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Wast1980

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About Wast1980

  • Birthday 01/30/1980

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  • Musik Muss Marschieren!
  • Gender
    He/Him
  • Location
    Somewhere in Bavaria
  • Bio
    ...sitting around

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  1. Responsible for this is the BaseFemaleHead_faceBones.nif mesh in addition with the BaseFemaleHeadChargen.tri morph file. I fixed this for me by editing the head mesh (because I don't know really how the morph files work and wanted to have a quick fix). On the left side is the vanilla mesh, on the right side my edited mesh (I know it doesn't look like a fix, but it works for me): click to enlarge I moved this pointy things closer to the center. I did this edit with Outfitstudio, the problem is that after the export of the nif there is a gap between forehead and rearhead (I guess because of limitations of the tool) which is visible if you use hairstyles which show too much of the hairline. The attached file is my edited mesh, feel free to try it, just drop the content into your data folder. Edit: Depending on your settings for the face, the lip issue can be worse in dialogues with my edit (haven't recognized it in my game), but you won't have a tooth pick coming out of the jaw. EditedHeadMesh.7z
  2. Which doesn't answer my point about texture distortions, and yes I checked just the vault suit because that's the only outfit I was interested in, haven't thought of that the other outfits didn't got this attention. Well yes, having different shapes for the same meshes will always have some downsides. That's just how meshes (topologies) work in general. Usually when you create a mesh from scratch or make it game-ready, you create the topology in a way where it fits well for the base body. However, some of those topologies may not work for women without breasts or with huge breasts. The topology of the CBBE body itself, compared to for example UNP, was also made to work better with sliders (more uniformly distributed triangles). Actually the only real issue here is the breasts and the breast area. The other parts of the body are mostly scaled in a way where it can't really distort anything too much. Of course that's no excuse, but having everything be customizable the way people want is more important to me than having a bit of texture distortion sometimes. You can always tweak the sliders that are used in your preset for the outfit by loading the project in OS and pulling the mesh around, or even exporting the slider to Blender/3ds max. It's also a bigger problem for Skyrim, where the base shape of the bodies (CBBE/UUNP) are way larger. That was never an intentional decision, it was just what CBBE v1.0 looked like, so all future BodySlide projects had to use that shape to stay backwards compatible. We immediately changed that in FO4. I already know that, that's why I said "But this is simply normal". About mesh distortions, which is also normal if you don't rework the mesh vert by vert: Yep, the sliders for this conversion work perfectly fine! By the way, the right mesh isn't slided at all. The problem is you are telling people that OS is a proper tool to covert outfits, which it simply isn't.
  3. Which doesn't answer my point about texture distortions, and yes I checked just the vault suit because that's the only outfit I was interested in, haven't thought of that the other outfits didn't got this attention.
  4. You're correct, and yes it's more of the BodySlide conversion creator's fault than it is Outfit Studio's fault. If you look at some of my BodySlide conversions for Fallout 4 (vanilla outfits, some underwear and other mods), you will see that every single slider for all of the conversions are looking perfectly fine in all combinations (unless you go way too extreme). I'm not saying I'm the only one who does it correctly, but a lot of people don't want to bother. By the way, you can still do manual work even when using BodySlide. Each slider can be exported to OBJ/FBX files and tweaked by hand in any 3D program. Of course that's a lot of work, so those "modelers who take pride in their work" still prefer to use one specific body shape. That's fine, I'm the same way (about my BodySlide conversions). But at least don't be a d*** about it (like various people in the Nexus and LL communities are). Nope, the point about the Fallout 4 vanilla outfit conversions simply isn't true, while the CBBE vanilla outfits are high poly (and definitely not converted with Outfitstudio, vanilla meshes doesn't have this poly count), texture distortion are there right from the start (except the CBBE Vanilla body outfits) and get worse when bodyslided (and not just with extreme values). But this is simply normal, why hiding the truth?
  5. I'm requesting/suggesting a TRUE SANDBOX overhaul: Disabled MainQuestLine, maybe just random quest, gameplay is defined by the player (building Settlements, raiding Settlements, making Friends/Enemies). You start in a small settlement, creating settlements/raider outposts is enabled from start (if you have the resources). Your role is defined by your actions. I see this also as a BASE (basic frame) for plugins, no need to fear that something breaks (MainQuest), maybe a base for SexTec as well.
  6. I have the version 1.2 CBBE, and version 1.0 Real Male Chest Hairy: CBBE: http://www.mediafire.com/download/vpxrna0wc4avhge/R.F_1.2-10982-1-2.7z Male: http://www.mediafire.com/download/lxvrqju2wvwi3cw/Real_male_Chest_Hair-12197-1-0.7z Do you have the version (any version number) for Jane Body?
  7. Combine the parts you wish to use with nifskope (tutorial: ) and replace an existing armor.
  8. I would love to have Orchid from the Killer Instinct Reboot, with more realistic textures she would fit perfectly into Fallout4:
  9. BAM BAM BAM BAM BAM BERAM: https://youtu.be/l5c9dGt-kYU
  10. Does your custom skeleton use the scaling of XPMS(I mean the scaling of the legs, hips, butt and waist; which goes well with UNP based bodies but looks weird on others)? If not I will definitively try out your skeleton. If yes, I would like to do a request for a version with 'vanilla' scaling (maybe just the default weapon position skeleton). If you don't want to do this, can you give me a hint so I can do it myself? I noticed in nifskope that some nodes are scaled 1, others are scaled 1.04(R Thigh). Can I do it with nifskope? It seems that I cannot load the skeleton in Blender.
  11. right now? Der Blutharsch! http://youtu.be/cfnywkU0U1w Time is the ENEMY http://www.frequency.com/video/der-blutharsch-untitled-ii-time-is-thee/125352880/-/5-4411701
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