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  • 3 weeks later...

Few scrinshoths with new armor for next mod update.
Blackmith apron and imperial stuff.

Sorry for the potato quality of the screenshots - I still have not bought a new VGA.


 

Spoiler

 

I don't know, maybe I should post link to my paypal account into description of my mod? If someone wants to support my work, then it will be clear how to do it.

Perhaps this will speed up the process of buying a new VGA  :lol:

 

 

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Noice work! That looks really good, but smaller than a filthy elf! unacceptable! jk lul

I did some bootlegged Special Edition test, and so far it seems to work, all i did was run the meshes through the NIF Optimizer, high heel height can be adjusted with ECE body placement slider. And converted the PCEA animations to SSE .hkx

 

20171124184009_1.thumb.jpg.f739a7b636a5ec0f705297f8ca65bcfb.jpg
(Changed race height to 1.13 )

Edited by Guest
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3 hours ago, trousersnekk said:

I did some bootlegged Special Edition test, and so far it seems to work

Not at 100%.
MCM-scripts from last version require working SKSE.
And also, I'm not sure if my variant of skeleton can work with SSE, because standart XPMSE skeleton does not have certain nodes that I used.

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13 hours ago, Azazellz said:

Not at 100%.
MCM-scripts from last version require working SKSE.
And also, I'm not sure if my variant of skeleton can work with SSE, because standart XPMSE skeleton does not have certain nodes that I used.

Everything worked dude, even the MCM (funnily enough it also had the same bug that it does have in Oldrim, where it randomly reset all the sliders to 0)

 

With SKSE64 alpha, XPMSE Special edition, ECE Special Edition, RaceCompability Special Edition and FNIS Special Edition. Everything is working, all the skeleton bodysliders were working in showracemenu. You can even get the body physics working if you install https://www.nexusmods.com/skyrimspecialedition/mods/13207

 

What doesnt work are the ECE presets, automated high heels (no NIOverrride yet).

 

I only did a little bit of testing, but it seemed pretty much everything was working.

Edited by Guest
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2 hours ago, trousersnekk said:

Everything worked dude, even the MCM (funnily enough it also had the same bug that it does have in Oldrim, where it randomly reset all the sliders to 0)

 

With SKSE64 alpha, XPMSE Special edition, ECE Special Edition, RaceCompability Special Edition and FNIS Special Edition. Everything is working, all the skeleton bodysliders were working in showracemenu. You can even get the body physics working if you install https://www.nexusmods.com/skyrimspecialedition/mods/13207

 

What doesnt work are the ECE presets, automated high heels (no NIOverrride yet).

 

I only did a little bit of testing, but it seemed pretty much everything was working.

As I said, it woks, but not at 100%. Basic XPMSSE Skeleton does not have some specific bones, thats needed for all arms shape tweaks, for example.

And I'm not sure how SKSE64 works in "Global Variables" part - because I coded changes in push force through changes of new Global Variables. If SKSE64 have that function - then OK. If not - then you can't change attack force.

 

Try this skeleton - I added some nodes for proper arms tweaking.

SSE Test Skeleton.nif

Edited by Azazellz
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29 minutes ago, Azazellz said:

Try this skeleton - I added some nodes for proper arms tweaking.

SSE Test Skeleton.nif

Wow thanks, that wasnt necessary xD to make that extra. I just wanted to test it quick to see if it would work and already have SE unistalled again. As soon i installed an ENB i got reminded why SE sucks 7 dycks in a row, all the ENBs for it look butt ugly xD.

 

Sry for the inconvenience :face_boar:

 

 

Edited by Guest
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On 11/22/2017 at 10:41 AM, Azazellz said:

Few scrinshoths with new armor for next mod update.
Blackmith apron and imperial stuff.

  Hide contents

 

blacksmith.thumb.jpg.200d2d4312edddb483ccb3145d8d168b.jpg  imperial_heavy_cut.thumb.jpg.09117cae1e4b124a1d38bb7921db03aa.jpg  imperial_heavy_full.thumb.jpg.b6fcc5bf0dfc7332817e99c508bd6d84.jpg  imperial_light.thumb.jpg.3aee9cbde4bf2b89a2d4e87c68c3aee1.jpg  penitus_oculatus_cut.thumb.jpg.209a4ac82f496654cee0b338ab327e1b.jpg  penitus_oculatus_full.thumb.jpg.912fadaa95e3a557dc655e378b63513a.jpg  tullius_cut.thumb.jpg.fb88e98c22d3bdc650b5fbbdbd8e6f25.jpg  tullius_full.thumb.jpg.58a3fe8917069c76377de87a2f463064.jpg

 

 

 

 

Sorry for the potato quality of the screenshots - I still have not bought a new VGA.


 

  Reveal hidden contents

 

I don't know, maybe I should post link to my paypal account into description of my mod? If someone wants to support my work, then it will be clear how to do it.

Perhaps this will speed up the process of buying a new VGA  :lol:

 

 

Wow you always post when I need a pick me up!

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Finally, I managed to save enough money to buy a "new" video card (used 960GTX).
So now I can go back to modding of more "advanced" things - like make new normal maps for my SOS-addon.


For now, a few pictures of clothes from the future update: merchant, two fine clothes variant, and monk "robe" (still need fix some issues in monk robe).

If someone wish to test them now for possible bugs and clipping - PM to me.

 

Spoiler


merchant.thumb.jpg.8a536bedc175099898362dab25a2feb5.jpgfine_clothes_02.thumb.jpg.2f16b973f799165e1f9c3e26a251517a.jpgfine_clothes_01.thumb.jpg.390dbeb7ec33a0d740f99b4386418528.jpgmonk.thumb.jpg.2383b1b6428c770b23be763af8008b09.jpg

 

 

 

I also managed to "pump up" a bit XL version of the skeleton, so in the new update there will be another option - XXL =)
 

Spoiler

 

comparsion.thumb.jpg.632852063a3ff618d2f0bbf79fe49e55.jpg

 

X.thumb.jpg.b8f895aa8850efcb984f4a21ea6839eb.jpgXL.thumb.jpg.5553c5df9e1a431aabfd5b9d819c834d.jpgXXL.thumb.jpg.7df780df7d8104802462d5968fb610cc.jpg

 

 

 

 

 

And thing that is most likely never to be completed - I ran into some problems when skining this model (unrealistically bending limbs, because I'm using human skeleton), and right now I don't know how to fix this issue correctly.

 

Spoiler

were_002.thumb.jpg.fa5e0dee3acc5d08b6a93394de5a3af8.jpgwere_001.thumb.jpg.6a7b07621167568b8554a323e680a7c8.jpgwere_003.thumb.jpg.a2f4117ca7d2375f4a5f02c58974064a.jpg

 

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18 hours ago, Azazellz said:

Finally, I managed to save enough money to buy a "new" video card (used 960GTX).
So now I can go back to modding of more "advanced" things - like make new normal maps for my SOS-addon.


For now, a few pictures of clothes from the future update: merchant, two fine clothes variant, and monk "robe" (still need fix some issues in monk robe).

If someone wish to test them now for possible bugs and clipping - PM to me.

 

  Reveal hidden contents

 

merchant.thumb.jpg.8a536bedc175099898362dab25a2feb5.jpgfine_clothes_02.thumb.jpg.2f16b973f799165e1f9c3e26a251517a.jpgfine_clothes_01.thumb.jpg.390dbeb7ec33a0d740f99b4386418528.jpgmonk.thumb.jpg.2383b1b6428c770b23be763af8008b09.jpg

 

 

 

I also managed to "pump up" a bit XL version of the skeleton, so in the new update there will be another option - XXL =)
 

  Hide contents

 

comparsion.thumb.jpg.632852063a3ff618d2f0bbf79fe49e55.jpg

 

X.thumb.jpg.b8f895aa8850efcb984f4a21ea6839eb.jpgXL.thumb.jpg.5553c5df9e1a431aabfd5b9d819c834d.jpgXXL.thumb.jpg.7df780df7d8104802462d5968fb610cc.jpg

 

 

 

 

 

And thing that is most likely never to be completed - I ran into some problems when skining this model (unrealistically bending limbs, because I'm using human skeleton), and right now I don't know how to fix this issue correctly.

 

  Hide contents

were_002.thumb.jpg.fa5e0dee3acc5d08b6a93394de5a3af8.jpgwere_001.thumb.jpg.6a7b07621167568b8554a323e680a7c8.jpgwere_003.thumb.jpg.a2f4117ca7d2375f4a5f02c58974064a.jpg

 

Oh my... You're a genious of the amazons, Azazellz. Great job, as aways. :heart:

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  • 2 weeks later...
4 hours ago, moscardi said:

hello AZ just to know if it's possible to you,make a tuto to convert some oufit ???

It's pretty common, if you know how to use BodySlide and Outfit Studio.

In the BS section of my mod, I included a project called TA-UUNP.

So, you need to open TA-UUNP.xml via OutfitStudio (in the "SliderSets" Bodyslide folder) - and the basic UUNP form will appear.

In slider section (on the right side of the program) you will see two sliders (Amazon FullBody Low and Amazon Fullbody High) - just conform your outfit to sliders and use them for 0 and 100 weight variations.

To convert hands, you need to change the "Slider set" during the project opening (after you have selected the .xml file) - just click on "True Amazon forom UUNP (Body)" and select "True Amazon from UUNP (Hands)".

 

But since bodyshape of my mod is quite uncommon, so after using the sliders your outfit will most likely have to be heavily modified in OutfitStudio or other 3-d editing tool.

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6 hours ago, Azazellz said:

It's pretty common, if you know how to use BodySlide and Outfit Studio.

In the BS section of my mod, I included a project called TA-UUNP.

So, you need to open TA-UUNP.xml via OutfitStudio (in the "SliderSets" Bodyslide folder) - and the basic UUNP form will appear.

In slider section (on the right side of the program) you will see two sliders (Amazon FullBody Low and Amazon Fullbody High) - just conform your outfit to sliders and use them for 0 and 100 weight variations.

To convert hands, you need to change the "Slider set" during the project opening (after you have selected the .xml file) - just click on "True Amazon forom UUNP (Body)" and select "True Amazon from UUNP (Hands)".

 

But since bodyshape of my mod is quite uncommon, so after using the sliders your outfit will most likely have to be heavily modified in OutfitStudio or other 3-d editing tool.

ok thx ,I'm not a pro  to use bodyslide but i will take a try ;)

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Any chance for some non-skimpy armors and clothing? Because wouldn't some people want some Non-skimpy variants? Plus it would make sense immersion-wise. After all, some Amazons may prefer to wear armor and clothing that isn't skimpy. (Just a guess, but it's based on the fact that that's how preferences work for some people when it comes to clothing.)

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1 hour ago, Spasticon said:

Any chance for some non-skimpy armors and clothing?

There is one, but very significant, argument against.
For body from my mod is very difficult to model clothes, because of the very specific shapes and settings in the racial skeleton.

So that's why almost all my armors is a short mini-skirts with strings and have no sleeves =)

 

But if you have a more precise suggestion - I'll think about what I can do.

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