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Dwarven Cyborg Collection & -Biological Automaton Framework-


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Dwarven Cyborg Collection & -Biological Automaton Framework- (8-2018)

 

Choose your own misadventure.

 

                                                                                  

Well, this took longer than I thought it would.
 
This update is both noticeably smaller than some of the previous ones and also much, much larger. The main DCC packs- the heads and the bodies- haven't been touched, and the Extras pack has only a handful of updates. 

 

Instead, this update introduces the -Biological Automaton Framework- kit, or -BAF-. This is a stand-alone .esp that combines and builds on all of the previous body sets, along with some newly-built parts, to allow you to build your own cyborg monstrosity out of nearly any combination of parts.

 

Have fun.

 

Note: LL's uploader is still giving me issues with the new files. Since I would like them to contribute to my download counter, and also since they're edging up to the 250MB filesize limit anyway, I'm resorting to the good old 'text file with a Mega link' method in the download box. The files in those links have been re-packed as .zip files, which will hopefully solve the problems some people have had with installing the Extras pack in NMM. 

 

 

This is a collection of various add-on parts and UUNP conversions based around the Dwarven Cyborg concept. Everything is built from repurposed existing parts using Outfit Studio, as I have no skills whatsoever in scratch-building meshes. I started working on this for my own amusement, but it turned out well enough that I decided to share it, and it's just snowballed on from there. This is offered primarily as an armor pack and resource set for people to grow their own gameplay ideas from, and as such the parts have no pre-existing enchantments or clever scripting. It's totally not just because I have no idea how to do any of that stuff. Honest.

 

Due to size limits, full preview gallery and description are now on their own pages.

 

More preview images located HERE

In-depth description circa v2.2 located HERE

In-depth description and preview images for new items in v2.3 HERE

In-depth description and preview images for new items in v2.4 HERE

 

General devblog with previews of future additions HERE

                                                                                  

 

 

This mod now consists of one replacement head pack, three dedicated body sets, a build-your-own body set, and an add-on pack containing outfits and accessories not integral to the previous sets. 

 

-BAF-

 

Build the body you want to have. More information HERE

 

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Heads

 

Use slot 30 or 30 & 44 to completely replace the character's head.

 

Gyros:

 

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These come with empty gyros, which you can fill with a 'Mind' insert using slot 43:

 

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Skull A set, humanoids:

 

5a3d8fb4053ec_SA01ScreenShot12-22-17at11.11AM004.thumb.jpg.f3cd90869a6088289d607c1fc3449a98.jpg5a3d8fe347271_SA08ScreenShot12-22-17at11.13AM003.thumb.jpg.84863572dcfd18025b19ae826c2f6a0d.jpg5a3d901d13067_SA13ScreenShot12-22-17at11.14AM005.thumb.jpg.15fc16065329463fe877dffa30661632.jpg


Skull B set, beasts:

 

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Gilded Helmets [Skull Fit]:

 

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Identified with a 'DwCyborg' prefix. Comes with interchangeable faceplate parts using slot 42.

 

Crests [Skull Fit]:

 

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Lexicon head:

 

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Masques. Weighted to the spine2 bone instead of the head so as to disable all head movement:

 

5a3d91f84982c_M3ScreenShot12-22-17at11_10AM.thumb.jpg.0827210d6e7a99af8684987d4efac447.jpg

 

 

Neck Caps, Decapitation: 

 

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BRAAAAAAIIIIINNNNNNN:

 

Brain.thumb.jpg.8c5feb053dfa961a0eb91572749ec591.jpg

 

 

Body - Bikini:

 

Now a major rebuild of the TAWOBA Dwarven Cyborg (UUNP version), replacing the base body with one built directly from the UUNP reference shape with the limbs individually removed with zap sliders. (The original base body's shape was slightly off from the UUNP reference, which caused some clipping issues with overlay outfits.) This also allowed for the creation of variant limb sets, with various combinations of cyborg arms, human arms, no arms, etc. There are currently 44 basic variants across three-point-one categories. The original layouts are labeled as 'Base', while the arm variations are marked A through H and the presence or absence of cyborg legs is denoted with a 1 or a 2. Some '2' bodies were skipped in the Blades sets due to redundancy. The current set does not include individual leg options, as that will require a work-around for the cyborg leg's crazy-high NiOveride setting, but that may change in the future. All bodies are now available in the original 'nude' versions, as well as in 'armored' versions using a copy of the breastplate mesh from Remodeled Armors that has been slightly tweaked to stop the gorget from clipping through it.

 

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Also included are two extras based on TAWOBA parts:

  • A variation of TAWOBA's Dwarven headgear 1 that adds the crest from its inventory model back in, because it always kind of bugged me that the actual model didn't have that. Doesn't work well with most hair sets, which is obviously why they didn't use it, but since I had already converted it for use in the cyborg heads I figured I might as well. Can now be combined with the Shaved Head options in the Extras pack to eliminate the clipping issue.
  • A version of Dwarven bra 7 (the old cyborg extension) with the armor slot changed to 48, because c'mon.

 

And two 'invisible' weapons for the Blade arms, Sword Style and War Axe Style. These have had their damage, speed, and reach all upped a bit to work better with the Blade arms. Included both because I couldn't decide which animations I liked better, although your results will vary depending on what combat animation packs you happen to be using. NOTE: For some reason these will not appear as available weapons when browsing the mod with Add Item Menu. You will have to use the console to acquire them, simply type in 'help style' and they should be towards the bottom of the list. It would be easier if they just loaded with the Blade sets, but I don't know how to do something like that.

 

New for v2.3, Full Cyborg versions:

 

YA.thumb.jpg.4abe86bcf9b2c0669ca7fddb3df70b90.jpgXN.thumb.jpg.e6ea83880fcc8065255af2be25694fc5.jpg

 


Body - Edhildil:

 

An UUNP conversion and remix of Edhildil's Dwemer Cyborg armor. Has the collar, pauldrons, and breast caps seperated out to their own independent armor pieces, and three variants of the base body built through the use of permanent zap sliders, as well as armored versions for all three using the Remodeled Armors breastplate. Added with v2.2: A fleshless, full-Automaton body based on this set, with additional parts from the Gilded body and mahty's Dwemer Over Technology Resources. Built in the UUNP base shape, but with no Bodyslides or weight slider for reasons that should become obvious. Now rebuilt with variable limbs in version 2.4, with 115 basic variations, plus a new alternate foot set.

 

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Body - Gynoid:

 

An UUNP conversion and armor set adaptation of the Dwarven Gynoid assets from the Vicn Creature Pack, fully supporting player and NPC use. Set features both the original metal-bodied Gynoid and newly-created cyborg version. As of v2.3, cyborg version comes in 80 limb variants, as well as the limbless 'Disassembled' variant, for both Armored and Unarmored versions.

 

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Extras Pack:


Various add-on elements that I wanted to include but that don't quite fit into one of the other sets. Still somewhat experimental, will be maintained separately from the main file for the time being. 

 

8-2018 updates HERE

 

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Also includes:

 

Dwarven Aster:

 

AsterBack.thumb.jpg.583e133d8753b62fe340ff90538db186.jpg

 

Shaved Head:

  • Two depilatory options for all characters. Stubble or Skin:

 

5a3d9599dc0b0_SHAVE2ScreenShot12-22-17at11_03AM.thumb.jpg.20c43d8774cf29ce11f47e49a0c8d427.jpg

 

Gilded Helmet set:

  • A pair of Dwarven helmets based on those used by the Gilded in the mod Clockwork, sized to fit on the humanoid heads. The Gilded Helmet is styled similarly to the source model, with pipes filling in the center. The Gilded Helmet Crested restores the vanilla Dwarven helmet look, using a trimmed version of the TAWOBA crest with the cubemapping added back on. The helmets themselves use slot 50, as they use the above Shaved Head sets, seconded into their Creation Kit entires, for their 'helmet hair' meshes and as such couldn't use the usual slot 31. (Could've used slot 43 instead, but the fact that the earlobes just clear the bottom of the helmet inspired me to maintain earring compatability instead.) 

 

5a3d962b9f5ae_GILD3ScreenShot12-22-17at11.03AM005.thumb.jpg.235f5a854a9fe52a61f10247f621123f.jpg5a3d963a055d2_GILD6ScreenShot12-22-17at11.04AM003.thumb.jpg.dcd79f85c35e109ead66b18f4452b0aa.jpg

 

  • They come with their own set of swappable faceplates, using slot 42. The whole set is sized a bit large to allow as much clearance as possible for various face morphs (and... other things), while the faceplates are hopefully positioned so that all but the most deformed characters should be able to look out the eyeholes. Can't do much about Elven ear clipping, however. Distinguished from the Heads set version by a 'DCC' prefix.

 

Sexy Dwarven Pauldron set:

  • Separated out from Diablo's conversion of the Sexy Dwarven armor set, with the pauldrons (slot 57) and the armplates (slot 58) usable independently of each other for increased flexibility.


Wounds overlay:

  • Adapted from Edhildil's version, with its slightly higher poly count from the vanilla mesh, this overlay is set to slot 56 (TAWOBA abs) and trimmed down to just the torso wounds for compatibility with the cyborg bodies.


Cyborg outfits, Vanilla-based:

  • Adaptations of various skimpy UUNP conversions of Vanilla outfits, with their slots changed to 48 to make them usable with the base Cyborg bodies. Outfits largely selected for how well they work with the Gynoid body, still likely to have various degrees of clipping here and there. 


Cyborg outfits, other:

  • Adapted from various outfit mods

 

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Installation:

 

Due to filesize restrictions on LL, the mod has now been split into four+ pieces. Well, actually, I was going to offer it in seperated packages anyway, but the full version just keeps getting bigger, so we'll do it this way.

 

A note on the version numbering: As each individual part of this mod is designed to be maintained semi-independently, I don't see much point in re-uploading parts that haven't been changed just to update the number. As such, the file for each individual part that has the highest version number will always be the most recent version of that set.

 

Download and install the Bikini Set, Edhildil Set, Gynoid Set and Heads Only files. These can be used by themselves with their individual .esp files, or the combined version can be activated by downloading and installing the "Combined esp.rar" file. (Silly me didn't think about updating when I named the .esp '2-00', whoops) When using the combined version, deactivate or delete the individual .esp files. It shouldn't cause any conflicts if you don't, but it can lead to some redundancies.

 

The Extras set is maintained independently of the core mods, and is not currently included in the combined .esp. Download and install it by itself.

 

After installation, RUN BODYSLIDE. All the parts you'll need to run are in the following groups: Dwarven Cyborg Collection - Bikini Set [Armored, Gauntlets, Unarmored] UUNP, Dwarven Cyborg Collection - Edhildil Set [Armored, Misc, Unarmored] UUNP, Dwarven Cyborg Collection - Gynoid Set [Armored, Misc, Unarmored] UUNP, Dwarven Cyborg Collection - Extras UUNP, and Dwarven Cyborg Collection - Head Plates. The pre-generated files for the bodies and outfits were removed to save filesize. The head plates were left behind, but they're run to my slightly tweaked UNPB-based preset and as such may not fit well on your characters.

 

Note on file size: This collection includes an absurd and ever-increasing number of items. As such it can take up a fairly significant about of space when fully generated. My install, with .tri files generated for all Bodyslide parts, is over 4GB as of v2.4. 

 

Note on the Bikini set: Be sure to run the Gauntlets group. Failure to do so will leave many variants without hands. The bodies are now split into Armored and Unarmored groups, both must be run to generate the full range. The Armored bodies have further been split into regular and [NBE] groups, run only one. 

 

Note on the 'Dwarven Cyborg Collection - Bikini Set Full Body Limb Options' group: You do not need to run this group at installation. The Full Cyborgs are pre-built, unmorphable outfits. The Bodyslide files only offered so users can change the legs used on these bodies.

 

Note on the Gynoid set: The cyborg body is now split into Armored and Unarmored groups, both must be run to generate the full range of variants. The Armored bodies have further been split into regular and [NBE] groups, run only one. The 'Misc' group now contains all other Bodyslide components for this set, including the variable hands and feet, the Disassembled body, and the Full body. The 'nude' version of the Full body comes in the original physics-less version, or a [Bouncy] version with the HDT bones added for compatibility with HDT outfits. Run only one. 

 

Note on the Edhildil set: The body is now split into Armored and Unarmored groups, both must be run to generate the full range of variants. The Armored bodies have further been split into regular and [NBE] groups, run only one. The 'Misc' group now contains all other Bodyslide components for this set, including the variable hands and feet and the Disassembled bodies.

 

All Armored versions of the bodies have the breast bones removed because Jello Metal = BAD. Additionally, they have 'NBE' (No Breast Expansion) versions of the Bodyslide files that remove all breast-related sliders to counteract mods that use the Bodymorph system to dynamically alter body shapes, because Jello Metal = @#&%! Use only one or the other for each Armored body, as they write to the same file.

 

 


How to acquire:

 

I have not yet implemented any kind of in-game crafting, both because that shit is tedious and because it seems a bit off-theme to be able to just bang cyborg parts out at any old forge. This may change at some point in the future, but for now you'll have to search for 'cyborg' and/or 'gynoid' in the console orrrrrrrrr use Add Item Menu like a civilized person who wants to chop somebody's head off and replace it with a hunk of metal and some crystals. https://www.nexusmods.com/skyrim/mods/64905/?

 

 

Requirements:

 

Minimal. Bikini set is intended as a supplement to TAWOBA and shares its NiOverride requirement, but does not require TAWOBA itself to run. As long as you don't need matching panties, anyway. All body sets and outfits are UUNP-based, and as such require Bodyslide and XPMSE, obviously. Heads probably also need XPMSE, as that's what they were built with, and need Dawnguard for at least one of the textures, although it's not required as a master. But really, if you don't have all that stuff by now, what are you even doing here?

 

 

Known Issues/Quirks:

 

  • The new ground models don't always behave well. Some of the Bikini Full Cyborg ones rotate oddly in inventory for some reason, and the center of gravity for all of the head-based Gynoid parts is about a foot below the actual part when dropped. Hopefully I can fix this as I learn more about building them. With 2.4, several of the Edhildil variable ground models display similar issues. 

  • The Wounds overlay is... unsatisfactory. While Edhildil's version is more usable than the vanilla one, it's still impossible to get it perfectly flush with the skin, prone to clipping when bodymorphed (I tried to get the worst of it out, but honestly, didn't want to put that much time into it), has a few sharply-cut edges, and, due to the big-breasted version of the CBBE body that it was originally made for, has some annoying distortion at the bottom of the chest wound that I can't quite figure out how to fix. But I wanted to have some version of it playable, and it's not too bad if you don't look too closely at it. Just understand that it's very much offered as-is.

  • The Bikini bodies will have significant holes on the insides of their arms where they meet the caps in poses that raise the arms particularly high.

  • Due to limited slot availability, there are some unavoidable conflicts with Devious Devices. In particular, the slot 48 outfits conflict with the DD buttplugs, while the Gilded helmet's use of slot
    50 conflicts with the vaginal piercings. Also, the Device Hider function's default setting of slot 41 will preclude the use of the Gynoid and Shaved wigs, as well as an array of other headgear. I'd recommend changing the Hider's slot, or, even better, just turning the whole thing off. 

  • The Bikini body variants with missing or Blade right hands have had the vanilla Ring slot blocked, to prevent hover-rings. This was intentional, but may cause problems with mods where you need to wear a ring to maintain a particular effect.

 

 

Future Plans:

 

I have one more thing I want to do with the bodies, if I can get it to work. Anything else I get inspired to do will get released as I get it done. And I'd still like to get a nice, simple Dwarven home set up based on this theme, since I've yet to find an existing one that I entirely like. But that would require building stuff in the CK to not make me want to gnaw my leg off.

 

One thing I do not have any immediate plans for is a CBBE conversion. I personally use UUNP, and am only barely comfortable enough working with it; I really don't want to press my luck with a body type I can't properly test in-game. If anyone else wants to try to do CBBE versions of the bodies, go right ahead. I believe there's CBBE versions of almost all my source mods, even, so it shouldn't be too hard to recreate my work right from them.

(Also, while the Bodyslide files for the heads were built on the UUNP reference, my understanding is that they should still work fine with CBBE bodyslides as they have no effect on the body textures and the neck areas are about the same shape on both body types due to having to interface with the vanilla head meshes. The same should also be true for the Bikini and Edhildil 'full cyborg' bodies, since they are unmorphable and complete neck-down body replacers.  Please let me know if you have any problems there.)

 

Something I'd like to see from this would be using it to create new enemy types and populating a nice, big Dwarven ruin with them, but that is waaaaay outside the scope of my ability or patience to do. But if anyone else wants to, that would be spectacularI've even got some ideas, now! Ideas that I could never get done on my own, I'm pretty sure. What with having gnawed my leg off.

 

 

Permissions:

 

Seriously, go nuts. I'm mainly just bashing other peoples' work together anyway. I'd appreciate getting sent a link to anything that uses this stuff, though, just so I can check it out.

 

 

Credits:

 

Nisetanaka, et al., for The Amazing World of Bikini Armor, obviously
Edhildil for the Dwemer Cyborg set and their Wounds conversion
Vicn for their Creature Pack

Antistar for the truly impressive Clockwork Castle

Prometheus for the Beast Skeletons assets

Sofian for Dwarven Amputee Kit
ChronoTrigger77 and DaveCFatal for the Remodeled Armor pieces
Crosscrusade for Sexy Vanilla Armor
That one bit from Spice Gear

A few Minidresses

mahty's Dwemer Over Technology Resources for the energy barrel part

Ghogiel's Braaaaaaiiiinnnnnnsss

Tattooedillusions for the Draugr Rags mesh

fox6000 for the Fox 33B rags assets
Goma for the various skimpy Vanilla outfits
LostDayWalker for the Studded Leather leotard sets

Petrovich's Boots

Atomec's Hakama for the breast band

The standby Maxwell outfit, via Diablo

Backsteppo's DC Sorceress for the thong, and Gwelda for the tattered textures

via A Noob

Engineer Outfit
Sevennity for the SevenWardrobe mask
Brumbek for the SMIM parts
Root data for the ground models borrowed from: http://www.nexusmods.com/skyrim/mods/19733/?
Anyone else whose stuff I ganked without noticing.

 

Attribution for Dwarven Gynoid assets:

Enhanced Character Edit by ECE Team
DIMONIZED UNP female body by dimon99
Hair packs of TES IV Oblivion for Female Only by Radioragae
REN
Peggy
NewSea
SKS

 

 

Special Thanks:

 

tanookitamatachi for some extremely useful advice. And for their Cyborg Schlong SOS add-on, which is extremely compatible with this collection, ifyouknowwutimean.

Holzfrau for the new burned body textures and a lot of other help and suggestions

 

Recommended Mods:

 

Holzfrau's awesome Dwarven Augmentation, which incorporates several of these assets as outfits that you can permanently lock onto any NPC. Also incorporates his Dwemer Eyes set. 

Dwemer Automatons HD, for the proper robot hand texture for the Dwarven Sphere hand part used throughout these sets, if nothing else.
I'll Take The Display Model, to keep your de-limbed Gynoids from just floating around.
MaikCG's Dwarven Devious Curiass, one of the other spiffy cyborg sets out there. The open-fronted UUNP version I made for it was what got me started down this whole rabbit hole.

Clockwork Castle. Seriously, it's quest is a trip.

Content Consumer's Alternate Starts with skyrimll's Sexlab Stories, for the Dwarven Sexbot Live Another Life start. Not yet a complete scenario, but does add your character to the Dwarven Automaton faction, which can be quite handy. To start with cyborg parts, simply use AddItemMenu while in the LAL prison cell and select your desired loadout from the Cyborg Collection. 

 

 

 

 

 

 

 

 

 

 

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AN F2 Screen Shot 12-22-17 at 10.28 AM 005.jpg

 

BA C1 Screen Shot 12-22-17 at 10.23 AM 006.jpg

CA X2 Screen Shot 12-22-17 at 10.24 AM 007.jpg

DN H Screen Shot 12-22-17 at 10.33 AM.jpg

CN Y1 Screen Shot 12-22-17 at 10.31 AM 005.jpg

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G HEAD3 Screen Shot 12-22-17 at 10.44 AM 001.jpg

SHAVE 1 Screen Shot 12-22-17 at 11.02 AM.jpg

SHAVE 3 Screen Shot 12-22-17 at 11.03 AM 001.jpg

Etc - Screen Shot 12-03-17 at 01.58 PM 002.jpg

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EN 2 Screen Shot 12-22-17 at 10.47 AM 002.jpg

GN-A D1 Screen Shot 12-22-17 at 10.35 AM 001.jpg

Screen Shot 03-14-18 at 07.56 PM.jpg


  • Submitter
    AVS
  • Submitted
    09/03/2017
  • Category
  • Requires
  • Special Edition Compatible
    No

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Great looking work, I'd love to see someone use these assets to populate a dungeon or, even better, put together an extra enemies mod to add them to dwemer leveled lists.  Thanks for sharing.

heeey this is great idea . try this . if I understand I believe every one can :D.

easy tutorial how add items to leveled list :

 

 

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Cool stuff! This'll look great on my dwarven cyborg character.

 

 


[rant about adding skin data]

 

As some who's also been struggling with piecing together armor parts from dwemer scrap, here's one way to do it:

 

In an updated version of Outfit Studio, do this for every mesh you import:

 

1. First select one of its shapes in the meshes list (top right),

2. open the properties dialog (right-click -> "Properties..."),

3. go to the "Geometry" tab,

4. and make sure the "Skinned" box is ticked.

5. Then, back in the meshes list, switch to the "Partitions" tab.

6. If the list is empty, right-click -> "Add Partition".

7. Make sure the partition type is correct, e.g. "32 SBP_32_BODY" for body armor.

8. If you need additional partitions for this shape, add more, and paint the faces of the shape accordingly.

9. If you have more unprocessed shapes, goto 1.

 

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That's pretty awesome work for not knowing what you're doing. let me recommend that you learn enough to know what you're doing; with ideas like this, and a well rounded skill set, you'll go places in the modding community as a whole.

 

Thanks! I'll try to do what I can, but I honestly don't think I have the patience for some of the more serious kinds of modding. Scripting makes my eyes cross, and trying to do stuff with the Creation Kit beyond adding armors in usually ends up as an exercise in frustration. And don't even ask me about teaching myself enough weightpainting through trial and lots of error to get the spine piece to move the way I wanted it to, yeesh. People who can put up with all that are freakin' wizards. 

 

So I can craft these at a forge?

 

Sorry, meant to make a note that there wasn't any in-game way to get these, and to just search for 'cyborg' in the console or use Add Item Menu instead. Didn't even really think about making crafting recipes when I put this together, because building all the forms you need for an item in the CK is So. Fucking. Tedious. Just having to do the Armor and Armor Addon entries for 45 items nearly drove me to tears. I wanted to get that much done and get some form of the mod out before the holiday.

 

Of course, after I released it I realized that I had gone about it all wrong and could have done half of it in a much more interesting way with much less work, but the results of that epiphany will have to wait until v2. 

 

I might take the time to build crafting recipes when I get around to putting that together, but then again I might not. These don't seem like the sort of things that you should be able to build wherever, after all. A dedicated forge that's the only place you can build them (like in that one LOTR weapons set) would make more sense roleplay-wise, but that would best tie in to the 'big Dwarven dungeon with cyborg enemy types' idea that I don't have the chops to do anytime soon. Heck, I don't even know how to make crafting location-specific to begin with.

 

But in the meantime, seriously, just use Add Item Menu if you haven't been. It makes trying, testing, and using mods of all types soooooooooo much easier. 

 

 

 

As some who's also been struggling with piecing together armor parts from dwemer scrap, here's one way to do it:

 

In an updated version of Outfit Studio, do this for every mesh you import:

 

1. First select one of its shapes in the meshes list (top right),

2. open the properties dialog (right-click -> "Properties..."),

3. go to the "Geometry" tab,

4. and make sure the "Skinned" box is ticked.

5. Then, back in the meshes list, switch to the "Partitions" tab.

6. If the list is empty, right-click -> "Add Partition".

7. Make sure the partition type is correct, e.g. "32 SBP_32_BODY" for body armor.

8. If you need additional partitions for this shape, add more, and paint the faces of the shape accordingly.

9. If you have more unprocessed shapes, goto 1.

 

Oh, damn. Flipping on the 'skinned' box was actually the first thing I tried when I realized what the problem was, but I completely missed the 'add partition' step before I got sucked down the rabbit hole trying to get Blender to work. This is a LOT easier than the bullshit I was doing. Still loses the animations, sadly, but simply not having to manually recreate the texture settings makes the process so much faster, has better results, and vastly expands the number of things I'm willing to try. Thank you so much!

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combining this with the amputee framework is well ..."C-C-C-COMBO BREAKER" x3 i wish i could still play skyrim though for this but my screen broke and long story short my new hard drive is only 500gig and with what i have on it already i cant have a 90gig modded skyrim.

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These look great! You know they just made a mod for the amputator framework where you can lose limbs in combat. You know, get hit by an axe, lose an arm. Step into a beartrap,

lose a leg. So your timing is impeccable!

 

Now if you ever decide to make individual cyborg limbs, one can do a legitimate Six Million Dollar Woman roleplay ;-)

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I might take the time to build crafting recipes when I get around to putting that together, but then again I might not. These don't seem like the sort of things that you should be able to build wherever, after all. A dedicated forge that's the only place you can build them (like in that one LOTR weapons set) would make more sense roleplay-wise, but that would best tie in to the 'big Dwarven dungeon with cyborg enemy types' idea that I don't have the chops to do anytime soon. Heck, I don't even know how to make crafting location-specific to begin with.

 

But in the meantime, seriously, just use Add Item Menu if you haven't been. It makes trying, testing, and using mods of all types soooooooooo much easier. 

 

There are a few other, perhaps a bit easier options than a specific crafting location.

 

1. Tie these into the Unfathomable Depths quest, where you can craft these items if you have the Ancient Knowledge ability. 

 

2. Similarly, the items can possibly be crafted if you pick up a different lexicon from Avanchenzel, and have it in your inventory. 

 

OR

 

3. In the same vein, you could place a lexicon in the Aetherium Forge area, which would require completing Lost to the Ages(and make the mod require Dawnguard, if it doesn't already).

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As some who's also been struggling with piecing together armor parts from dwemer scrap, here's one way to do it:

 

In an updated version of Outfit Studio, do this for every mesh you import:

 

1. First select one of its shapes in the meshes list (top right),

2. open the properties dialog (right-click -> "Properties..."),

3. go to the "Geometry" tab,

4. and make sure the "Skinned" box is ticked.

5. Then, back in the meshes list, switch to the "Partitions" tab.

6. If the list is empty, right-click -> "Add Partition".

7. Make sure the partition type is correct, e.g. "32 SBP_32_BODY" for body armor.

8. If you need additional partitions for this shape, add more, and paint the faces of the shape accordingly.

9. If you have more unprocessed shapes, goto 1.

 

Oh, damn. Flipping on the 'skinned' box was actually the first thing I tried when I realized what the problem was, but I completely missed the 'add partition' step before I got sucked down the rabbit hole trying to get Blender to work. This is a LOT easier than the bullshit I was doing. Still loses the animations, sadly, but simply not having to manually recreate the texture settings makes the process so much faster, has better results, and vastly expands the number of things I'm willing to try. Thank you so much!

 

 

Okay, new problem: a variation of an old problem.

 

Tried tossing some new stuff together using the above method when I had some free time, and it all worked great! ...in Outfit Studio. Whenever I try to equip the majority of the new meshes, however, the game instantly crashes. Everything's skinned, weight applied, in the right slots in the CK, all tee'd up to where it should be working, but the instant I click on it to put it on, *pfft*.  

 

Which is similar to, but not quite the same as, my earlier problems with crash-happy meshes. For one, when I tried to add in the glow mesh from the Aetherial Crown, items with it applied would load while in-inventory, but crash the moment I tried to exit back into the game. For another, my second drafts for the skull heads used the Dwarven Scrap 2 model where I'm now using the Sphere lid piece. I did those after I felt that I had finally gotten the hang of the .obj-based conversion process, and took the time to copy over every single texture setting from the original model in Nifskope before spending a few hours carefully shaping the resultant piece to form the baseplates for each skull. Only to have it freeze up the CK each time I tried to load a model with that mesh incorporated into it to make the armor add-ons. Which was itself similar to, but not quite the same as, the problem I had with my first attempt at making an open-front version of the Dwarven Devious Cuirass, only to have the resultant model crash the CK outright whenever it tried to load, and do the same in-game in the same way as the current stuff when I tried to force it in by swapping file names. I never did get any feedback on that before I went in a different direction using another Sphere piece, so I still have no idea what its problem was. 

 

The current issues differ in that everything works fine in the CK, only to fail immediately in-game. I've been wondering if it's a texture issue, particularly since the Dwarven scrap problem as I didn't have similar issues with the meshes that I only copied the basic texture info over to, but I also didn't really look into it at the time since the Sphere lid actually worked out better for what I wanted to do. And also because I have even less of an idea of how textures work than I do about modding in general. I was kind of afraid something like this would happen with this conversion method, though, because of that previous issue, but I'm also left somewhat confused because one of the meshes I'm having problems with isn't a conversion, but rather a straight-up copy of the 'heart' gem from the Dwarven Spider character model. Pieces of character models were the one thing I hadn't had problems with before, which is why I kept dipping back into the Sphere's well. So I don't really know what the heck is going on.

 

But I do know that this turned out better than I expected:

 

post-617299-0-08337900-1504785774_thumb.png

NocHeadRC.nif

 

And I'd like to get it to work.

 

So if anybody could give me a hint as to what I'm messing up on, it would really help.

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[...]

 

The current issues differ in that everything works fine in the CK, only to fail immediately in-game.

 

[...]

 

And I'd like to get it to work.

 

So if anybody could give me a hint as to what I'm messing up on, it would really help.

 

 

So I played around with that mesh a bit.

 

What stood out to me is that the root node of the nif is a BSFadeNode, which I don't think I've seen on a skinned mesh before. Converting it to a regular NiNode with NifSkope seems to make the mesh significantly less crashy.

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So I played around with that mesh a bit.

 

What stood out to me is that the root node of the nif is a BSFadeNode, which I don't think I've seen on a skinned mesh before. Converting it to a regular NiNode with NifSkope seems to make the mesh significantly less crashy.

 

 

 

Huh. I had noticed digging into them after that post that a bunch of them still had the INV and BSX data, but simply removing those didn't help. Didn't even notice that the root node was different, though, and it's a nice change that it's an easy fix. Swapping that does seem to make all these work.

 

It seems like this is affected by how you open things in Outfit Studio. With the first few tests I made of the conversion method you gave me, I opened the finished head .nif first, then imported the .nif for the piece of clutter I was recreating so I could match the positioning, converted it, then deleted the original head meshes before exporting the new clutter element to its own 'part' .nif. That procedure seems to consistently leave the final mesh with the proper NiNode root and none of the original's inventory object or havok data. 

 

However with this batch, since I initially intended to just do a few as a quick fuck-around to see how well I could improve my workflow, I started with the clutter meshes and imported the heads when I decided to try repositioning the item I was working on. And apparently if you open the non-outfit .nif first in OS, it bakes in the BSFadeNode root and all the extra world object data completely regardless of if you added the skin data or not. And then to make things worse I tried to shave a bit more time by just deleting all the open meshes in the side panel before importing the next one I wanted to work on instead of closing and re-opening OS like I usually do, which seems to have carried over the data from the first one I started working on to all of these meshes. That explains why a bunch of them suddenly have the grand soulgem's havok data stuck on them, and why the Spider heart developed the same problem. 

 

An obnoxious problem to run into, but seems like it should be resolvable. So that should get me back on track, although I think I'll want to recreate these parts just in case. Thank you again for your help!

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edit: gaddammit! why is this mod for 7b and others like it only?

 

Because I use UUNP HDT with an UNPB-based preset and am not really comfortable enough with the program to try mucking around with a body type I can't really test properly in-game? 

 

¯\_(ツ)_/¯

 

Seriously, though, that restriction should only really apply to the bodies, which are kinda least-effort extras I threw in because I liked how the Remodeled Armor breastplate looked with the heads. As I understand it the heads should work on both UUNP and CBBE, since they both have to work with the same vanilla head .nif and thus can't change the neck area too much, but again I haven't really been able to test that. I'd appreciate it if someone could let me know if I'm wrong. I'm even less certain about the single-weight thing; I haven't noticed anything obviously hinky on the various weights I checked it against, but I can't really account for any particularly extreme presets. Again, if anybody notices anything weird, let me know.

 

 

I need mooooore :D

 

Working on it!

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edit: gaddammit! why is this mod for 7b and others like it only?

 

Because I use UUNP HDT with an UNPB-based preset and am not really comfortable enough with the program to try mucking around with a body type I can't really test properly in-game? 

 

¯\_(ツ)_/¯

 

Seriously, though, that restriction should only really apply to the bodies, which are kinda least-effort extras I threw in because I liked how the Remodeled Armor breastplate looked with the heads. As I understand it the heads should work on both UUNP and CBBE, since they both have to work with the same vanilla head .nif and thus can't change the neck area too much, but again I haven't really been able to test that. I'd appreciate it if someone could let me know if I'm wrong. I'm even less certain about the single-weight thing; I haven't noticed anything obviously hinky on the various weights I checked it against, but I can't really account for any particularly extreme presets. Again, if anybody notices anything weird, let me know.

 

 

I need mooooore :D

 

Working on it!

 

 

Don't take it too seriously though. It was a bit of the frustration of the day seeping through those lines and i was a bit tired when i downloaded it.  :lol:

 

Tbh it wouldn't be so bad if i didn't use vanilla cbbe. But since i use COS...well, there isn't a coversion mode for that body that i know of as of yet so i'm kinda stuck. I know that there is a bodyslide version for the normal dwarven amputee mod. If only i knew enough about 3d modeling and actually had the money to either buy it or learn the program, i could actually use that one to splice those limbs to that one. But since it's all one body and not may different types of arms and legs...well, there isn't a lot that i can do about it. Also cbbe textures won't work well on these either.

 

 

edit: aaahhh, i love the fresh smell of adware free internet. What does this have to do with this post? Nothing really. I have just been waging a battle for a couple of days now trying to get rid of those pesky redirectviruses that malwarebytes and other somehow didn't seem to find. Glad that this is over...for now...

 

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v2 is coming together. Got the meshes hammered out about the way I wanted them, and moved on to rebuilding the .esp file. Actually a bit behind where I wanted to be, but I felt like crap for most of the last week which slowed me down a lot. But that also gave me time to reconsider how I was approaching some things, particularly the weight slider support for the heads.

On closer inspection of some of my low-weight vict- er, testers, the base neck cap had more overhang than I was really happy with and showed too much of the single-sided texture. My initial solution was to just flip on the double-sided flag, but I figured I'd take the effort to try rebuilding the part properly in OS from the original TAWOBA bodyslide files instead of just continuing to use the existing mesh. The result of that seems to have avoided whatever problem my player character was having with the bare plate, as it works fine on her now, and I figured out a relatively easy way to add it to all the heads.

The upside to all that is that the heads should be more satisfactory. The downside is that I have to pretty much completely redo all of how the heads work in the .esp. I was going to have to revamp some of them anyway, but this change will affect everything except the heads based on the gorget. (The original of that technically has weight slider support, but both the 0 and 1 mesh are exactly the same so I'm not gonna mess with it.) I was also never entirely happy with the naming setup, and thus will be taking the opportunity to completely change that as well. In light of how much will be changed I'm designing v2 so that it won't be a straight overwrite of v1. You'll be able to use both together (although I'm not sure why you'd need to) but you'll have to reequip everything if you deactivate v1 in favor of v2. This shouldn't be a problem for future updates, hopefully.

I've also got a couple of other goodies planned, including some more body stuff, split versions of the .esps for people who just want the heads or whatever, and maybe- Maybe!- a start on male versions. I've managed to get a male-use neck cap B-2 shaped to the SOS body that doesn't crash the game, but unlike the female versions of the gorget base it DIRELY needs weight support. And since OS doesn't have proper male support that I'm aware of I'll have to build the 0 mesh manually, which is something I've had only mixed success with before discovering OS's automatic 0 building feature. If the game decides your 0 and 1 meshes don't match up well enough, the results are bizarre. So no promises that it'll be in the initial v2, but I'm trying.

Until then, thanks for nearly 600 downloads! If you can, please post screenshots of the parts in use from your own games. It'd help me know if the things are working as well as I hope they are, and fluff my ego a bit besides. :)

 

Addendum: No promises about delays from 'hey, wouldn't that be neat if I could get it to work' moments possibly causing further sidetracks. 

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  • 2 weeks later...

Minor update to the mod description, apparently I completely forgot which UUNP conversion of the Remodeled Armors I've been using, durrr.

 

Some extremely speculative additional future plans, from some .bsa-delving I've been doing:

 

-I've never really taken a close look at Vicn's Gynoids before. They're actually a lot more flexible than I was expecting. I can think of ways to make use of quite a lot of this, both as a source of additional head parts and a possible third body set. A cursory search didn't turn up any armor set-style conversions, either, just a handful of race and companion mods. 

-The Gynoids are the last cyborg/robot set that I'm aware of that I can work on, though. Rireki's sets are off the table, both because he doesn't give permissions to do derivative works and because they're built in some bizarre way that just returns a giant pile of vanilla landscape and clutter parts when you try to open them in Outfit Studio.

-Need more gore/body horror stuff. The skulls are fine, but I feel there's more that could be done. For instance, just because you take off a head doesn't mean you can't use it somewhere else...

-On that note... Has no one made a playable version of the wound overlays from the Windhelm murder quest? I don't think I've ever seen one, but it looks like it should be possible. Although the lack of a direct Vanilla to UUNP conversion slider in OS makes things a bit more complicated.

 

You know, I keep telling myself that I'm gonna take a break from this and get back to playing the game...

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Next version sneak peek:

 

Everyone loves this, right?

 

post-617299-0-88784400-1506785065_thumb.jpg

 

Well how 'bout this?

 

post-617299-0-72615500-1506785049_thumb.jpg

 

Or this?

 

post-617299-0-16732100-1506785094_thumb.jpg

 

Or THI... Hey, waitaminnit

 

post-617299-0-47893600-1506785118_thumb.jpg

 

 

Aw yeah. This worked.

 

post-617299-0-91754100-1506785146_thumb.jpg

 

 

Not gonna make any kind of ETA for these, but they're likely gonna end up being the first point-one update. I kinda fell into this rabbit hole instead of doing, well, any of the things in the 'future plans' section of the main post, including the other one more thing I want to do with the Edhildil set, but I don't expect you'll mind that much. 

 

 

As for the other stuff I mentioned in that speculation post above, well...

 

post-617299-0-31306000-1506786963_thumb.jpg

 

It's all at least feasible, but also a bit clunky at the moment. Turns out it's pretty easy to just toss the .nif for a head you happen to have run a facegen for into OS, aside from the fact that  eyes, teeth, and vanilla hair meshes spawn somewhere down at ground level and have to be manually re-positioned, but you lose all of the facial animations (not a problem, really) and there's this weird bit of the eye mesh between the upper eyelashes and the eyeball itself that renders a slice of the eyeball invisible, showing the bizarrely stretched bits of the face texture underneath it (definite problem). It is possible to cut that bit out of the eye mesh, as I've done with the test in this picture, but holy crap is it a chore, since it's invisible in OS too so it's complete guesswork on where your mask actually is. So that's still in the 'deep thoughts' stage.

 

The wound overlays are even more frustrating, though, because it turned out to be fairly easy to get them into OS and onto the UUNP body. A bit torturous, due to that lack of a direct vanilla to UUNP conversion slider, but the fact that they're painted onto transparent overlay meshes means that I didn't have to worry about how they'd affect the body textures like I initially thought I would. It's just that those overlay meshes are laughably low-poly, even for something vanilla. It's basically impossible to reshape them so they don't have bits of skin clipping through without them being visibly floating over the body. And don't even ask about bodymorphs, christ. It's still something I'd like to pursue, but they're not going to meet my standards until I find a way to get the textures onto a much higher-quality mesh, which is a fair bit advanced from anything I've done thus far. I certainly will not object if anyone else wants to give that a try. 

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is there a way to wear both armor and these? I find it rather annoying having nothing changed except my arms and legs yet I seem to be unable to wear any armor... I tried to change the slot the armor uses to hands with tesedit but that just makes the entire armor invisible.... except I still have no hands and legs. hmmm. maybe I just made a mistake with tesedit since I am not very good at using it, I changed 0dcbDwCyborgArmsAA to slot 33 and 0dcbDwCyborgArms to everything but body. anything I forgot? or is there maybe another way?

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Really liked the last update with hands and feet. Would love to see more modular options in the future, like just legs or forearms etc for use with the deadly traps mod.

 

 

Individual limb versions are on my very long-term to do list. Actually making them isn't that hard, just a matter of chopping out the meshes for the desired limb and masking out an appropriate body zap. The problem is that there's what, ten possible limb configurations in addition to the default quadruple-chop? If and when I get around to doing this, I'm not going to settle for a single bodyslide that you can zap individual limbs off of. I am dedicated to the idea of providing variety with this, so I fully intend to have each variant be its own individual piece of armor, so you could have any number of NPCs cyborg'd up without having them all missing the same limbs. Which quickly gets the amount of work involved into the 'kinda nuts' category. And then there's the problem of what to do with the mis-matched hands an feet, since as far as I know the game can only work with those in pairs, which severely limits your options for the non-cyborg limb. I'd have to find a 'default' glove and boot for those, since leaving the hand bare always kind of annoys me and leaving the foot bare would just be ridiculous. And then there's the problem of the Bikini Body legs; the Edhildil and Gynoid bodies are flat-footed, so I could easily match them with, say, the vanilla Dwarven boot, but the Bikini sets have those crazy-high NiOveride peg legs to deal with. 

 

And then there's the problem of what else you're going to wear with an only moderately cyborg'd body, which I'll touch on below.

 

Forearms-only add-ons are something I would've said I wouldn't have been able to do a couple weeks ago, limited as I am to repurposing existing meshes, but there's some parts in the Gynoid set that I wasn't previously aware of that I might be able to do a couple different levels of something with. Haven't even gotten around to experimenting with them yet, though.

 

 

is there a way to wear both armor and these? I find it rather annoying having nothing changed except my arms and legs yet I seem to be unable to wear any armor... I tried to change the slot the armor uses to hands with tesedit but that just makes the entire armor invisible.... except I still have no hands and legs. hmmm. maybe I just made a mistake with tesedit since I am not very good at using it, I changed 0dcbDwCyborgArmsAA to slot 33 and 0dcbDwCyborgArms to everything but body. anything I forgot? or is there maybe another way?

 

If you change the slots an armor uses in its .esp entry, like you've done here, you also have to change the partitions on the meshes to match, or nothing'll show up in-game. The easiest way to do that is to load the project file for the armor in Outfit Studio, select one of the sub-meshes, go to the 'partitions' tab and change it from 'body' to whatever you changed it to in the .esp, then hit the 'apply' button to commit the change. Repeat that for every component mesh of the body, then save the project and re-run it in Bodyslide. The one slot you don't want to use for this is 33, however. The hands for the Arms bodies are already using that slot in their own Armor Add-on entry, and you can't have two AA's in a multiple-nif armor like that competing for the same slot. 

 

I'm not at all sure how well this'll work out for you, though. These cyborg armors work by physically removing parts of the base body mesh. Using them as a non-body slot piece of armor at the same time as a regular piece of body armor will prrrrrobably just end up with the limbs getting overridden by whatever the body-slot armor is doing with them. At the very least they aren't going to just cut the body-slot armor off neatly at the caps. The cleanest way to do that is to make a whole new armor by merging the cyborg body and the armor you want to use in Outfit Studio and trimming the armor to fit, like so... 

 

post-617299-0-88331700-1506874752_thumb.jpg

 

...or, if it's an armor that doesn't intrude onto the arms and legs, it would be somewhat easier to make a version that's been converted to slot 48 like the existing cyborg-ready bikini tops from TAWOBA. I've actually got some very low-priority plans for bits of extra clothing like that, but they're as low as they are because digging up permissions for a bunch of random outfits is a pain. (Anyone know the ones for the Fox sets, off-hand?) But with this method you have to make damn sure the piece you're using for the overlay armor is built with the same UUNP-HDT bone settings as the unarmored cyborg bodies, or they'll bounce at different rates and clip all over the place. And anything you don't want to bounce you're better off making part of the base body with the relevant bones removed, like I did with all my Armored versions, because otherwise you get even worse clipping. It's all quite a chore.

 

Which brings me back to the problem of individual-limb bodies. I've only seen two attempts at the concept, Diablo's WTF Cyborg Bikini mash-up, and the Mekka follower mod, both of which were largely limited to their own sets of customized armors, for pretty much all the reasons mentioned above. Figuring out how to get my attempts to wear stuff that isn't specifically tailored for them is gonna be obnoxious

 

Although I was pleased to discover that it won't be quite as bad for the Gynoid body, when I get that done. The full-joint cuts on that do limit the usability of clothing that sits too low on the hips, but its use of reasonably human-shaped limbs means that it can use a surprising number of existing boots and gloves with no problem at all, right out of the box. 

 

post-617299-0-81516300-1506875247_thumb.jpg

 

Not to mention some of the more popular of the existing overlay armor pieces...

 

post-617299-0-84142200-1506875019_thumb.jpg

 

(Why would you need an armbinder on a cyborg? Because I haven't gotten around to making a version that just has the arms entirely remoooooh christ, add that to the list)

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