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Updating from v0.06 to v0.07:
The only changes were to SS_Strip_MonitorEffect.pex and the .esp itself. You can overwrite those two files from your current install or overwrite everything or uninstall all of v0.06 and install v0.07 (using mod manager).
In-game, the only problem will be that NPCs you've already met since installing v0.06 will still have the invisible armors on slot 57, so if you wanted something else in that slot, you'll have to re-equip it on them ("openactorcontainer 1" could be helpful).

 

Updating from v0.05 or older to v0.07:
The mod no longer uses SS_CombatStrip.pex, but I didn't provide any way for that script to stop running mid-game. Completely removing all of the mod's files and then installing the newest version might solve everything, but there might be some lingering effects, especially on Raiders, Gunners, and Children of Atom that you have already encountered but not killed since installing the older version. Then again, edits to leveled NPC IDs have been removed, so the old scripts might not be running on them anymore. Best to save in an empty cell with no NPCs and then do the update.
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This mod has gone through some changes, enough to warrant a new description I think.

 

To prevent clutter, original description (applies to v0.05 and older) enclosed in spoiler tag.
Some of it still applies to v0.06+, but some of it is outdated.

 

 

 

 

What
This mod is a very basic script that causes most generic female enemies all female enemies (as of v0.05, this mod should now work on ALL female NPCs; more testing is needed to see if this is problematic [e.g., accidental damage to a questgiver or settler could strip them and you'd need to use a console command like "openactorcontainer 1" to reequip that person]) to lose their armor/clothes during combat. Each hit has a small chance, which grows as the enemy falls below 50% HP, and increases until each hit is almost guaranteed to remove several pieces when below 20% HP. The killing blow has a 40% chance to strip all remaining equipment.

 

Does not affect the player.
It doesn't affect behaviors or animations; enemies won't acknowledge their own nudity.
Not intended to be immersive, realistic, nor particularly balanced.

 

If there's already something like this uploaded, I apologize. I didn't find anything with a cursory search.

 

Why
I use a body replacer, and also recently started using Live Dismemberment. I was getting annoyed with how female enemies have indestructible limbs while male enemies are exploding left and right.
I use Foot Fetishism Body with the mutilation meshes, but dismemberment only works when female is nude, thus it never really occurs in combat.
So I whipped up this mod to allow a chance to occasionally use live dismemberment on female enemies.

 

To be clear, this mod does not enable dismemberment with CBBE or any other body replacer*. It just strips enemies.
When I said "use" in the above paragraph, I meant in my playthrough; no meshes or dismember functionality is contained in this mod.
*but there is a messy way to get dismemberment with CBBE (and partial BodySlide support) if you're willing to splice two bodies together and don't want to wait for an official CBBE update.

 

Obviously, I was inspired by "Break Undies Plus" for Skyrim by thegooglyman, as well as by Nightasy's "Hmm What To Wear" for Fallout 4.
This is my first mod, it's very basic and possibly buggy/unbalanced, but the script is short and hopefully not too terrible.
Let me know if you notice anything broken or dangerous or file structure issues or anything.

 

In case this mix of nudity and violence is offensive/sexist, I created an equal oppornudity version which affects male and female enemies.
It's in the 7z archive, replace the default .pex file with the one in the "_M_F" folder. The esp is the same, no reason to make two.

 

How
As of v0.05, this mod was restructured to use a "cloak" spell on player which dynamically attaches the script to all NPCs in the vicinity.
This should allow combat stripping to work on all females in the game, including those from DLC and mods (which is why I changed it), without worrying about dependencies and compatibility patches.

 

If anyone tries the new version, please let me know if you run into any unforeseen complications.
I used the creation kit wiki to figure out how to apply this script dynamically, and I'm not sure if it's cleaning up properly (if at all).
I tried to limit how often the script fires, and tried to prevent the "brawl bug", but I blindly followed the wiki and may have missed something.
Bloat or performance impact is possible but unlikely. I will personally be testing this long-term and will make changes if problems arise.

 

Outdated info:
Currently only affects generic leveled-list versions of Raiders, Children of Atom, and Gunners.
I tried not to touch too many types, but all the LvlRaider___ types are covered, which hopefully should be like 90% of the enemies you come across. Still need to play more with mod active to see.
These three FormIDs were the only affected in v0.02:
2898b (LvlRaider)
2fb88 (LvlChildrenOfAtom)
de969 (LvlGunner)

 

If it becomes apparent that not enough enemies are affected by this, I'll update the mod to affect more FormIDs.

 

The script merely uses the Health ActorValue to check NPC health percentage upon each hit from the player. When NPC health is above 50%, there's a 15 percent chance that any hit will strip one random piece of armor or clothing from the enemy, to imitate gradual clothing damage. It's not too high to avoid being overpowered. As the enemy falls below 50%, there are multiple "chances" per hit of them losing 1 piece, and the chance per roll increases as they go below 40%, 30%, and 20% HP.
[Note: the "one random piece" script isn't smart or dynamic, so it doesn't check which slots have equipment and which don't; therefore, the fewer pieces left on the body, the less likely that a successful "strip one piece" roll will even remove anything. This is why in v0.02 I altered the script to increase the chance of stripping as HP gets lower and lower.]

 

50%: four 15% chances to strip one "random armor slot"
40%: six 20% chances
30%: eight 30% chances
20%: ten 40% chances

 

This mod doesn't use a FormList to track which armors can be removed; it just brute-force unequips a (pseudo-)random slot, and UnequipAll (sometimes) on death.
For this reason, it should be compatible with all armor and clothes that generic Raider, Children of Atom, and Gunner enemies wear, including armor added from mods.
By the way, the armor is just removed from the body, but remains in the inventory.

 

Old version: v0.01 doesn't use the "gradual increasing chance". It's just 15% per shot to lose 1 piece, and 100% full strip below 20% or upon killing blow.

 

Issues

  • I haven't noticed any performance or crashing issues, but there may be some unforeseen problems.
  • v0.02+ uses while loops. May have trouble with rapid fire (e.g., minigun) with many (female) enemies at once. Currently testing this issue.
    (I tested v0.03 at Corvega exterior [known performance nightmare] with more than a dozen Raiders, using my minigun. Stripping worked fine. Performance seemed normal [ie kinda bad] for my mid-end rig. Still playable.)
  • As you can see from the Gunner GIF, it can look silly when the NPC unequips everything but continues to shoot with a temporarily invisible gun (alleviated since v0.02, now UnequipAll won't happen while NPC is alive).
  • One possible problem is if the script forces an NPC to unequip something they shouldn't, like an invisible armor with scripts attached or PA frame or something. I don't know how that stuff works, so until further testing is done, I recommend saving often and keeping old backups before you use this mod.
  • The piecemeal stripping might also have issues. I don't know how the armor slot system works, but because this picks from 17 slots at random, it might remove a piece of a multi-piece item. Not sure.


This is my first mod, so the script is surely lacking. I couldn't figure out how to determine what the enemy is actually wearing, but maybe in the future I can do that in order to prevent issues with must-not-be-removed-ever armor.

 


Required
No mods or DLC required, if you just want to spice things up with some wacky combat stripping.
CBBE, vanilla, or any body replacer should be compatible.

 

But...

 

Recommended Mods
This mod is intended to be used with the Foot Fetishism Body by alan81512,
particularly with the mutilation mesh for it to allow dismemberment.
(In my playthrough I use a custom composite of FFB (for limb dismemberment) and a CBBE torso (for desired BodySlide proportions and BS/OS outfits.
Here's an explanation and images of what I'm talking about, if you want BodySlide breasts/butt with dismemberment.)
Live Dismemberment by DeathclawAlpha was a big reason for stripping the enemies, since FFB mutilation only affects nude.

 

Lastly, I use Armorsmith Extended by Gambit77, and I'm not sure if not having it will mess with the "strip a random slot" functionality (because AE apparently modifies the armor slot usage). Full strip should still work, regardless (but now that only happens on killing blow).

 

 

What does this mod do?
With this mod installed, any time the player damages a female NPC, there's a chance that the NPC will be stripped of one or more articles of clothing (or pieces of armor).
The lower their health, the higher the chance that they'll lose multiple pieces of armor. This is to simulate gradual (and exaggerated) damage to their clothing through battle (see Soul Calibur, Senran Kagura, etc.)

 

That's stupid?
Yep. But a few people might like it. I do. You could think of it as an alternative to the gore system, or not.
My implementation is really basic, but I'm trying to improve it so that fans of mods like Break Undies Plus for Skyrim have something to tide them over until something better comes along.

 

So it just unequips items? What else you got for me?
Basically it just unequips items. But I've tried to tweak it to make the process gradual and dynamic.

 

With permission, v0.06+ of this mod now features removable bras and panties "underneath"* women's body armor/clothes.
As a result, SEVC now requires the Lacy Underwear and Sporty Underwear mods.
Many thanks to the magnificent ousnius and the talented Nezzar84 for their awesome underwear.
Additionally, v0.08+ features additional bras and panties from Nightasy's Hmm What To Wear and from WhiteShades' Wearable Underwear.
(they're not included in this mod, you must download all the originals for my mod to work properly.)
Some women will have a matching set of bra and panties, but most will have whatever mismatched pair they managed to acquire.
Some will not have one or either. Clean undergarments are hard to find in the wasteland.
In v0.08 there are 180+ top-and-bottom combinations (if you count "none" as a possibility [2 unique matching sets + (12 tops * 15 bottoms)]).

 

Changes to stripping effects since v0.05:

  • To improve the "gradual stripping" effect, v0.06 makes changes to how the stripping progresses.
  • Above 55% HP, female enemies can only get their limb armor and torso ("overarmor") knocked off (small chance). Changed to the same effect as next phase, but lower chance.
  • Between 25% and 55% HP, the above can happen but also their body armor (clothes, long johns, etc.) can get blown off, revealing the bra and panties "underneath".
  • Below 25%, above can happen but the bra and panties can also be knocked off, individually or together (it's still random, not targeted).
  • Erring on the side of caution, the stripping logic will only activate the first time you encounter an NPC. (It's intended for stripping generic enemies, after all). This means that if you find a raider camp, leave without killing them, change cells and come back later to kill them, the stripping probably won't work (unless the actors completely reset). This is so that, over time, the mod doesn't register every single female, enemy or not, that you've ever encountered, for onhit events that might never happen.


It's now less likely to 100% strip an enemy; they'll usually be killed before the undies come off, but you can remove them via inventory if you want (they're very lightweight and worth a few caps to collect), or you can continue to wail on their dead bodies and everything will eventually be stripped off (no judgment here).

 


*undies only appear via combat strip to prevent clipping.
I say "underneath" in quotes because, although every woman has a set of undies in their inventory, they only appear on the body when the armor in slot 33 is removed via combat strip.
This is to prevent the underwear clipping through worn armors, and currently I can't find a way to make the undies appear from any generic bodyslot unequip. If you remove their armor from the inventory menu, or they undress themselves (somehow, like from another mod), the undies won't appear.

 

Because the underwear isn't actually "there" until you remove the body armor, this mod looks more "believable" with non-skimpy outfits.
If you use skimpy outfits, it will look weird when you can see the undies appear where there used to be exposed skin.
(Of course, nonsensical stripping is something we've dealt with since FO3 vanilla, where some raider armors revealed plenty of female skin then suddenly a thick undershirt appears when you loot them).

 

Maybe if F4SE provides the functionality to monitor specific unequips, I'll eventually create a standalone "distributed removable underwear" mod, unless someone more talented beats me to it.

 

Requirements
Lacy Underwear - CBBE - BodySlide by ousnius and Nezzar84
Sporty Underwear - CBBE - BodySlide by ousnius and Nezzar 84
Hmm What To Wear by Nightasy AND HWTW - CBBE BodySlide by SBx82 (or any conversion)
Wearable Underwear v0.8b by WhiteShades (credit to Monno for the original meshes from Skyrim)
and of course CBBE and BodySlide by Caliente and ousnius

 

Make sure to follow the installation instructions for the individual mods, and use BodySlide/Outfit Studio to make things fit.
You shouldn't need the .esp's from the above mods to be activated if you just want my mod's effects. But if you want them craftable and with whatever other features the individual mods have, you need their .esp's.
You definitely need the meshes, textures, materials, etc., from the above mods, so I recommend you install them via a mod manager.

 

Installation
Just install SEVC after you've installed the above mods.
Shouldn't need to overwrite anything from them, but my .esp relies on the file structure of the above mods.
In the future I may make a settings holotape to allow tweaking the strip chances, toggling a "never strip undies via combat" option (so you can only remove them from looting), and providing the "uninstall mod" option in-game.

 

Compatibility
This mod doesn't alter any vanilla forms or scripts (if there's still pesky NPC edits in there, whoops; those are from older versions; pretty sure I removed all those though).
The only compatibility issue that might arise is that this mod makes use of slots 58 and 61 59 for the panties and bras, respectively.
I really hope nothing important in vanilla NPCs use those slots. Some other mods might, though, and I'm honestly not sure how the winner is decided in such a conflict, besides load order. Put my mod high in your load order so that any potential conflicts favor the other mods that do more important things than mine.

 

Bugs/Issues

  • This can/will sometimes strip females of their power armor frame... so be careful not to damage any friendlies in power armor. For enemies, this is ugly and bad but not a gamebreaking issue. Their naked body will be kind of warped and contorted and seems still subject to PA frame physics. I'll see if I can prevent this. Fixed in v0.07
  • Animals can have underwear in their inventory. Fixed in v0.08
  • Companions and other friendlies will accumulate many pairs of underwear and keep reverting to their default outfits. Fixed in v0.09
  • Sometimes female NPCs just refuse to be stripped, even if they just spawned and the script should be running on them. They still have underwear in their inventory, though. I'll keep investigating this.
  • More bugs will be found soon, I'm sure.

 


A note on performance and stability:
As the category implies, this is a work-in-progress (beta) mod. I've only tested the new implementation myself for several hours, and I haven't noticed any diminished performance or crashes, but that doesn't mean they won't happen.
I hope you'll try this mod out, but definitely make a backup save before installing. This mod is not yet recommended for use in a full playthrough, just for testing.
I don't think bloat or instability is going to be an issue, but it remains to be seen. If you want to help test the mod by making it a permanent fixture in your load order, I'd be glad, but know the risk that it's largely untested.
The script will run a periodic check on every NPC in range, but it's trivial unless they're female and should only run the "give me random underwear" segment once per female per game.
But it's monitoring every eligible female in the cell for attacks from the player at all times, so mods that add dozens of NPCs at once, coupled with something like Mostly Female NPCs or Beautiful Female Enemies, could result in a performance hit.

 

Uninstalling
I can't promise a perfect clean-up, so ideally you should revert to a save from before you ever installed this mod when you remove the mod.
If you want to try going on without it, I recommend you first go to an empty cell with no NPCs (I'd even leave any companions outside).
Then use the console and enter "set SS_Strip_CloakSwitch 1.0" (without quotation marks). Wait for the "SVEC cloak disabled" message to appear in the top-left corner (could take up to 15 seconds), then save, quit the game, delete all the mod's files (or uninstall from mod manager).


  • Submitter
  • Submitted
    07/22/2016
  • Category
  • Requires
    CBBE, BodySlide, Lacy Underwear, Sporty Underwear, Hmm What To Wear, Underwear mesh WIP (see description for all links)

 

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doing a loop from like 30 to 61 skipping 58 (or whichever was the dismemberment one) would solve the invisible weapon unequipall problem.

 

i'd probably optimise it to only work against the body 30 and 6 armor slots and never touch unequipall, myself, to a avoid a lot of random weird problems that could crop up.

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doing a loop from like 30 to 61 skipping 58 (or whichever was the dismemberment one) would solve the invisible weapon unequipall problem.

 

i'd probably optimise it to only work against the body 30 and 6 armor slots and never touch unequipall, myself, to a avoid a lot of random weird problems that could crop up.

 

Thanks, that's a good suggestion, I'll see what I can do.

Loops never occurred to me, actually. I'll have to find out how to do them in Papyrus.

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Nice, I was thinking about making something like that.

 

F4SE has GetWornItem function that will be useful here, too bad it doesn't work yet.

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This is such a great idea, but I can't make it work :\
I'm using CBBE + Live Dismemberment.

With a low-damage automatic, I summon a Legendary Gunner (via `player.placeatme 184761 1`), and with godmode and a few thousand bullets, nothing happens.

Is the FFB + mutilation mesh required? (If so, the description is misleading).
EDIT: I've just installed FFB + the mesh, still no luck. Could there be other mods that interfere? FO4Edit shows no conflicts.
EDIT2: Battling lower level spawns in the world (rather than a few hand-spawned tests) yields mixed results: I've shot at raiders and watched them get unequipped. Unfortunately, limbs no longer get shot off at all, where before (in Brutal mode) they'd get shot off all the time. Then suddenly dismemberment kicks in, but only if they're clothed. Once stripped, all limbs have regrown, even with the FFB+mesh.
Something's not quite right :\

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This is such a great idea, but I can't make it work :\

I'm using CBBE + Live Dismemberment.

With a low-damage automatic, I summon a Legendary Gunner (via `player.placeatme 184761 1`), and with godmode and a few thousand bullets, nothing happens.

Is the FFB + mutilation mesh required? (If so, the description is misleading).

EDIT: I've just installed FFB + the mesh, still no luck. Could there be other mods that interfere? FO4Edit shows no conflicts.

EDIT2: Battling lower level spawns in the world (rather than a few hand-spawned tests) yields mixed results: I've shot at raiders and watched them get unequipped. Unfortunately, limbs no longer get shot off at all, where before (in Brutal mode) they'd get shot off all the time. Then suddenly dismemberment kicks in, but only if they're clothed. Once stripped, all limbs have regrown, even with the FFB+mesh.

Something's not quite right :\

 

Sorry you're having trouble, and I should probably put more instructions/info in the description.

 

FFB is not required for stripping, it's only required if you want dismemberment (on a stripped body replacer).

This mod doesn't change any meshes (clothes or bodies).

 

Right now I only made the script affect three FormIDs, and I tested it in the following way:

   player.placeatme 2898b 1   (LvlRaider)

   player.placeatme 2fb88 1   (LvlChildrenOfAtom)

   player.placeatme de969 1   (LvlGunner)

 

When I use those repeatedly, I get all the various types (Raider Scum, Raider Psycho, Legendary Raider, etc.)

However, I am using Beautiful Female Enemies, so I'm not sure if that changes what spawns from those FormIDs.

 

I haven't tested it "in the wild" with enemies that spawn at normal locations or via patrols. I'll do that soon.

I may have to attach the script to all the various FormIDs for all the different factions.

 

If you're getting dismemberment with clothes but regrown bodies when stripped, sounds like you don't have BodySlide/OS-built clothes. Anything that goes through BS/OS won't work with dismemberment anymore, which in my case is actually a good thing because dismembered clothes probably conflicts with "FFB with Perfect Full Mutilation".

(Of course, the dream is that eventually CBBE and BodySlide support full dismemberment, with or without clothes. Then any references to dismemberment can be removed from my mod's description and it'll just be for stripping [and by then, someone will probably do something similar yet much better than my implementation]).

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Many thanks for the tips!

The new description is great.

You mention "In my playthrough I use a custom composite of FFB (for limb dismemberment) and a CBBE torso (for desired BodySlide proportions and BS/OS outfits)."

Can you describe how you do this? In MO2, my load order is ...


CBBE
Live Dismemberment
FFB
FFB with Perfect Full Mutilation

my BodySlide/OS batch build (with the above loaded)
 

Which nifs do I remove from where, and when?

 

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...

You mention "In my playthrough I use a custom composite of FFB (for limb dismemberment) and a CBBE torso (for desired BodySlide proportions and BS/OS outfits)."

Can you describe how you do this? ...

 

Sure, it's a bit of a hassle to do this but I thought it was worth the effort, because it could still be months until dismemberment comes to CBBE, if it ever does.

I did it because the FFB with mutilation mesh has a weird butt seam (legs and upper body were made separate by alan81512 in order to fix the horrible corruption that occurs when you attempt to add dismemberment to full body).

So basically my goal was to put a CBBE torso "on top" of the FFB body.

 

Here's an outline of the steps:

-Download the FFB with mutilation meshes (you also need latest FFB textures from FFB  OV1 or OV2 mod to avoid foot texture issues)
-Use BodySlide to make a CBBE body with a torso set to your preferences.
Note: I would leave the arms and legs at default (I used Curvy) preset, and only change boobs/butt/belly/etc. on torso. Because you want the edges of your CBBE torso (where the shoulder meets the arm and where the thigh becomes the leg) to align as closely as possible to the unmodifiable FFB with mutilation mesh.
-Save the CBBE sliders as a preset so you can build the clothes to match if you like the finished CBBE/FFB product.
-Use Outfit Studio to export the OBJ for the CBBE body you built.
-Use 3D modeling software (I used Blender) to delete all vertices of your CBBE OBJ except for the torso (and optionally leave the stubs of limbs that approximately line up with where the shortest dismemberments occur [see my image for an approximation]).
-Use Outfit Studio to import your edited OBJ *on top of* the FFB mutilation body. Then use the "decrease mesh volume" brush to "squish" the FFB body down so it's inside of your edited CBBE torso (this may not be necessary if your CBBE torso has larger proportions than FFB, but if your new boobs or butt are smaller than FFB, then FFB needs to get squished down, including possibly parts of the back and belly). It's a bit of a struggle to get the two bodies to line up exactly (I have minor irregularities where my CBBE leg stumps overlap the full FFB legs, also visible in image below). Make sure in Outfit Studio that you set the materials file for the imported OBJ to the same material as the other body.
-Export the new composite NIF, and use that as your FemaleBody.nif in your appropriate Data folder location.

This image shows the finished project in Outfit Studio, with the halves of FFB underneath the darker-shaded CBBE torso.
 
I did this over a month ago, and I don't remember the exact specifics of every step, but that's the general idea.
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i d love it if it  was working on the pc !!

 

i always wanted a mode when i get hit hard or die to loose my armor since skyrim

 

You'd lose all your crap only if you get looted immediately by the one(s) that send ya to the fish. Happened before in around 2003 and in absence of personal containers at that time you really ended up as the last piece of naked shit on the grid for the next couple of game hours. The victims weren't particularly amused, but that goes w/o saying.

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I like the idea of this mod but any chance of getting a sound effect when it kicks in, maybe the sound of cloth tearing or metal breaking?

Sounds would be cool, but as I've said, this is my first mod and I don't know how to add them.

 

I'll take a crack at it, though. For simplicity, I think I'll try re-purposing vanilla FO4 sound effects. I looked through the Sounds archive and found seven or eight decent sounds. Nothing perfect, mostly shuffling/crinkling sounds of cloth and leather.

Since right now my mod doesn't know what the enemy is wearing, I'll try to just make it play a random sound from the set, but there won't be any metal sounds because they would be highly out of place for cloth or leather.

 

EDIT: Okay well it kinda works, but it's not very loud or satisfying. Barely notice it over the sounds of gunfire and yelling and blood splooshing. I'll upload a version with sound soon. I think I'll remove the shorter, quieter sounds, leaving just 4 options. At least there's some built-in frequency randomization, which is cool.

If I play with this version for a while and it just doesn't sound right, I may try to find some open-source sounds and add those to the game, but I don't really wanna mess with audio formatting or conversion software.

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EDIT: now that I think about it, I might have messed up the structure a bit.

I'm not at a PC now, so I can't check, but I mightve put the esp in the root of the zip file, when it should be in the Data folder.

 

It should be ready to just merge into your Data folder.

The esp goes in \Fallout4\Data and the Scripts folder contents go in \Fallout4\Data\Scripts, etc.

If you don't have those directories in your Data folder yet, just drop the files and folders in there. ...\Data\Sound\FX is where sound effects are supposed to go, I guess it matches Bethesda's archive structure.

If you want males and females to be stripped instead of just females, replace the pex in the Scripts folder with the pex in the _M_F folder. I don't know if you need the source psc file but both are included, seems like the go in ...\Scripts\Source\Users

That's where the Creation Kit put it when I made it, anyway.

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  • 4 weeks later...

This is quite fun lmfao! By the way, if you guys want a good weapon to use so strip NPC's without killing em, try this:

http://www.nexusmods.com/fallout4/mods/16997/?

 

I like to single out one female from the group in any fight and then whack all her cloths off with that weapon once all the others are dead. XD

It's hilarious to watch as they continue to yell insults at me while I slowly beat off all their clothing. :F

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Just a though: The "dummy" item that runs the checks probably doesn't actually need to be assigned to a biped slot. You can run scripts or enchantments on an item that's not actually assigned to a biped slot. All the slots are needed for is making the equipment visibly render.

 

I really make use of ALL the slots and still want more lol, so slot 57 is something I do use. n.nU

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You're right, I'm sure there's a better way to do it.

Having it equipped to an actor lets me use the WornHasKeyword() function, so I basically use it as a per-actor static variable to let me know to not re-initialize the script, and to know when they've had their slot 33 armor removed.

 

I don't think static variables exist in Papyrus, so they? Wait... I could probably just use an int flag declared outside of an event as a flag within the OnEffectStart and OnHit functions, couldn't I? Just like the Armor variables I already use...

Tomorrow, I'll see if that works. It probably does and I'm just an idiot.

 

I think I can fix the power armor frame removal, too. I'll just check for the IsPowerArmorFrame (or whatever) keyword, and if the female has one of those equipped, I just won't bother jumping into the stripping logic.

 

EDIT: Are there any better slots (less-commonly-used slots) to use for the undies besides 58 and 61?

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You're right, I'm sure there's a better way to do it.

Having it equipped to an actor lets me use the WornHasKeyword() function, so I basically use it as a per-actor static variable to let me know to not re-initialize the script, and to know when they've had their slot 33 armor removed.

 

I don't think static variables exist in Papyrus, so they? Wait... I could probably just use an int flag declared outside of an event as a flag within the OnEffectStart and OnHit functions, couldn't I? Just like the Armor variables I already use...

Tomorrow, I'll see if that works. It probably does and I'm just an idiot.

 

I think I can fix the power armor frame removal, too. I'll just check for the IsPowerArmorFrame (or whatever) keyword, and if the female has one of those equipped, I just won't bother jumping into the stripping logic.

 

EDIT: Are there any better slots (less-commonly-used slots) to use for the undies besides 58 and 61?

But that's the thing - you can HAVE it equipped without it actually USING a biped slot at all. Why does it actually need a physical biped slot if it's a dummy activator that's just used to run a script? Unless it's physically rendering a piece of armor on their bodies, I'm not sure why else you'd need to use a biped slot for it.

 

Just don't assign it any biped slots - it will equip like normal and run any script or enchantments applied to it, it just won't be able to render anything.

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Another thing I really want to do is have the undies actually be equipped all the time, but just be invisible until the slot 33 body armor is removed. That would make any clothing removal reveal the undies without extra scripting, and there wouldn't be the temporary flash of nudity which seems to occur whenever actor changes clothes.

 

I feel like it could be possible if I was creative and knowledgable enough, but I'm not. It seems like there's a way to manipulate how equipment is shaped when there's "under armor" equipped, since there's some checkbox for under armor scaling. Possibly related to SCLP data, whatever that is. Maybe I could squeeze the undies inside the body, so they won't clip. Dunno.

 

EDIT: Oh, that's interesting, I didn't know you could make an item be equipped to an actor without using any slots at all. Would you still be able to unequip it (not that I'd need to)?

I'll try that, but if possible just using two ints instead of two dummy armors would probably be more efficient, since the ints (if they work) should accomplish the same exact goal with fewer function calls.

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Another thing I really want to do is have the undies actually be equipped all the time, but just be invisible until the slot 33 body armor is removed. That would make any clothing removal reveal the undies without extra scripting, and there wouldn't be the temporary flash of nudity which seems to occur whenever actor changes clothes.

 

I feel like it could be possible if I was creative and knowledgable enough, but I'm not. It seems like there's a way to manipulate how equipment is shaped when there's "under armor" equipped, since there's some checkbox for under armor scaling. Possibly related to SCLP data, whatever that is. Maybe I could squeeze the undies inside the body, so they won't clip. Dunno.

 

EDIT: Oh, that's interesting, I didn't know you could make an item be equipped to an actor without using any slots at all. Would you still be able to unequip it (not that I'd need to)?

I'll try that, but if possible just using two ints instead of two dummy armors would probably be more efficient, since the ints (if they work) should accomplish the same exact goal with fewer function calls.

I really can't think of a decent way to do that... The only thing I can think of would be to somehow override the "naked body" skin (the "nudesuit" armor used by the race) with the undies while they're equipped.

 

I'm not sure if that's even possible though... But I know of a mod that does basically just this for Skyrim called "Undies Underneath".

 

Unfortunetly it looks like ther author was one of many who hid/deleted all their mods when the mod theft/plaugurism with Bethesda.net was going on... The modpage WAS here:

http://www.nexusmods.com/skyrim/mods/23817/?

 

I don't have a backup of that mod either to look at how he did it... oh well. :/

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