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2024 AE Build: Acting On Sage Advice


gregaaz

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In the end it was a consultation with my ever-thoughtful and considerate wife that resolved the Aela problem. Her suggestions were:

 

  • Don't convert Aela to Futanari but implement intersex content in the game at some point in the future
  • Clean up the Bodyslide overlays to remove the remaining legacy overlays
  • Don't add more new overlays until I set up the distribution rules, which I should do soon

 

I started out by removing the remaining legacy presets from the main BHUNP slider xml file and then I restored the Zero Sliders option so I don't have to activate an external file (and then remember to deactivate it afterwards) when I build new meshes.

 

Next, I used the lessons I'd learned about squish to compress the bust on her armor; then I deleted the breast bones from this mesh.

 

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After that, we need to move our focus a little further down to the loincloth piece. This doesn't strictly fit the guidelines for berzerker armor, and in a lot of ways the Companions are the exemplars of this style so I don't want to stray too far. The hip plate on the left side should be sufficient for attaching weapons, but lets go into the game and make sure the right hip isn't getting used for anything. Note that the screen shots that follow show the original armor mesh and not the updated one.

 

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Here you can see that her blade goes on the left hip, as planned. Let's give her another weapon just to make sure it doesn't get put on the right side. 

 

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OK, so going on the right side is exactly what happens with a secondary one handed weapon. This means that just removing her belt for "the full Kofman" won't work. Leaving the belt and loincloth certainly is an option, but let's see what other resources we have to work with in the Wolf set and also in the Ancient Nord set.

 

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Wolf Armor has a harness that might work and the hide set has a belt. The Ancient Nord set does have alternate tassets that cover both sides, but I like the one she already has so that's a non-starter. Let's see how these two options look on her model.

 

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Neither piece is completely perfect. The belt sits too high for the weapon attachment point, and the harness doesn't match textures. However, let's see if we can do something about that.

 

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A straight-up texture swap looks OK at a distance but is kind of funny up front. The alternative is to just remove the tasset strap, but that feels kind of counterproductive since the whole reason I picked that piece was that I liked the way that strap looked. I think in this case the loincloth will get a "pass" - it's just the best match of the available options. So I think we can mark down Aela's armor mesh are complete. 

 

But I don't think we're quite done yet. Aela uses the same ARIS custom body texture as Ria, and I'd like to get a little bit of variety here. There's an old LE mod called BI Phenotypes that has some good options. Let's see if we can port this over to SSE and lean on its resources.

 

This mod was packed in an unconventional way, so first I had to set it up in a playable folder structure. Next, I ran the mod folder through Cathedral Asset Optimizer. With that done, let's hop into xEdit and create a custom skin for Aela.

 

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Before we go further, we also need to patch Aela's facegen, since now she'll use the textures from the mod instead of the ones from ARIS. I made a quick backup of the original, then switched the skin textures. Note that BI Phenotypes didn't ship with subsurface (_sk) textures, and so we left the ARIS ones in place.

 

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Let's see if the LE to SSE port worked on this mod.

 

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She mostly looks OK, though there's something slightly off about her face tint. However, I want to put her under natural lighting before I assume it doesn't look right; the problem may be more related to this particular image space rather than a defect with her textures. Before we do that, I also need to rig up her SOS pubic hair. We'll want to choose a style that doesn't rise up about her loincloth, so let's do some measuring in Bodyslide. 

 

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Natural will definitely fit, and Wild is such a tight fit that with some very minimal adjustments to the loincloth it might give a cut "peek-a-boo" effect. Let's actually go with that solution. We'll go in with a very fine expand brush and just increase the bulk of the loincloth a teensy bit so the stray hairs in the corners don't poke out but the ones that rise up just above the waistband are visible.

 

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Next we'll apply the revealing keyword to the armor and add Aela to the appropriate SOS faction. Let's find a less darkly-lit place to test things out.

 

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Her face looks better under normal lighting, but there do seem to be some signs of a possible neck seam now. 

 

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With her undressed, there's no doubt about it. I went back and checked the texture paths and it looks like a stray _5 made its way into the normal map, probably left over from the ARIS path. 

 

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After correcting that error (fun fact, it only actually gets corrected if you save the file after making the edit!), we can see that things are almost perfect. We need to pull the loincloth out just a little further to account for how it flexes as she walks, but the neck seam is gone and in general both the outfit and her new skin texture are looking good.

 

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That final tug on the front of the loincloth seems to have done the trick, and now we're getting the effect I was going for with this setup. I think we can officially declare victory with the Aela overhaul.

 

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Since Farkas' outfit was in good shape and didn't require any further customization, that just leaves 7 more members (and one pseudo-member) to overhaul. Of those, Kodlak will use the full Wolf armor and so doesn't require a refit. There's also the Companions servants, who may or may not get further customization; I still need to think about that for a bit. Still, we're making good progress!

 

One final thought, I noticed this while I was repositioning the camera... looks like I need to confirm the BHUNP bodyslides for the female pubic hair are actually built, as it seems the game is currently using the standard meshes.

 

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7 Comments


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gregaaz

Posted

Also, did I inadvertently turn Aela into 1997 Denise Richards with this texture swap? Chin's a little narrower but I'm kind of getting flashbacks to Starship Troopers as I flip through these screenshots.

dryuya

Posted

When the wife suggests "Don't convert Aela to Futanari but implement intersex content in the game at some point in the future" it's very good to listen. It's a suggestion most men get in their marriages and often falls on deaf ears!

gregaaz

Posted

1 hour ago, dryuya said:

When the wife suggests "Don't convert Aela to Futanari but implement intersex content in the game at some point in the future" it's very good to listen. It's a suggestion most men get in their marriages and often falls on deaf ears!

 

Definitely! Whether its for Skyrim, Fallout, or 40K her hobby advice is super valuable. In a much earlier iteration of this project, I had a fairly long list of NPCs that needed to have intersex SOS factions for one of the mods' dialogues to be consistent. However, that mod has largely shed its Futanari content, and so "the list" isn't really relevant anymore. On the other hand, we do want to have LGBT-inclusive content, so eventually some intersex characters will be making it into the world... just not quite yet.

gregaaz

Posted

A little extra work at the end - I upgraded the interior of Warmaiden's to use HS's version. I need to make a few small changes; disabling one piece of armor that pushes up through a stair and moving the cheese wheel that is currently floating like a UFO to a more appropriate location. I need to also think about the floor texture because the tiles don't look quite right in my opinion.

 

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gregaaz

Posted

Fixing up the small deficiencies...

 

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Removed a random jug and moved the floating cheese wheel to that position.

 

After further examination, the issue with the floor tiles looking a bit "off" is that the tile floors are the same (roughly) square pieces used repeatedly but rotated to fit certain details. This seems to be causing some very minor mismatches at the edges. I investigated a few alternative texture packs for Whiterun, but many of the ones I found used a much more obviously outdoor texture for this stone block texture. You can see the one from Skyland below - it has moss and other organic material, and its much more weathered than I'd expect for the interior of a store.

 

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I looked further afield and found a possible solution in a really unexpected place. 1Jay4Me is a Nexus author who seems to like very luxurious (but not very lore friendly) texture replacers. I've looked at his X.C.S Whiterun set before but I've always quickly dismissed it because the whole package is just too much for the aesthetic of Whiterun. However, I'm wondering if this one specific texture is exactly what I need here. As you can see below, this texture is nicely mirrored from all angles and it uses an unweathered stone texture that would be, at least in theory, suitable for an interior.

 

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Let's spin up a quick texture set and see how this looks in the game. 

 

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While Skyrim was loading, I flipped through some more of the screen shots on XCS and I'll have to hold onto this one - while many aspects aren't right for me, there are certain bits like the roof tiles and cart awnings that I can definitely get some mileage out of in the future.

 

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Whoops, I copied the wrong texture to my working file! If this was outdoors though, that would look nice. I'll have to keep that texture in my back pocket in case I find a use case for it.

 

As an aside, this is turning into a pretty long comment. I had originally intended it as just a little photoshow, but I think when I'm all done with this I'll grab these comments and republish them as a single blog entry rather than hide them beneath the fold like this.

 

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OK, I'm actually pretty happy with that. It's not perfect - you can see that the grout at the edges of the 45-degree rotated sections doesn't perfectly fit - but overall this feels like the transitions are a lot less jarring. I think we've got a winner. I also identified a couple of clutter items that because of small model changes here and there are getting ejected from where they are displayed, so I'll quietly disable those.

 

Other than customizing Ulfberth, the only other thing on my to-do list for Warmaiden's is to customize the roof tiles. There's a nice no-nonsense slate roof mod that I think will work well for that. That'll have to wait for a little while, however, because it's time for me to get some breakfast before heading out to a couple fun events with my wife :)

 

Stay tuned for the rest of the Warmaiden's upgrade event in a future post!

qalavix

Posted

23 hours ago, dryuya said:

When the wife suggests "Don't convert Aela to Futanari but implement intersex content in the game at some point in the future" it's very good to listen. It's a suggestion most men get in their marriages and often falls on deaf ears!

*laughs*  When I read this, I could only think "This [Aela to futanari or not] is not gonna be a common topic in most marriages!"

gregaaz

Posted

Well, I know I said I'd make a separate post for Warmaiden's, but it turns out the remaining work went super smoothly and there wasn't really much more to say on that score, so I'll move right on to a different topic with my next post. Here are a couple of images of the final touches:

 

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The first image shows the slate roof, and on the two that follow you can see that Ulfberth has some custom armor and also a custom skin where his extensive body hair somewhat explains where his surname comes from.


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