai-Chan can carry (0.5 to 20)
Interaction Inherit Pet Scale On Carry false Carried items scale proportionally with the pet's size
Commands Enable Explode Command false Enables owner chat commands to detonate the pet
Explosion Player Damage 10 Damage dealt to players within the explosion radius (0 to 200)
Explosion Enemy Damage 50 Damage dealt to monsters/enemies (0 to 500)
Explosion Explosion Radius 1.2 Size and radius of the explosion in meters (0.5 to 10.0m)
Explosion Explosion Force Multp. 1.0 Multiplier for physical impulse and body launch force (0.5 to 10.0)
Physics Body Mass 1.5 Ai-Chan physical mass (0.2 to 10)
Physics Knockdown Impact Resistance 3.5 Minimum impact speed (m/s) required to knock Ai-Chan down (0.5 to 10)
Physics Stand Up Delay 2.0 Delay before standing after a fall (0 to 10 seconds)
Physics Angular Drag 0.5 Rotational resistance while thrown (0 to 10)
Audio Volume 50 Audio volume percentage (0 to 100)
Multiplayer Owner Switch Interval 3.0 Automatic owner-switch interval in minutes (0 disables it)
Controls Give Item Key R Item/rescue interaction key
Controls Pet Key E Petting key
Controls Switch Owner Key F5 Key to transfer the pet to the next player
Logs Enable Debug Logs true Enables network and debug logs in the console
Logs Enable State Transition Logs false Logs detailed pet state transitions
Logs Enable NavMesh Transition Logs false Logs when Ai-Chan enters or leaves the NavMesh
Logs Enable Carry Logs false Logs verbose delivery and jitter diagnostics (spams console)
Performance Enable Ghost Probing true Enables multi-ray pathfinding to avoid tables/walls smoothly
Performance Ghost Probe Distance 2.5 Distance ghost probes look ahead to avoid walls (1.0 to 5.0m)
Performance Ghost Probe Update Interval 0.1 How often pathfinding is calculated in seconds (0.02 to 0.5s)
Performance Ghost Probe Rays 7 Number of projection rays (1 to 12)
Performance Enable Debug Rays false Visualizes the ghost simulation paths in-game (Host only)
Performance Debug Rays Fade Time 0.25 How long debug rays remain visible on screen
Performance Debug Breadcrumbs Fade Time 0.15 How long breadcrumb trail rays remain visible

I'm from Brazil, so don't be surprised if I forgot to translate some of the logs into English, oops :3

Multiplayer networking

Ai-Chan Companion combines the game's Photon room infrastructure with REPO SteamNetworking Lib to send custom pet packets through Steam.

REPO SteamNetworking Lib is an API for mod developers to offload mod networking from REPO’s Photon servers, helping the REPO devs save bandwidth. Ai‑Chan Companion uses it to send pet packets over Steam networking.

Authority

The Master Client is responsible for:

  • creating Ai-Chan in online sessions;
  • running navigation, AI, door interactions, and relevant physics;
  • processing item-give and player-carry requests;
  • switching the owner;

Remote clients do not run pet navigation or physics. They reproduce the received position, rotation, state, and owner, while keeping the Rigidbody kinematic to avoid physics divergence.

State updates

The host sends a snapshot every 0.05 seconds, up to 20 updates per second, containing:

  • PetViewID to identify the instance;
  • OwnerViewID to identify the current owner;
  • pet state;
  • sequence number;
  • position;
  • rotation.

On clients, short movement corrections are smoothed through interpolation. If the position difference exceeds 3.0 m, the pet is moved directly to the received position to correct visible desynchronization.

Synchronized events

In addition to continuous state, Steam networking sends dedicated packets for:

  • pet spawning and synchronization for late-joining players;
  • synchronization requests to the host;
  • item delivery;
  • player-carry requests;
  • picking up and dropping an item or player (including scale inheritance);
  • petting;
  • manual owner switching.
  • explosion trigger and countdown;

Item delivery, player carrying, and owner-switch events are sent to the host. The host resolves the referenced objects through their PhotonView, executes the authoritative action, and sends the necessary visual results to the other players.

Troubleshooting

Ai-Chan does not spawn

  • Confirm that GenshinImpactOverhaul_REPO is installed and loads before this mod.
  • Confirm that REPO_SteamNetworking_Lib is installed.
  • Check the BepInEx console for errors and keep Enable Debug Logs = true while diagnosing the issue.

A client cannot see the pet

  • Make sure the host and clients have the mod and all dependencies installed.
  • Make sure every player uses compatible versions.
  • Rejoin the room if the Steam handshake fails; a client requests pet reconstruction about 2 seconds after joining.

Ai-Chan does not accept an item

  • Stay within the configured interaction distance.
  • Hold a valid physics item that does not exceed Max Carried Mass.
  • Make sure the pet isn't already carrying something.

Ai-Chan appears stuck

  • Give the automatic jump or safety teleport a few seconds to activate.
  • The new Ghost Probing system will attempt to navigate around most objects automatically.
  • Avoid leaving her in areas without NavMesh.
  • Adjust Auto Jump Stuck Delay, Speed, and Ghost Probe Rays settings if needed.

Compatibility and notes

  • This mod is made for REPO and relies on game-provided classes, physics layers, NavMesh, and networking.
  • The mod uses the Aino visual/prefab supplied by GenshinImpactOverhaul_REPO.
  • In multiplayer, the host should maintain a stable connection because it is authoritative for the AI.
  • Mods that heavily alter Photon, PhysGrabObject physics, carts, NavMesh, or the Aino prefab may cause incompatibilities.

Credits

  • Ai-Chan Companion: mod development.
  • BepInEx: plugin loader.
  • Harmony: runtime patching.
  • GenshinImpactOverhaul_REPO: Insert Aino prefab/visual into the game, by GoblinKingShmee.
  • REPO_SteamNetworking_Lib: Steam-based packets and multiplayer synchronization by Rune580.
  • MenuLib (nickklmao): in‑game configuration UI library.
  • REPO: base game, physics, navigation, Photon, and interaction systems.

Thanks

A big thank you to GoblinKingShmee. I asked him via Discord, and he gave me permission to use his mod to load the model it adds to the game into my own mod. Again, a huge thank you to my friend(Woolfy) for spending countless hours with me compiling, opening the game, testing, failing, fixing, and testing again. implementing multiplayer simply wouldn't have been possible without him <3 (So, be grateful to him too :<)

Legal / Asset notice

  • The Aino character model and related assets are the property of HoYoverse. This mod does not claim ownership of, nor distribute, HoYoverse assets.

AI assistance disclaimer

This mod was developed with the assistance of AI tools for code generation and refactoring. Since I don't know C#, I heavily relied on AI to write the code while I tested, provided feedback, compiled, and rewrote parts the way I wanted. All gameplay logic, system design, implementation requirements, test plans, and iterative feedback were authored and directed by me through multiple review cycles (I gained over 50 hours of playtime just testing the mod -_-)

AI was used as a productivity aid, not as the designer of the mod's behavior or features. Most of the time, the AI would break a mechanic that was working perfectly (like grab, animations, or pathfinding/following) and couldn't fix it. When this happened, I was forced to roll back to an earlier save, losing progress. Sometimes, realizing my approach wasn't going to work, I had to start over from scratch.

For example, I was suggested to use an in-game item as a grab mechanism for Ai-Chan by inserting the item invisibly inside the model. It kind of worked—or so I thought—but it was never going to truly work because of collision issues. If the item broke, it disappeared along with its value, mechanics, and the model of Ai-Chan. It just didn't work! :)

A lot was fixed through this back-and-forth process. Many hours were spent on this mod, which I created with a lot of care~

Known issues? Not sure because I fixed a lot of things...

  • Sometimes she won't find the path to the cart if it is too far away or if the map has dead-ends on the way back.
  • Her pathfinding is kinda experimental, so she might get lost if no one is in her direct line of sight.
  • When spawning, she sometimes won't attach to the NavMesh properly and won't move (or moves very slowly). Just grab her and release; she will correct it.
  • For the multiplayer client, its rotation might appear jittery or stuck.

Mod architecture (Just for curiosity, line counts might be outdated)

File Lines (Include blank lines and comments) Responsibility
AiChanAudio.cs 151 Controls Ai-Chan's audio system: loading bark clips, spatial audio playback, volume, distance falloff, pitch variation, and bark cooldowns.
ElsaPetMod.csproj 114 The .NET project file. Defines the target framework and references for the game DLLs, Unity, Photon, BepInEx, Harmony, Steam networking, and mod dependencies.
NetworkInterpolation.cs 160 Controls network interpolation for remote clients, including snapshot frequency, smooth position/rotation corrections, teleport snapping for large desyncs, and reduced update frequency while the pet is idle.
PetCompanionController.Chat.cs 359 Implements chat commands such as come, here, away, jump, dead, small, big, normal, switch, and custom size values. Also provides local help and network-stat commands.
PetCompanionController.cs 578 The main Ai-Chan controller. Handles pet states, initialization, owner tracking, animations, physics, grabbing/releasing, recovery, collision knockdowns, scaling, and the primary AI update loop.
PetCompanionController.Delivery.cs 1421 Controls item delivery and downed-player pick up. Finds carts and extractors, validates items, picks up and carries targets, handles drops, manages shop delivery behavior, and synchronizes carried objects.
PetCompanionController.Explosion.cs 350 Implements explosion mechanics: countdown coroutine, 3D billboard text tag, accelerating spatial audio beeps with dynamic pitch, game native particle explosion spawning, player/enemy damage application, physical impulse forces, and PetExplodePacket network synchronization.
PetCompanionController.Interactions.cs 238 Controls pet interactions: petting, heart particles, petting animation, sounds and stun behavior.
PetCompanionController.Navigation.cs 1917 Implements movement and pathfinding. Includes NavMesh following, owner switching, automatic jumps, Ghost Probing, native door opening, anti-stuck systems, breadcrumbs, manual movement fallback, floor detection, and emergency teleports.
PetInteraction.cs 261 Reads local player input and converts it into pet interactions: petting, giving an item, carrying a downed player, and manually switching the owner.
PetNetworkBridge.cs 307 Bridges the pet controller with Steam/Photon networking. Sends and receives state snapshots, spawn events, petting, deliveries, player rescue requests, owner switching, and carry synchronization.
PetNetworkProfiler.cs 82 Tracks mod network usage: sent/received bytes, current upload/download rate, total traffic, uptime, and console statistics.
PetSettings.cs 353 Registers all BepInEx configuration entries: movement, mass, interaction distance, physics, audio, controls, owner switching, Ghost Probing, debug logs, rays, and breadcrumbs.
PetSpawner.cs 705 Creates and initializes Ai-Chan in levels and shops. Configures the PhotonView, Rigidbody, NavMeshAgent, colliders, Aino visual, name tag, heart particles, player collision filtering, and minimap icon.
PetSteamPackets.cs 178 Defines the custom Steam networking packets used by the mod: state updates, spawning, item delivery, petting, player carrying, carry synchronization, owner switching, and synchronization requests.
Plugin.cs 72 The mod entry point. Registers the BepInEx plugin, initializes settings, registers Steam packets, applies Harmony patches, and starts the network profiler.

What about the other models in GenshinImpactOverhaul_REPO?

ya..I briefly tested making a "general" version; I might even make it available later (without posting it because it's kind of terrible and it's way behind compared to what this mod does). Some models have specific peculiarities while others are easier, so I focused only on Aino, which is what initially motivated me to make this mod. But in theory, it would be possible to extend this in the future... or maybe load custom models without dependency. I don't know how imports work... hence the dependency on the GenshinImpactOverhaul_REPO mod.

Don't expect many updates, since I'm busy with a lot of things... nya~

Anyway, I hope you have fun and give Aino lots of headpats!~

Contact

You can contact me at discord: nekomimiowo Or at the github of this mod: https://github.com/NekomimiOwO