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Verbosity Jail

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Facial Recognition (updated)

Facial Recognition (updated)

I've cracked the code.   Okay, nothing actually that over-dramatic, but still. I managed to figure out something that's been bugging me for a while, and I'm a little excited about it. So while I had a pile of other stuff that I've been working on banked for a post, I'm gonna skip over it for the moment and show off something that I worked out literally yesterday.   Pretty much right from the first point I started at making masks from in-game faces with the COR heads, I've als

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Worked Over From Top To Bottom

Worked Over From Top To Bottom

So I've actually been getting a decent amount of work done on DMA lately, although it's been somewhat... unfocused in it's scope. Along with polishing up the new parts that I've been working on, I've also found myself revisiting various old ideas that I hadn't quite gotten working before and finding new solutions for them. I've also kinda given up on certain things in the process...    First off, a brief update on the new robot parts using the Gigadeux meshes that I showcased last time

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You're Gonna Carry That Weight

You're Gonna Carry That Weight

So, shit's been crazy lately, huh? My life's been particularly hectic since all the panic buying started. Without going into too much detail, my job is a small cog right on the middle of the food supply chain, and for the last few weeks that machine's been going full-fucking-tilt. Six-day weeks, and twelve or even sixteen hour days on the regular, all in service of people hoarding enough food to last them until the next god damn apocalypse. No worries about work-from-home or furloughs for us, th

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Past Imperfect

Past Imperfect

Still running short on time and energy a lot these days. so not much progress to report as far as DMA goes, I'm afraid. There's some things that I'm dissatisfied with that I'm not sure if I have a good way to change, like finding decent hi-res tint masks for the Vanilla character faces I want to use without having to manually recreate all of them myself. There's also changes that I kinda want to make but dislike the effort and disruption involved, such as ditching the 'permanent modesty' version

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Bright-Eyed

Bright-Eyed

Whew. been a while. I've had various other things taking up my time so I haven't had as much focus on progressing this mod as I might've liked to, lately. But that's not to say I haven't gotten anything done with it in the last couple of months.   Picking up where we left off last time, I've been continuing to mess around with the Vanilla-based faces. I mentioned belatedly remembering that I had a fairly high-poly sphere model hanging around that I wanted to see if I could use for bett

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I've Grown Accustomed To Your Face~~

I've Grown Accustomed To Your Face~~

If you haven't noticed already, I re-uploaded the October update over the weekend. The new version incorporates some fixes for various texture pathing issues, and also has a couple of new things added as detailed here.    I also took some time recently to revamp my game a bit, finally installing several mod updates that I've been putting off while working on the Type XXX stuff and changing a few things around. One of those changes was switching over to Fair Skin entirely; I'd been usin

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Nigh-Proof of Concept

Nigh-Proof of Concept

One thing that I was kicking around during the course of building the Type XXX updates that I still quite like the idea of was doing a 'head mesh' version of the mask-cut faces, which when implemented on a custom race would let users sculpt out their own fully animated disembodied face for use with the DMA parts. In theory. The main problem with the idea is that just about everything I'd need to actually get it working is well outside of my modding comfort zone and knowledge base. The basic conc

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Collectible Dolls

Collectible Dolls

The Type XXX update for Dwarven Modular Automaton is now out, assuming I didn't mess anything up. With special thanks once again to @Holzfrau, who provided a recolor of the Peacekeeper helmet texture that let me get a very appealing Brass version of the faceplate into the mod.     This pairs particularly well with the robotic part sets.     In light of that I reversed my original plan to only include this in the Type XXX pack, and went back and re-did the

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Defaced

Defaced

The loss of the Charmers faces left me without any new mask-type elements for the coming update. The existing DMA faces are perfectly usable with the new content, sure, but a new face would help stamp a sense of identity onto these new bodies.    I decided I'd do that by taking all identity away.      I'm actually a big fan of featureless faceplates like this (the chrome mask version of Cobra Commander was absolutely a favorite) and it's been in the back o

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Push Forward

Push Forward

I think I have a general gameplan for how I'm going to work things following last week's loss. The situation with the faces is still a bit up in the air; COR Team has said that they're planning on releasing a new version of Charmers in the very near future, so until I can see what form it takes and how well I can adapt it to my purposes it doesn't make very much sense to put much work into any Citrus-based masks. So I haven't been.   But there's a lot planned this update besides the fa

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Well Ain't That Just A Kick In The Face

Well Ain't That Just A Kick In The Face

I've been getting a pretty decent pace out of my work on this project lately. I've gotten nearly everything I wanted to do done, and even expedited the process on the new HG hair set I found last week and built usable versions of everything that looked promising from it in a rush over the weekend, a minuscule fraction of the literally months it took me to do previous hair sets. And I got some pretty entertaining results out of it.     The major things I had left to do were lo

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Grounded in Faith

Grounded in Faith

I think I'm starting to see bottom here.    *Ba-dum tishhh*   Figuring out how to fix the lighting on the ground models put me in a pretty good mood, and I've been making some solid progress on them. About 85% of the items from this project now have ground models built and added to the mod. Mainly just the more esoteric things like the Milker chests and the pedestals left, and for the latter I'm going to have to do some experiments in sourcing collision as I haven't quit

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Two Problems, One Solution

Two Problems, One Solution

Previously, on This Blog:     This damn problem. Lacking any solution for this bizarre 'inverted lighting' on the ground models' skin meshes, I put an ask about it into the Outfit Studio thread and got some helpful information about the cause. Specifically that it was due to the normal maps somehow getting 'flipped' during the build process. Using that as a keyword I found a way to un-flip them using NifSkope, but unfortunately that by itself wasn't enough of a solution. The

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The Limits of Science

The Limits of Science

Making progress on this, although not as quickly as I might have wanted. Part of the problem is that I'm trying to do something particularly weird here, as far as the game is concerned, so at points I just sorta... Hit walls.   I mentioned in the comments of the last post that there were various issues with trying to use clothing with the Doll bodies. The fixed-weight versions are something of a lost cause, given that as the game treats them as clothing/armor pieces themselves, there's

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Making Faces

Making Faces

So, I figured out what was fouling up the skin tints on the mask I built from the Charmers of the Reach headmesh. I had some vague memories about problems with using Racemenu's CharGen export meshes to create outfit parts from the abandoned experiment with detachable heads a couple years ago (cripes, it's been two years since I started doing all this Dwarven stuff), but I couldn't recall exactly what the issue was. Just that there was some processing involved to get them usable. I blew through p

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What Price Beauty?

What Price Beauty?

Progress has been a bit slow these last few weeks, in part due to various Real Life concerns but also because getting the wigs put together has turned out to be A Project in and of itself. The core of the problem is that while the hair packs I'm sourcing from give me hundreds of options, there are a number of restrictions posed by how they interact with the other doll parts. This has the benefit of giving me a number of ways to cull down the amount of hair sets that'll end up in the final pack.

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Heya, Dollface

Heya, Dollface

The 'doll wigs' part of this project has been kind of on hold while I got myself distracted by flashing lights and the like, but before that I did learn how to paste the hair meshes together to get them to cancel out some of the weirder alpha effects I was seeing in the first run of prototypes. In the course of this, however, I also found that a number of promising candidates also needed a third 'scalp' mesh integrated into them to avoid having big ol' gaps showing through in the meshes themselv

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Lights and Magic

Lights and Magic

Still working on fleshing out various things with the Doll bodies, and planning on having an update concerning that stuff before too long. But stumbling into the Fragment of Dibella during the course of that work led me to go back and make some updates to various existing parts, and to show everything off properly I needed to finally figure out how to grab animated images. Since they tend to run pretty large- much larger than they could have been, as animated .PNG files aren't supported- I'm goi

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Graceful and Refined

Graceful and Refined

In my apparently never-ending quest to vastly inflate my mods' parts counts, I came to conclude after getting the statue prototypes working that they and the Doll bodies could really use some theme-matched hair pieces to pair with them instead of relying on the brassy Gynoid hair set for everything. This opens up a pretty deep rabbit hole. I briefly considered extracting some of the hair meshes from the SeXtreme models I sourced the faces from but there were various issues with doing that, not t

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Statue of Dibella

Statue of Dibella

When I was building the faces for the Modular Automatons, one of the first things I tried was pulling the face off of a statue from the Nightmistress Mansion mod. I liked how the stone face looked when paired with the brassy robotic parts, and it got me thinking that a full-body 'statue automaton' would be an interesting route to pursue. But I didn't have any particularly good way to build a statuary body,    Didn't, as in past tense.     However, this has been... A

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Brass-Jointed Dolls

Brass-Jointed Dolls

Sometimes things just happen, one after another.    First, a quick follow-up on the milker torso. I'd mentioned that I wasn't entirely sold on my initial build for the bottling apparatus in the previous post, and that I'd like something a bit more in-scale. I also thought it might be nice to have something a bit more Dwarven-themed, so my initial thought for the revision was to build up a new milk jar using one of the ornamental dwarven pots. So I threw one together, and it didn't turn

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Infernal Machines

Infernal Machines

As previously threatened, I've been spending some time working on the whole 'milking machine' torso idea. I think it turned out pretty well.      Going with a fixed chest size made building this a lot easier, logistically. Just had to use the original project to expand up a bosom that I liked the shape of- started with the SevenBase Bombshell preset and pumped up some sliders from there- which I then exported out to its own discrete .nif file, and used that as a base to build

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Extra Sorayama

Extra Sorayama

Hey, I'm still alive. Had a bit of Skyrim burnout lately and had been occupying myself with other things, but then a quick check for new stuff on Nexus netted me Baddog's Dragonborn Armor set. Which is a very nice piece of work in and of itself, but my eye was particularly drawn to one of the Nordic Carved Armor variants. Riveted to it, actually.    You see, I've had an idea in the back of my mind ever since I first started working on the fully-robotic bodies with that initial version

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Salacious Intent

Salacious Intent

My original plan after getting Dwarven Modular Automaton out was to get Fallout 4 running again, but that's hit a couple of snags. For one thing, it's been around two years since I last put any time into it, much less paid attention to its mod scene, so figuring out what I actually needed to get going mod-wise has been a headache. Not helping this is my decision to use Vortex for this and SE in anticipation of actually needing it when TES6 eventually comes out. I am... Less than impressed with s

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Robots on the Loose

Robots on the Loose

Well, it's ready.    https://www.loverslab.com/files/file/8624-dwarven-modular-automaton/   SE version graciously provided by Holzfrau, which lets you guys get it right away 'cause I've barely even started getting my copy set back up.     Probably gonna try to get this up on Nexus within the next couple of days, and then I'll be looking forward to trying out the NPC/follower mod Holzfrau's been working on for these models. Slapping the parts onto exis

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