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Verbosity Jail

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Fitted Suits

Masking the skin zaps out for this is a pain. Especially on the variable limb models. You can't use the mirror tool with those. You have to do each limb mask separately. And since you can't really view the zaps in Outfit Studio, you have to save the project and open it up in Bodyslide to make sure you got the masking right and don't have any little holes or tags of overhanging flesh. And if you do, you're best off making a new zap, as I've found that trying to edit an existing zap has... questio

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Yes disassemble

The vast, vast majority of the parts I've used over the course of this project have come from the Dwarven Sphere model. There's two very good reasons for this. The first is that it's simply built differently from the other Dwarven enemies, with almost every individual part of its character asset model a separate and distinct mesh where the others have their components merged together, which obviously makes the Sphere parts much simpler to use. The second is that the Sphere parts are usable right

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Beast Leg Refinements

This has all turned out really well.     Did some further tweaking on these. The original Dwemmy thighs were put together in a slightly haphazard way that was making things difficult, so I used the selective masking technique to isolate and adjust the component parts of the right thigh, in particular, to get them slightly more lined up. They'll never be perfect, if just because those shoulder pad pieces aren't symmetrical to start with, but they're better. I used the same met

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Leg Day

Today has been very productive.    Got the new Edhildil legs pretty much finalized. Will probably still have to do some touch-ups on the legs caps; even after increasing their diameter a bit there's still some skin breakthrough on some of the thicker thigh settings, but I didn't want to take the time just now to check and adjust every slider. I also adjusted the texture settings, disabling the cubemapped reflections so the new parts will match the look of the existing Edhildil set. 

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Trying something a bit different.

Today's work was getting the UUNP conversion of those new Edhildil legs done. Getting the caps lined up to the new shape was less onerous than I was afraid it would be, thanks to some judicious use of the mask and positioning tools. And they respond pretty well to getting conformed to the bodymorphs, aside from some of the more esoteric presets making them distinctly wavy. The rest of the leg, though...     All those nice new mechanical bits above the knee do not like gettin

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Dem pegs, tho

Remember how way back when I did the variable limb version of the Bikini set, I mentioned that I skipped doing the individual legs because it would require me to make new lower legs that weren't built for the original's crazy-high NiOverride settings?   So yeah, I did that.      Wanted to have something that had a swept design similar to the original legs, so the Dwarven bow seemed like a logical place to source from. Also gives it a look evocative of real-world sp

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Edhildil came back!

And they brought new legs!     Will take a bit of work to get usable, but I've got hopes for them. The version in this pack uses those customized dark textures, but they switch back to the original vanilla textures readily enough, as you can see. Converting the thigh caps to work in the UUNP environment might be a bit tricky, though. They don't seem to have quite as much wiggle room as the Bikini set's caps.   I'd also like to do something with this bikini, as well

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This Damned Mesh

Pretty much since the beginning of this project I've wanted to make use of the 'bent Dwarven scrap metal' part. And pretty much this whole time it's been giving me shit. It was actually the first part I tried to use to connect the skulls to the spine parts on those heads, but when I tested them in-game it consistently refused to actually show up. Swapped it out with the Sphere lid piece and liked how that looked a lot better, so I didn't really delve into why the bent scrap wasn't working at the

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Suit Refinements

Played around with the texture settings in NifSkope to get these more in line with how I wanted them to look.   Toned the Nightshade suit down to a very dark, semi-matte cloth look:     The mails didn't get changed too much, mainly just adjusted the specular colors and levels:       Might still need a bit more tweaking, but it's closer to what I had in mind.   I did much more significant re-working with those earlier soul g

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Back in Business

I think I have things stabilized. The SexLab-related crashes I was having seem to have been due to some mis-applied SLIF settings. Guess it didn't like me trying to copy in the settings files from the old computer. Redoing all those manually was a chore, but it seems to have stopped the crashes. Hopefully.    Either way, it's stable enough for me to get back to experimenting for the DCC. While skimming through my old mods for ones to re-download and update, I came across a couple more

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Continuing Delay

Skyrim is a rickety old bitch at the best of times, but rebuilding a heavy mod structure on a fresh install has to be the worst. The whole process of getting the parts in place is bad enough, but then trying to figure out how to hammer out all the bugs... I think I might at least have gotten those HDT freakouts and cell load stutters under control, although that'll take more extensive testing to confirm. My main problem now is that the game's consistently crashing at the end of any Sexlab scene.

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Indeterminate Delay

Got my new gaming PC put together, so I'm stuck going through the long, arduous processes of a) finding how to kill all the dumb things Windows 10 wants to do and b) getting Skyrim back in running order before I can really get back to working on the Collection again. Between all the mods I want to run and figuring out how to get them to actually run halfway right, that second bit might actually be the harder of the two. Took the better part of a week just to get everything in the last time I did

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In-Depth Description: Dwarven Cyborg Collection v2.4 Update

I bring you options.   Heads   Crests [Skull Fit]:     Replacing the separate 'crested' versions of the humanoid skulls, the TAWOBA crest is now an add-on armor piece in both the original matte coloring and a 'chromed' version with the cubemapping restored. A version of the Ripper Circlet re-positioned to fit the skulls was also included. These use slot 31 and will work with any of the Skull A head set. The previous crested versions of that se

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Last minute add-offs

Okay, the Edhildil Variable set is pretty much prepped. Errors re-checked, solo .esp cut, distribution pack made, etc. All I've got left to do is upload it and write up the posts for it, and I'll probably be able to get to that in the morning, unless my RL schedule has some more obnoxious stuff in store for me this week.    My original plan was for this to be the entirety of the 2.4 update, but just having the one pack updated felt a little thin, looking back at my previous installment

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Edhildil Variable In-Game, etc.

Bit of grab-bag, this post. First, the Dwarven Cyborg Collection is over 10,000 downloads! I thank you for your interest in my crazy time-waster.   Second, the Edhildil Variable set is fully built and in-game:     Didn't think of the missing hand thing when I was building this, but I'm willing to run with it.     Alternate Feet     The set made it into the CK with remarkably few errors. That part is so damn tedi

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Up and down.

Okay, first off, Holzfrau is a totally awesome person and made a mod that lets you lock some of the DCC bodies and equipment onto characters, with various effects. Check it out!   Second, I ran into a couple of problems with the Edhildil variable set. One of them was a complete derp moment on my part, but you're getting something out of it. Remember how I was so proud about fixing the mesh problems that were keeping me from splitting up the set's feet?  Well, I got back into building t

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Edhildil Variants Built

Cripes, this body set ended up being even bigger than the Gynoids. 115 limb (and pants) variations. At least it doesn't have anywhere near as much add-on stuff to deal with. Which is good, 'cause I've still got to do those, and build the ground models. Might end up getting this out quicker than usual, though, if just because I really want to get to the next thing.    

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Experimentation.

Try the chocolate-dipped cones at Dairy Queen.   One thing I've been wanting to have in this mod for quite a while is some kind of bodysuit to use with the cyborg bodies, but I've never really found a good solution for it. Part of the problem is that I was only considering a mesh-based approach; specifically, taking an existing 'bodysuit' mesh and modifying it to work with the cyborg bodies, like I have with the outfits in the Extras pack. I even did some experiments to that end some m

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In-Depth Description: Dwarven Cyborg Collection v2.3 Update

I'm running out of reasons to procrastinate, so here's an update! Heads   Preserved Brain:     A 'brain in a jar' head replacer, made with Ghogiel's brain resource. Sized to work with the Skull Fit Gilded set. Ended up a bit undersized because of that, but we can just say they're Dwarven brains.      Body - Bikini   'Full Cyborg' bodies:     Fully Robotic versions of the Bikini bodies. Based on the work done for t

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You set my heart on fire

Subbed in the replacement Burned Astrid texture from here: https://www.loverslab.com/files/file/1029-new-astrid-burned-body-texture-unp/   Seemed appropriate to use it on the Flame Atronoch'd  follower version of Yisra I made for myself ages ago. Works quite well, actually. Although I'm not quite sure what to use to get the head texture working. Have to do some more research.   Not quite sure what I'm going to do with this, but it seems like it'd be a shame not to use it some

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Dwarven Gynoid Variable - In-Game

"Arrr, me booty" Orcs half-off   God, adding 160 items to the Creation Kit is tedious as hell. But I'm through it, aside from a few little error fixes that need to be done. The Gynoid Variable set is officially in the bag. Every feasible limb combination (sans any 'single missing leg' versions, because I wouldn't be able to make them hop), new at-the-knee cyborg legs, new boot and hand sets to match them.    And every single thing in the Gynoid set now has its own

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Fix a problem with a mistake

Woke up early and had some time to kill, so I decided to try out an idea I've had kicking around for fixing the problems I've been having splitting the Edhildil set's feet into individual meshes. And it worked perfectly.     Back when I first started on this project, just working on the heads, I had a hell of a time getting things to work because I had no idea how to convert the clutter meshes I wanted to use to parts that would actually show up in an armor mesh. After faili

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Ouch, my lists

Well, I've got the Gynoid Variable bodies pretty much done. 80 variants. Each. 160 between the armored and unarmored versions. (Plus another 80 for the No Breast Expansion version of the armored set, but I figured out how to do that purely through editing the .osp files instead of having to manually delete the sliders from each variant, so that hardly took any time at all.) Comes out to... Cripes, over 1.2GB when all of them are built with .tri files. And I haven't even started on building each

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Well, that simplifies matters

No new stuff to show off this time, just an observation about Outfit Studio that I stumbled onto today: When doing a large number of versions of the same outfit, like I'm doing with this variable limb stuff, it's a LOT easier to open up the .osp files with Notepad++ and manually edit the zap parameters than it is to set each one, one-by-one, for each version in Outfit Studio's GUI. Like, holy fucking cow easier. For the Gynoid set, I just did in one morning what took me the better part of a week

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