This is well overdue. I wanted to get this out a few days ago, but the last week or so has been a mood, y'know?
Anyway, here it is, fuckin' finally. I've done so much fucking stuff for this in the last year that I can't even begin to keep track of everything that I probably ought to be saying about it. I've already spent all night trying to cram in what I could remember, so just hit the note in the reserved post for the highlights.
And seriously, please let me k
So I'm not quite going to manage to hit my goal of getting this update out this year, clearly. In a way I'm actually okay with that, as it means I won't have to put the dread name of 2020 onto my work. But I should be able to get it published in the very near future, barring any fresh disasters. It's basically done, but I've still got some error checking and housekeeping to do before it's ready to get put up. I've also got to decide exactly how to put it up; the whole mass of this together is ab
I think the best way to describe my process, such as it is, when it comes to modding is 'a series of events arising from the consequences of previous events'. It seems like every time I make some small decision about some aspect of the mod, it leads to two or three or ten more things for me to do as a direct result.
The current case in point: I mentioned last time how I was planning to punt on adding the Charmers stuff back into the mod until some future update, to give me time to f
One thing that I've learned as a result of maneuvering myself into a position where I pretty much had to make NPCs and locations for this mod, as they're the best way to show off the Live faces, is that I really, really hate making NPCs and locations. I don't know how people can manage to make decent mods with these tools. I keep finding myself spending hours on making what amount to incremental changes, and half the time whatever it is that I'm trying to do doesn't even work. It's just insuffer
I'm arguably in the home stretch on this project. Problem is that most of that stretch involves building locations and NPCs in the Creation Kit, which is stuff that's well out of my comfort zone so I have to very... slowly... figure out how to get shit working as I go along. I have a fair bit to say about that... but it'll have to wait until the next update because the screenshots for that me over the image limit and I've got some other, more interesting stuff that I want to get to first.
Once again I find myself opening with a comment about how doing all this stuff would be a lot easier if life would just stop being such a pain in the ass. I actually felt like I had the start of a decent flow going after the last post, but then I ended up having to retire my car for mechanical issues all of a sudden and lost a lot of my free time for a few weeks to dealing with the consequences of that. I rather liked that car, too, which made it all a real downer. The blatantly obvious problem
Here's another catch-up post for you. Progress on all of this has been pretty haphazard thanks to all the ongoing real-life hassles (key people taking vacations while our work volume continues to be way more than we can actually handle really throws a few wrenches into things, you know), but I'm still plugging away at it. Although at this point the list of things that I need to finish but haven't had the energy to put the work into is getting uncomfortably long... Anyway, this is what I have man
Screenshot-heavy post this time. (I mean, they always are, but still.)
Since figuring out how to get the Live Faces to work, I've been spending a lot of time on developing the various possibilities they open up. Part of that involved getting the faces for my own NPCs set up, but I actually put that off for a while because it required me to figure out how to get frickin' NifMerge to do what I wanted it to do again. Instead, I took a while to explore one of the most interesting aspects
In case you missed it, I added an update to the previous post with a bit more progress on the Live faces. I've probably gotten enough further work into those to do another post already, but as I mentioned I skipped over a bunch of the other work I've been doing to get that post about the faces out, because they were just that damn interesting. So since I've got this pile of screenshots that I've been sitting on, I might as well get that back on track.
Deciding to include NPCs with th
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
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
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
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
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
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
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
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
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
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
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
I think I'm starting to see bottom here.
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
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
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
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