Jump to content

AVSmod

  • entries
    110
  • comments
    225
  • views
    26,563

About this blog

Verbosity Jail

Entries in this blog

Revival Sideline

So things have been a bit derailed for the last couple of weeks due to a death in my extended family and dealing with the events of its aftermath. Dead people are fucking exhausting, man.    That doesn't have anything to do with the post title up there. This is pretty much just a straight rebuild of the post I was going to make the day all that stuff happened, about a side project I dug up and restarted.   I've mentioned before how I've got a pretty big pile of unfinished or

AVS

AVS

ALL HAIL THE ORB

When I converted the glass jar model for use in the Preserved Head piece, I ended up having to figure out how to recreate the transparency effect when the original model's went *poof*. The process got me a workable enough glass part, but not one that was suited for all of the things I'd be interested in using such a part for. It occurred to me that I could probably do the same process on some other meshes with the more rounded shape I was looking for, so I tried it out on some random stuff; poti

AVS

AVS

Nekoroboto

Well. Just over a year and just over 20,000 listed downloads since I released that first pack of head replacements with some armored versions of the Bikini Cyborg tossed in simply because how I liked how it looked with them. I intended at the time for the heads to be the main point of this mod. The bodies were only supposed to be a bonus.   I kinda let that get well and truly away from me, didn't I?   Probably ought to find some new things to do for the heads before too long,

AVS

AVS

What a Waist

I honestly did not expect this to work.   The first thing I noticed when I tried tossing the Gynoid limbs onto the existing lower torso assembly from the Bikini Robot was that it looked better than I expected. The second was that it still didn't look great. The thin, skeletal mid-torso provided by the existing spinal mesh in particular felt terribly off-balance with the almost fully-human limbs. So I wanted a replacement for that, but I wasn't entirely sure how to go about it.  

AVS

AVS

Fiddly Bits

I mentioned how I'm using the upper torso core I built for the Bikini Set's robot bodies as the basis for the new cores, yeah? This thing:     Here's the problem with this: it was built totally slapdash. I was a lot more concerned with figuring out how to get the weighting working when I built those bodies, and didn't put a whole lot of effort into this bit until the very end, after I got the crossbow bits cut out of the Sphere's model and started slapping them on for detail

AVS

AVS

Shoulda Put A Ring On It

I've long wanted to scrape parts out of the Dwarven Elder Scroll chamber, but put it off because experience had shown me that trying to import things from animated building models had a 100% Weird Shit rate. Not moving right in Outfit Studio, crashing the game like crazy if you tried to bootstrap it in... Something or another was bound to go wrong. But man, I really liked all those ring elements.   In the course of building the -BAF- stuff I came across a method that got some other rec

AVS

AVS

Ballistic

So it occurred to me that out of all the Dwarven-themed mods I've come across, few to none sourced from the Dwarven Ballista model. Since I was sorting out the parts I pulled from the Centurion and Spider models this morning, I figured I might as well give taking it apart a try.     This actually ended up being easier than I expected. I've been wanting to take a crack at this for a while, but kept putting it off because everything on the model is all crammed in inside of eac

AVS

AVS

Other Hands

Last post I mentioned how trying to use exports of the Edhildil arms in the new robot bodies was giving me CTDs if they didn't have the pelvis attached to the mesh. Now, my initial thought was okay, fuckit, I'll just use them for combos that involve that pelvis. But on the other hand, this limitation annoyed me. So I used the .nif>.obj>.nif conversion routine on 'em and damn well forced them to work, then built up some adaptor parts to connect them to the Bikini body robot core while I was

AVS

AVS

And now for something completely different

Well, still in the Dwarven Cyborg theme. But kind of an inversion of the last release's ethos.   With the -BAF- set, my underlying theory was 'user choice'. Letting you use all the work I had done to that point to build whatever you wanted, and maximizing the variety of combinations of metal limbs to the humanoid body. It's also pretty much the last thing I had in mind to do with the body conversions, as-is. I've done pretty much all I can do, as far as those go.   But one th

AVS

AVS

DCC - Extras (8-2018 Update)

New for this update:   Outfits   With thanks to tiwa44, some conversions of their Minidresses to slot 48 'overlay' versions:     ...And elements from their Dwarven Spice armor for add-on parts: a full skirt, and two versions of the pauldrons; one with straps, and one without.     From Edhildil's recent update, a slot 52, UUNP conversion of their Dwarven bikini bottom (top to follow if/when I figure out why my conversion keeps crashing

AVS

AVS

Dwarven -BAF- Framework (8-2018 First Release)

First Release:   -BAF-   Operating independently of and incorporating all of the parts from the three cyborg bodies previously converted to UUNP for the Dwarven Cyborg Collection as well as several newly converted and built elements, the Dwarven -Biological Automaton Framework- allows you to design and build your own custom cyborg body in BodySlide. Simply open the 'Dwarven -BAF- Body Kit' group, then use the extensive list of zap toggles to build out the 'borg of your dreams

AVS

AVS

Whisky in the Jar

All right, so I'm just about ready to finally, actually release this bloody update. There's a few more things that I would've liked to tuck into it, but between work stress and a lack of free time/days off and fucking thunderstorms and power failures, I'm just gonna have to tuck a lot of it back onto the 'finish later' pile (and it is getting to be quite a pile) and go with what I've got done.    But there was one thing that I scraped out of that pile that turned out better than I expe

AVS

AVS

Last Call For Alcohol

So I've currently got forty pre-built bodies for the -BAF- kit. There's not any particular reason for me to have stopped at that number besides thinking, 'Yeah, that's probably enough'. There's nineteen armored/unarmored pairs, some sets that are variations on similar themes, and two bodies that only come in unarmored versions. They are all designed to showcase at least one specific element of the new parts put together for this set, although not all of the parts are featured here. Most of them,

AVS

AVS

Work Disproduct

Christ, don't even ask me about the last month and a half. Work has been infuriating- I'm on my third trainee in as many weeks, and while this one at least seems capable of managing the weird hours, it's an open question if they'll be able to handle the toxic old bag of a coworker that they'll be dealing with part of their time. Since she's directly responsible for at least three of the people we've previously had in that position leaving, I'm not getting my hopes up.    Modding Skyrim

AVS

AVS

Get Hip

Overtime pay is nice, but it's not like I've got enough hours in a week to do all the things I want to do as it is...   I think I've got the final design for the hip adaptors down. Ended up having to do a second version for the Gynoid hips like I was afraid I would. Poking around at things I found that my original plan for these, with the large spheres sunk down into the Edhildil leg caps, left them in a position that could move without clipping through the butt. But the whole reason I

AVS

AVS

Half-Again

Okay, I didn't intend to add any more parts to this monster, but, well...    In response to my request for BAF prebuild ideas, @Holzfrau brought up combining the horse legs and the Edhildil 3rd Cohort's hips for a sort of half-cyborg satyr. Which is a damn good idea, but unfortunately not one I can build with the parts layout as-is. The beast legs are built on the new Edhildil leg caps, which don't have any native way to connect with the Centurion hip parts from the older Edhildil legs

AVS

AVS

Mer Problems, Mer Solutions

Like I mentioned last time, I don't play High Elves very often. I think I've made one, maybe two other Altmer characters out of the two dozen or so I've played over the years. But I made this one both to do something different and with the idea of making someone suited to wearing the Aster... And realized that I completely failed to take the Altmer's wildly divergent ear position into account when I was putting the Aster together.     Obviously that wasn't acceptable. At fir

AVS

AVS

In Memoriam

I ain't dead. But I did have a crappy couple of weeks at work- I swear, my job would be so much easier if it wasn't for a few very specific co-workers who're inveterate shit-stirrers- that left me without a whole lot of energy or enthusiasm for modding. This stuff takes a lot more real work than my actual job, most of the time. I did at least get in some playtime, partially to decompress but also to finally level up my current testing character, and got some fun kill-cam shots out of it.  

AVS

AVS

You're Going To Have To Work For This One

I think I might have to switch over to datestamping with this update instead of trying to work out version numbers. Y'see, while I've had this roadmapped out as the '2.5' update for quite a while, as it turns out it doesn't really fit that structure at all. I don't intend to do anything with the current 2.4 releases of the individual body and head packs, and may not even include the results of this update in the combined .esp for them. And this has actually been the plan all along. I'm just havi

AVS

AVS

Beast Mode

The new invisible weapons work even better than I had expected. In the testing I've done so far it doesn't seem to make much difference to the game whether you use an empty .nif or a mesh with the alpha zeroed out to make the textures invisible. I was afraid the latter would leave you with free-floating enchantment shaders, but that doesn't seem to be the case. So I went ahead and made invisible versions of all the Dwarven one-handed weapons, labeled as 'Weapon Arm Attack Styles'. Of course, tha

AVS

AVS

Visible and Invisible Hammers

So, I changed my mind about the Centurion arms.      I was going to just leave them in the position they were in when I ported them over from the Centurion model, but the more I looked at it the less I liked it. I still kinda liked having the cleaner side of the arm upwards, but having the axe blade-upwards in particular was getting on my nerves. But I also didn't much want to have to redo the mask-and-move process for the altered levers, so I took the lazy way out and swapp

AVS

AVS

Dead ends and so forth

Got a bit bogged down this week. Wanted to make new horse and dog themed helmets to go with the beast limbs, but just couldn't manage to get something I liked put together from the parts I have available. I'll probably give it another go in the future, but they ain't gonna make this release if I want to get it out any time soon. Which is more than a bit personally annoying, since I managed to get everything else for the theme built.    Of course, a big part of that everything else also

AVS

AVS

Accessories after the fact

Gonna get cold out. You might want to at least cover your delicates.     I'm thinking of calling these 'modesty plating', although they're about as immodest as armor plating can get. They took entirely too long to make, even putting aside the whole 'took months to get a workable version of the bent scrap mesh' thing. Been poking at them off and on for a couple of weeks, now, and I've still got to tweak the vulva cover a bit. Keep getting this one spot of breakthrough on the

AVS

AVS

So the innkeeper says, 'Why the long face?'

[giggling intensifies]       Think I've got just about everything I wanted to do as far as the bodies are concerned done. Need to do some checks and testing, and all the scut work involved with putting them fully into the game, but mesh-wise I've done everything I've had in mind. Still got some stuff for the Extras to hammer out, though. And I should probably do full-robot bodies for the beast limbs, but I might kick that back to the next update.    Think

AVS

AVS

The army's tired now

Okay, I didn't get around to doing the Edhildil masking today.   One of the things on my list, since I got the meshes working at least, has been playable versions of the Centurion's arms. New arms in general is something I've wanted to try for a while, and have been putting off because I didn't want to get into the weightpainting. But doing it for the new legs ended up being easier than I expected, so I figured I should give it a shot.   It turned out really well.  

AVS

AVS

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use