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Verbosity Jail

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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

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

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

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

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

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

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

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

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

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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Battle Bot

This post is a sort of an addendum to the previous one. I had intended to include this content at the end of that, but I was literally falling asleep while finishing up the main body of that post, so this got peeled off to its own posting. And then delayed by LL being down every time I was about to get back to it. But to keep it from being too boring, I went and grabbed a bunch of random mid-killcam screenshots featuring one of the dozens of potential Automaton builds to pad things out with.

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Scientific Progress Goes 'Clank'

Less Wall-O-Text in this one. Been proceeding apace with the ground models, including going back and doing some fixes for issues I'd identified with the first batch. First among those was killing the eye-glow for the face ground models, which ended up taking a bit longer than I would've liked, for a couple of reasons. The first being that changing the emissives on a couple of meshes in ~150 models is inherently tedious and time-consuming, but the second, well... I wasn't entirely sure if I wante

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Headcanon

Well, I was going to do a progress blog today, but then the site was down all morning. So I spent the time finishing this up instead. This is a general outline of the vague backstory I've had bobbing through my head as I've been creating all this cyborg stuff, written more or less from an in-universe perspective. Timeframe is intentionally left vague- prooobbbably sometime in the Fourth Era, but certainly well before the events of Skyrim when certain things apparently became common knowledge. So

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Life on the Ground

It's a bit important, to me at least, to get the ground models working decently in this project. With the Cyborg bodies my main concern as far as the grounds went was for the inventory model aspect, using them to show which limbs were in use by which body, so I was willing to ignore stuff like how wonky the collisions were when dropped out of inventory. But here, with each piece of 'armor' being a full and discrete part, I found myself enamored with the idea of being able to drop that full part

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Additional Parts

Yeah, I know I said that I was just about done making new parts for this. There were a few more things that I wanted to squeeze in.   First, I'd been considering a way to use the Dwarven Devious legs with this since I first tossed the arms from that set in, but was figuring that I'd only really be able to use the lower legs and would have to build something entirely new for the thighs since it wouldn't have the restrained human legs in the model. So I'd been putting it off, but decided

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Filling in the Gaps

I feel that with the new pelvises built I've gotten the broad strokes for this project basically set, so lately I've mostly been polishing up the details. One of which concerned the Gynoid arms. I mentioned way back when I first built them that they lacked something really visually connecting them to the core body; having the shoulder cap assembly moving around with the clavicle bone looked good, but it felt a bit off to have something like that floating around without anything to hook it to the

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Full Kit

A quick update from the last entry; I played around with some adjustments to the Edhildil spine and found one that I think I like. Same basic parts, but widened out into ovals to fill in the top of the pelvis more and with the vertebrae plates narrowing as they go up the waist, much like the Gynoid type's rings, culminating in a new top mount for the connector socket. This leaves me with something that's nicely figured like the Gynoid type, but still aggressively mechanical like the Bikini type.

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Pose: A Problem

As I've mentioned earlier, when when I first started working on this robot pack I intended to simply port over the components from the existing robot versions of the Bikini and Edhidil bodies, and maybe do a few upgrades here and there. I had figured that cleaning up the core frame for the upper torsos and adding in the breastplate variants would be the greatest extent of that, and that I'd do relatively little with the lower torsos, but deciding to make a new pelvis for the Gynoid limbs and hav

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Fully Autonomous

As mentioned last time, I've been exploring new soul gem/etc-based heads that work with the faces to go along with the new preserved brain model. My first couple of tries were less than successful, perhaps because they were too ambitious in trying to make a full 'head' to fill out the empty space behind the face-plate. So I decided to try something a bit more... simplified.      It reuses a large part of the v2 brain model, with some modifications to the center and a simple m

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Face to Face

Now that I've gotten the bikinis out, I've finally gotten back to the Modular Automaton project that got derailed a few months ago!   ...Kinda.    Let me start with some background. I started working on the whole Dwarven Cyborg Collection thing with the Heads pack, but the released versions have never quite contained the first thing I actually tried to build: an automaton-style head with a humanoid 'mask' for a face. I had a couple of passable ones that I had thrown together

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Sweet Release

'This'll be an easy little sideline', he said. 'Shouldn't take that long to get done at all', he said.    I should really stop listening to myself.   Anyway, I realized last night that I didn't really have anything else I needed to do to get the Bikini Revival project into a releasable state last night, so I figured I might as well spend today getting it public. Here ya go:      Still a few more things I could do, of course, but honestly I was starting to get

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Stop, Collaborate and Listen

The bikini revival is inching closer to its final form, but I'm afraid there's some things that I would've liked to have in it that aren't gonna make the cut. The problem is, while most of the pre-existing UNP Bikini content I wanted to include in this has clearly open usage permissions, some of it is a bit more muddled. And while I've sent off use requests to the relevant parties, the response rate has been... Low. In some cases this isn't that big of a deal. There was an existing ground model

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Practice, Practice, Practice

Wasn't this supposed to be a side project?   I've largely been occupied with RL bullshit lately, but I've been snatching free time here and there to work on more custom retextures for the UNP Bikini revival thing. It's proved rather entertaining, particularly now that I've got a process that allows me to easily make and implement small changes as I go along. I've been getting a better idea of how things work on the texture and what would look best in-game. And I've got a deep well of e

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Almost Normal

So there's been one glaring problem with my plan for making new textures for the UNP bikinis by sampling out the vanilla textures: I had no idea how to make normal maps. My initial thought was to just reuse the ones from the existing bikini textures, but the results there were... mixed.      I mean, it can kinda work. Carrying over the inner stitching effect ain't bad, anyway. But the lighting texture clashes pretty badly with textile and fur patterns. I figured that if I wan

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Scattershot

One of the more disorienting parts of having to put your life on pause for a couple of weeks is how it backs up all of your other plans and considerations. I'm finding myself without nearly enough time to catch up on all of the things I had been intending to do before everything happened, so I'm kinda cramming a lot of it in all at once. The problem with that is that it keeps leading me off on further tangents...   Of course, the upside of having an enforced pause is that it gives you

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