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Randy7-Trigger_Railgunner-0.17.1 icon

Trigger Railgunner

Trigger (Zenless Zone Zero) skin for Railgunner: custom model and rifle, overheating rifle, sky-blue shots, ZZZ-style scope, gauges and TARGET ELIMINATED banner.

By Randy7
Date uploaded a day ago
Version 0.17.1
Download link Randy7-Trigger_Railgunner-0.17.1.zip
Downloads 439
Dependency string Randy7-Trigger_Railgunner-0.17.1

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2109 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2109
RiskofThunder-R2API_Skins-1.4.7 icon
RiskofThunder-R2API_Skins

R2API Submodule for adding custom Skins and Skin-related utilities to the game

Preferred version: 1.4.7
RiskofThunder-R2API_ContentManagement-1.0.11 icon
RiskofThunder-R2API_ContentManagement

API for adding content to the game

Preferred version: 1.0.11

README

Trigger Railgunner

An unofficial Trigger (Zenless Zone Zero) skin for Railgunner, with her own rifle, animations, effects and interface.

Select it in the lobby: Railgunner → Loadout → Skin → Trigger (ZZZ).

Features

Model and animation

  • Custom model and rifle: Trigger's body and sniper rifle, driven by Railgunner's own animations, with a two-handed grip and light hair and cape motion.
  • Active reload gesture: during the active reload, the left hand moves under the rifle's cell housing in time with the reload bar. Hit the window and she slaps it in with a small rifle kick. Miss and her hand slips off, then seats it slowly when the bar ends.
  • Animated menu pose: an artwork-inspired pose on the character select screen with a natural idle (breathing, weight shift, head looking around). Every 9 to 14 seconds she lifts her rifle and inspects it, like her idle in Zenless Zone Zero.
  • Clean silhouette: item and equipment displays are hidden on Trigger, since they are placed for Railgunner's skeleton.

Effects

  • Overheating rifle: while the special (R) charges, the barrel, rail blade and vents heat up from dull red to orange to white-hot and throw sparks. On the shot, a sky-blue flash, then the rifle vents steam and cools down.
  • Sky-blue shots: pistol, scoped shots and Supercharge (tracers, impacts, muzzle flash, charge-up) in an electric blue with a slight white gradient. Cryocharge keeps its ice color.
  • Sky-blue mines: the red glow of the mines and their explosions turns blue.

Interface

  • TARGET ELIMINATED: a small Zenless Zone Zero style banner (top left) when a scoped or special shot kills an enemy through its weak point, with an X2, X3 counter for kills in quick succession.
  • Animated Trigger scope: a custom gold scope with a short, smooth opening (about 0.15 s) built for constant use, and a kick with orange rays on every shot.
  • Trigger weak point markers: weak points in the scope are shown as Trigger triangles that lock on with a short animation.
  • Trigger special gauges: the special (R) charging, charged and rebooting gauges redrawn in the scope's style, same size and place as the originals.
  • ZZZ-style reload bar: metal end caps, a sky-blue progress fill and an orange perfect window, fully animated.
  • Boosted shot indicator: redrawn in the skin's style with an energy icon in orange and pale gold.
  • Trigger crosshair: Railgunner's normal crosshair in the scope's palette, with labels in a Zenless Zone Zero style font (Tektur, SIL Open Font License).
  • Trigger UI: portraits and gold character UI.

Every change only applies to players using the Trigger skin. Other players and other skins are untouched.

Installation

Install with r2modman or the Thunderstore Mod Manager. BepInExPack, R2API Skins and R2API ContentManagement are installed automatically as dependencies.

If you previously installed the mod by hand, remove the old TriggerRailgunner folder from BepInEx/plugins first.

Configuration

Edit BepInEx/config/local.trigger.railgunner.cfg, or use the config editor in r2modman.

Section Option Default Effect
Appearance HairMotion / CapeMotion true Secondary hair and cape motion
Appearance HideItems true Hide item and equipment displays on Trigger
Appearance GlowStrength 0.65 Brightness of the model's original emissive details (restart required)
Menu TriggerPose true Artwork pose on the select screen
Menu IdleMotion / IdleAmplitude true / 1 Menu idle motion and its strength (0 to 2)
Menu GunCheck true Periodic rifle inspection on the select screen
Menu CloserBy / LeftShift 0.18 / 0.12 Menu framing
Effects TriggerShots true Sky-blue shots and mines (restart required)
Effects Overheat true Rifle heat glow during the special (R) charge
Effects OverheatParticles true Sparks and steam from the hot rifle
Effects OverheatBrightness 1 Brightness of the heat glow (0.25 to 2)
Interface TargetEliminated true Banner on weak point kills
Interface TargetEliminatedScale 0.35 Banner size (0.2 to 1, restart required)
Interface TriggerUI true Portraits and gold character UI
Interface TriggerSpecialUI true Trigger-style special (R) gauges
Interface TriggerReloadUI true ZZZ-style active reload bar and boosted indicator
Interface TriggerCrosshair true Crosshair in the Trigger palette
Interface ZZZFont true Trigger font for interface labels
Scope TriggerScope / Opacity true / 1 Custom scope (restart required)
Scope Animated true Scope opening and firing animations
Scope TriggerWeakPoints true Trigger-style weak point markers
Weapon ReloadGesture true Left-hand active reload gesture
Weapon Scale / Offset / RotationOffset 1 / 0 / 0 Rifle fine-tuning (restart required)

Multiplayer

Every player needs the mod, as with any custom skin. The skin, shots and mines are synced through the game's own skin and effect systems. The interface elements (scope, gauges, banner) are local to each player.

Credits

  • Character: Trigger © HoYoverse / miHoYo. This is a fan-made, non-commercial mod, not affiliated with HoYoverse, Hopoo Games or Gearbox.
  • 3D model: 观海子 (Guanhaizi, Bilibili). The original model notice and its translation are included in the package (ORIGINAL_MODEL_NOTICE.txt).
  • Font: Tektur © The Tektur Project Authors (github.com/hyvyys/Tektur), SIL Open Font License 1.1 (assets/Tektur-OFL.txt).
  • Mod: RandyTeam.

Feedback

Found a bug? Please include your BepInEx/LogOutput.log; the lines starting with Trigger are the useful ones.

CHANGELOG

Changelog

0.19.0

  • Hair and cape behaviour matched to Trigger in Zenless Zone Zero (from gameplay footage):
    • At rest the cape hangs straight down the back as a mantle and the ponytail hangs along the spine. The rest shape is now the model draped under gravity (cape sides fall instead of spreading like wings; the cloth can fold but not stretch).
    • Running, the ponytail streams back and the cape lifts behind; stopping and turning swing them wide, then they settle.
    • The hanging shape follows the chest's turn (yaw), so it stays behind the back in Railgunner's side-on rifle stance.
  • Short locks around the face stay in place; only the ponytail and the cape flow.
  • Removed a residual vibration in still poses.

0.18.1

  • Physics re-validated on Railgunner's real animation clips (decoded from the game) through an exact port of the retargeting: idle with rifle, run, stop, sprint, jump, turns, aiming.
  • Fixed the cape folding over the shoulders and the ponytail sticking out sideways or backwards: Railgunner's stance leans and twists the chest and rotates the shoulders a lot; the cape and long hair now hang from their attachment point instead of turning rigidly with those bones, and the whole cape is carried by the chest.
  • Solver hardened: long-range tethers (no stretching), speed limit, inelastic contacts (no bouncing into the body), parent-first angle limit. Constant turning while aiming no longer drags the hair; only starts and stops of turns swing it.
  • Smooth at any frame rate (interpolated 60 Hz simulation); the hair keeps its shape when the game is paused.

0.18.0

  • Hair and cape physics rebuilt from scratch on a position-based dynamics solver (XPBD, fixed 60 Hz, 4 iterations), tuned and validated against renders of the skinned model in running, stopping, turning, jumping, aiming and head-turn scenarios.
  • Physics data generated from the mesh itself: a particle per hair/cape bone plus tail particles at the far end of each strand; bending links that keep the 70 cm ponytail from buckling; the cape is a real cloth sheet (horizontal, shear and bending links between its 7 columns) instead of independent strips.
  • Body colliders fitted to the model: skull, neck, spheres lying on the measured back surface, shoulders, arms, thighs and calves. The ponytail also collides with the cape.
  • The ponytail drapes on the back when looking up, down or around instead of turning rigidly with the head; gravity acts relative to the animation, so the modelled hairstyle is unchanged at rest.
  • Body motion is fed in partially (smoothed accelerations, turn lag, light breeze at speed), so running does not turn the hair into a flag.

0.17.3

  • Hair and cape simulated in the character's own space: running at speed or turning no longer makes the ponytail and cape stream out like a flag. They react to starts, stops, jumps and turns, with a light breeze when sprinting.
  • Fixed the ponytail whipping: each bone now returns to its animated shape instead of amplifying its parent's swing.

0.17.2

  • Hair and cape physics rewritten: spring bones with inertia, light gravity and a pull back to the animated shape, simulated at a fixed 60 Hz. They now collide with the body (head, neck, torso, hips, shoulders, arms, thighs) instead of passing through it, and stay within a set angle of the animation, so they no longer swing erratically.

0.17.1

  • Package page, description and model notice fully in English (notice translated, original Chinese kept).

0.17.0

  • Active reload gesture synced with the bar: the left hand goes under the cell housing; a click in the window slaps it in with a rifle kick, a miss slips off and the hand seats it slowly when the bar ends. Option [Weapon] ReloadGesture.

0.16.1

  • TARGET ELIMINATED banner much smaller, moved to the top-left under the money counters. Size option TargetEliminatedScale.
  • Fixed back-to-back kills: every weak point kill now counts, chaining into X2, X3 when less than 3 s apart.

0.16.0

  • Zenless Zone Zero style TARGET ELIMINATED banner when a scoped or special (R) shot kills an enemy through its weak point; quick wipe-in animation and a x2, x3 counter for multi-kills. Option [Interface] TargetEliminated. Font atlas gains uppercase letters.

0.15.3

  • Weak point triangles larger up close (cap raised by about 45%), unchanged at range.

0.15.2

  • Fixed the overheat never triggering in a run (the model is detached from its body, so the special charge was not found). Same fix lets the left hand release the rifle during reloads and mines as intended.

0.15.1

  • Overheat also works with Cryocharge, brighter glow, sparks and steam fixed (they failed to load), diagnostic log line.

0.15.0

  • Rifle overheating during the Supercharge (R) charge: the thin barrel, silver rail blade, vent plate, clamp rings and muzzle edges heat from dull red to orange to white-hot with sparks; pulses when charged; sky-blue flash, spark burst and steam on the shot, then cools down in about 2.5 s. Cryocharge unaffected. Options Overheat, OverheatParticles, OverheatBrightness.

0.14.2

  • Weak point triangles follow the distance like the native markers, sized to the native frame's visible stroke and bounded up close; thinner strokes.

0.14.1

  • Weak point triangles now match the size of the original markers.
  • Removed the added outfit lights (back to the model's original emission).

0.14.0

  • Weak point markers in the scope redrawn as Trigger triangles: lock-on animation (rotate, snap, flash, echo), core lights up when aimed at.

0.13.0

  • Menu gun check: every 9-14 s Trigger lifts the rifle to chest height with both hands, rolls it to inspect it while her head follows, then plants it back.

0.12.0

  • Outfit lights in the scope palette: visor cheek tabs, hip holster caps, knee pad slits, cuff stripes, chest screen and thin yellow accent lines (GlowStrength option).

0.11.0

  • Menu idle reworked: the rifle stays planted (no more sinking into the floor), two-bone arm IK keeps both hands on their supports, asymmetric breathing with shoulders, slow weight shift, and a head that looks at new points with smooth settling.

0.10.1

  • Boosted shot icon recolored to the interface palette (orange to pale gold) and no longer pulses.

0.10.0

  • Normal crosshair in the Trigger scope palette, label drawn with a ZZZ-style font (Tektur, OFL).
  • Boosted shot indicator redrawn in the skin style with a new energy icon.
  • Special gauge labels use the same font.

0.9.2

  • Scope opening reworked: about 0.15 s, smooth ease-out, no full-screen flash (comfortable when aiming dozens of times per minute).
  • Fix: the menu pose no longer switches to Railgunner's crouch when pressing Ready.

0.9.1

  • Scope entry animation 4x faster (about 0.18 s).

0.9.0

  • Animated scope: inverted triangles rush to the center over an orange wash, arcs spread out, the edge frame slides in with a white flash; each shot kicks the arcs and bursts orange rays.

0.8.1

  • Animated reload bar: deploy and fold, scrolling stripes and shine on the fill, breathing window that lights up on entry, cursor trail, white sweep + pop + core wave on success, shake + red blink on failure.

0.8.0

  • Active reload bar redrawn in a Zenless Zone Zero style: metal end caps, sky-blue progress, orange perfect window with a white core.
  • Lighter emission textures (about 105 MB less video memory).

0.7.0

  • Mines: their red glow and explosion are now sky blue.
  • Special (R) charging, charged and rebooting gauges redrawn in the Trigger scope style.

0.6.1

  • Shots recolored to sky blue (0, 170, 255) with a slight white gradient.

0.6.0

  • Electric shots for the pistol, scoped shots and Supercharge.
  • Item and equipment displays hidden on Trigger.

0.5.0

  • Menu pose now breathes and moves slightly (IdleMotion / IdleAmplitude).

0.4.0

  • Trigger portraits and gold character UI, custom scope, two-handed rifle grip, menu pose.