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In-Depth Description: Dwarven Cyborg Collection v2.2


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Dwarven Cyborg Collection v2.2

 

Need a hand?

 

I think I might be starting to get the hang of some of this.
 
This was supposed to be a small update, containing just the shaved head and the Gynoid Hair fix, and come out a month or two ago, but, well, I kept finding new things to do.

This is a collection of various add-on parts and UUNP conversions based around the Dwarven Cyborg concept. Everything is built from repurposed existing parts using Outfit Studio, as I have no skills whatsoever in scratch-building meshes. I started working on this for my own amusement, but it turned out well enough that I decided to share it, and it's just snowballed on from there. This is offered primarily as an armor pack and resource set for people to grow their own gameplay ideas from, and as such the parts have no pre-existing enchantments or clever scripting. It's totally not just because I have no idea how to do any of that stuff. Honest.

 

More preview images located HERE

 

The mod now consists of four components and one add-on pack:

 

Heads:

 

Built on The Amazing World of Bikini Armor's Dwarven gorget or the neck cap from the headless Dwarven Cyborg body, these parts use slot 30 to completely replace the character's head. They come in five types; Gyro, Lexicon, Skull A, Skull B, Masques, and Neck Caps. All of these except for the Masques and the Neck Caps also use a base plate set to slot 44, which allows for Bodyslide and weight slider support on all of those heads using a single mesh. The Skull sets also have [G] versions which replace the base plate with copies of the vanilla decapitated neck stump, also set to slot 44.

 

[Note: Slot for base plate changed from 31 (hair) in 2.0 to 44 (mod mouth) in 2.1. This will allow hoods and other items that use slot 31 to be used with the crestless human skull heads again.]

 

The Dwarven Gyro-based heads have seven styles:

  • Light
  • Shielded
  • Medium
  • Heavy
  • Heavy Crested
  • Gilded
  • Gilded Crested

 

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These come with empty gyros, which you can fill with a 'Mind' insert using slot 43. The currently available inserts are:

  • Black Soul Gem
  • Black Soul Gem Armored
  • Grand Soul Gem
  • Centurion Core
  • Falmer Gem
  • Meridian Crystal
  • Spider Heart -updated in 2.2

 

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There is also a piece of extra armor based on the cage mesh from the Blackreach Sun that uses slot 42, allowing you to use it at the same time as one of the inserts. (The sun itself was intended to be available as an insert, but first I have to figure out why it doesn't want to show up in-game.)


The Skull A set covers all of the human skulls. These come in two to four variations using crest and eye pieces. These variants do not use interchangable parts do to variations in the base skull models. Six base types are available:

  • Bloody
  • Partial
  • Full
  • Carved
  • Elf
  • Orc

 

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Skull B has the animal and beast skulls. This set currently includes:

  • Deer
  • Deer Buck
  • Werewolf
  • Arvak
  • Khajit
  • Argonian

 

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A pair of Dwarven helmets based on those used by the Gilded in the mod Clockwork are available, sized to fit on the humanoid Skulls. The Gilded Helmet [Skull Fit] is styled similarly to the source model, with pipes filling in the center. The Gilded Helmet Crested [Skull Fit] restores the vanilla Dwarven helmet look, using a trimmed version of the TAWOBA crest with the cubemapping added back on. These are positionally identical to the versions used on the Gilded Gyro heads above, allowing both to be used with...

 

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A set of swappable faceplates for the Gilded-based head sets, giving you various options for a traditional Dwarven helmet face for your cyborgs. Uses slot 42. Identified with a 'DwCyborg' prefix. Includes:

  • Full Face
  • Face Mask
  • Half Face L/R
  • Jaw

 

The Lexicon head consists of a simple Mount to hold a Lexicon Cube. The Cubes themselves are also designed to be interchangeable inserts using slot 43. The currently available types are:

  • Runed
  • Corrupt

 

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The Masques are built on the Dwarven gorget mesh and are designed to be immobile, weighted to the spine2 bone instead of the head so as to disable all head movement. There are three available; Two 'Masques of Seven' based on the Bombshell Dragon armor's head in Sevennity's SevenWardrobe mod in Dwarven crested and the original horned varieties, and one Masque of Nocturnal carved from the vanilla game's Nocturnal statue. All three are single weight.

 

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The Neck Caps allow you to make your characters completely headless. There are two sets with two minor variations each; Type A, based on the headless Dwarven Cyborg's neck cap, and type B, based on the Dwarven gorget. Type A has Bodyslide and weight slider support, type B is single weight. A playable version of the decapitated neck stump is also available. This uses slots 30 and 44, has both full beast race support and (untested) male support, and can be used with various existing collars.

 

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Body - Bikini:

 

Now a major rebuild of the TAWOBA Dwarven Cyborg (UUNP version), replacing the base body with one built directly from the UUNP reference shape with the limbs individually removed with zap sliders. (The original base body's shape was slightly off from the UUNP reference, which caused some clipping issues with overlay outfits.) This also allowed for the creation of variant limb sets, with various combinations of cyborg arms, human arms, no arms, etc. There are currently 44 basic variants across three-point-one categories. The original layouts are labeled as 'Base', while the arm variations are marked A through H and the presence or absence of cyborg legs is denoted with a 1 or a 2. Some '2' bodies were skipped in the Blades sets due to redundancy. The current set does not include individual leg options, as that will require a work-around for the cyborg leg's crazy-high NiOveride setting, but that may change in the future. All bodies are now available in the original 'nude' versions, as well as in 'armored' versions using a copy of the breastplate mesh from Remodeled Armors that has been slightly tweaked to stop the gorget from clipping through it. Available types include:

  • Dwarven Armored Cyborg Arms, Dwarven Cyborg Arms - Use new hands based on the Dwarven gauntlets from the Sexy Vanilla Armors pack with Sphere Centurion spines filling them in to add robotness (originals replaced both because they can be kinda flaky and because I like the big goofy blade on the vanilla gauntlets, darnit).
  • Dwarven Armored Cyborg Blades, Dwarven Cyborg Blades - Base model functionally unchanged from the original.
  • Dwarven Armored Cyborg Combo, Dwarven Cyborg Combo - The 'point-one' category, offers the Cyborg Arm on one side and the Blade on the other, marked as X and Y to denote the two possible L/R layouts.
  • Dwarven Armored Cyborg Disassembled, Dwarven Cyborg Disassembled - Based on the un-decapitated limbless Cyborg bodies and NiOverride settings from the Dwarven Amputee Kit set. Note that these versions do not include the enchantments or Zaz dependencies, and as such are not compatible with the limbs from the Kit and will not have any hobbled effects. These were included purely for visual effect. Also blatantly stealing the inventory model from Dwarven Amputee Kit, because it's hilarious. Arm variants now offered, but only using the cyborg and human arms, as the Blade would clip through the ground like crazy. Leg variants not offered for obvious reasons.
  • Dwarven Breastplate Remodeled - Non-cyborg body with just the tweaked Remodeled breastplate, because might as well.

 

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Further notes:

  • Ground Models - This set now has fully-functional ground/inventory models. The inventory model for each variant shows which cyborg parts will be used by the character equipping it. These models can be dropped out of inventory, bounced around on the ground, picked back up, etc. And your followers will not shut up about them.
  • Gauntlets - Due to how Skyrim's hands work, an 'off-hand' glove was required for any arm variant using a human or missing arm. As such, Bodyslide files are provided for generating the various pairings needed, using the TAWOBA human gauntlet meshes, the cyborg gauntlets based on the Sexy Dwarven set that I made for the base model, and a null set to remove the hands entirely from missing or Blade arms. The Bikini gauntlet sets contain zaps for all of the meshes from the original, allowing you to build long or short versions for the human arms to suit your own tastes. These files are seconded directly to the appropriate body variants in their Creation Kit entries, and will automatically appear on those bodies when they are equipped. Note that the 'missing' hands will still be regarded as functional by the game, and that you can still hold weapons or cast magic using them. If there's a way to block that outside of scripting, I don't know about it. 
  • Leg Options - The Bodyslide files for all variants using the cyborg legs include zaps that will let you swap out the Arms or Blades style legs, as well as remove the left and right thigh armor plates. They come pre-set to my tastes, but feel free to alter them to yours. Note that you will have to select one or the other for the legs, as I didn't figure out the whole zap toggle thing until after I had these all built and didn't feel like taking the time to add it. This means you can also zap them both off, if you want your characters floating for some reason. 
  • Disk Space Requirements - Please note that this set now generates 89 bodies, plus the gauntlets. When including the .tri files for Bodymorphs, that puts the meshes folder size up to around 591MB for this body alone. People who don't use Bodymorph-based mods will see significantly less space usage, of course.
  • Slider Groups - Due to the sheer number of Bodyslide files now involved in this set, I've split it into four groups. They can be found under Dwarven Cyborg Collection - Bikini Set Armored, Bikini Set Armored [NBE], Bikini Set Gauntlets, and Bikini Set Unarmored. You need to run the Gauntlets, Unarmored, and ONE of the Armored sets (see Installation below) to generate the full range. 

 


Also included are two extras based on TAWOBA parts:

  • A variation of TAWOBA's Dwarven headgear 1 that adds the crest from its inventory model back in, because it always kind of bugged me that the actual model didn't have that. Doesn't work well with most hair sets, which is obviously why they didn't use it, but since I had already converted it for use in the cyborg heads I figured I might as well. Can now be combined with the Shaved Head options in the Extras pack to eliminate the clipping issue.
  • A version of Dwarven bra 7 (the old cyborg extension) with the armor slot changed to 48, because c'mon.

 

And two 'invisible' weapons for the Blade arms, Sword Style and War Axe Style. These have had their damage, speed, and reach all upped a bit to work better with the Blade arms. Included both because I couldn't decide which animations I liked better, although your results will vary depending on what combat animation packs you happen to be using. NOTE: For some reason these will not appear as available weapons when browsing the mod with Add Item Menu. You will have to use the console to acquire them, simply type in 'help style' and they should be towards the bottom of the list. It would be easier if they just loaded with the Blade sets, but I don't know how to do something like that.

 


Body - Edhildil:

 

An UUNP conversion and remix of Edhildil's Dwemer Cyborg armor. Has the collar, pauldrons, and breast caps seperated out to their own independent armor pieces, and three variants of the base body built through the use of permanent zap sliders, as well as armored versions for all three using the Remodeled Armors breastplate. Set includes:

  • Dwemer Cyborg 1st Cohort, 1st Cohort Armored - Centurion 'panties' zapped, maximum flesh.
  • Dwemer Cyborg 2nd Cohort, 2nd Cohort Armored - Centurion 'panties' with flesh extending into Centurion legs, same as original version.
  • Dwemer Cyborg 3rd Cohort, 3rd Cohort Armored - Flesh between 'panties' and legs zapped, exposing hip joints. Maximum cyborg.
  • 1st Cohort and 3rd Cohort Disassembled - Limbless versions of these two sets, unarmored only for now. Legs removed at the knees for the 1st Chohort, hips for the 3rd. No NiOverride settings yet. Intended only for 'decorative' purposes.
  • Dwemer Cyborg 4th Cohort, 4th Cohort Armored - The one last thing I've been trying to do with this since I first built it: A fleshless, full-Automaton body based on this set, with additional parts from the Gilded body and mahty's Dwemer Over Technology Resources. Built in the UUNP base shape, but with no Bodyslides or weight slider for reasons that should become obvious. Armored version is the primary one here, 'nude' version offered just for giggles.
  • Dwemer Cyborg Pauldrons, Pauldrons and Collar - Armor pieces now optional using slot 57. Collar not offered by itself due to unsightly gaps left at the shoulders by the original Sphere Centurion mesh.
  • Dwemer Cyborg Breast Caps - Optional using slot 48. Based on the same Sphere Centurion wheel meshes as TAWOBA's Dwarven Bra 7, but significantly larger, offering more coverage.
  • Dwemer Cyborg Ambulators, Manipulators - Replacements for the feet and hands. As in the original mod, not using these will leave you with fleshy hands and feet at the ends of your robot appendages, if you like that sort of thing.
  • Dwemer Cyborg Armet - Helmet from the original mod.
  • Dwemer Cyborg Optic - Replacement eye from the original mod.

 

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Body - Gynoid:

 

An UUNP conversion and armor set adaptation of the Dwarven Gynoid assets from the Vicn Creature Pack, fully supporting player and NPC use. Set features:

  • Dwarven Gynoid Body, Dwarven Gynoid Body Armored - Direct conversion of the original metal Gynoid body to UUNP. Please note that the sizing on the neck area is slightly off; when leaving the character's original head intact, its neck will be slightly larger than the body's neck area. Recommend covering this with TAWOBA's gorget or Collar III. Includes Bodyslide files to generate either a regular no-jiggle version of the body, as in the original pack, or a [bounce] version with the HDT bones added. [bounce] version is jello-metal, but will allow you to use overlay armors without clipping.
  • Dwarven Gynoid Body Disassembled, Dwarven Gynoid Body Armored Disassembled - Same as above, but with the limbs removed. No NiOverride settings yet. Intended only for 'decorative' purposes.
  • Dwarven Gynoid Limbs, Dwarven Gynoid Limbs Armored - Adaptation of the Gynoid set to add its limbs to a human torso, as in the other two sets. Due to the placement and depth of the original connection point meshes not working well with the triangle layout of the UUNP body, several bits of extra armor were added to cover up gaps left when the UUNP limbs are zapped. These will clip through some armor pieces. Some gaps still appear with more extreme poses and Bodymorphs. With those caveats, still my personal favorite out of anything I've done here.
  • Dwarven Gynoid Limbs Disassembled, Dwarven Gynoid Limbs Armored Disassembled - Same as above, but with the limbs removed. No NiOverride settings yet. Intended only for 'decorative' purposes.
  • Dwarven Gynoid Limbs Disarmed, Dwarven Gynoid Limbs Armored Disarmed - Same as above, but with only the arms removed. For fun. 
  • Dwarven Gynoid Hands Base, Hands Blades - Replacement hands, meshes directly with the base body unlike the pair from the Edhildil set. Blades version same as used on the Dwarven Ripper in the Creature Pack. First-person models included.
  • Dwarven Gynoid Feet Base, Boots A, B, C - Peg-like replacement feet. Also mesh directly with the base body. Note that not using the replacement hands and feet with the Gynoid bodies will, as in the Edhildil set, leave normal fleshy hands and feet in their place. Unlike the Edhildil set, the Gynoid body is also capable of using most existing gloves and boots with little to no clipping.
  • Dwarven Gynoid Centurion Arm L, R, Paired; Cuisse L, R - Extra forearm and thigh armor based on the Dwarven Centurion mesh.
  • Dwarven Gynoid Powered Arm L, R, Paired; Cuisse L, R - Same, based on parts from the Dwarven Sphere. Usable on base bodies. Slots used: Arm L - slot 58, Arm R - slot 59, Arm Paired - slot 34, Cuisse L - slot 54, Cuisse R - slot 53. Individual forearms do not show up in first-person for some reason, use Paired version on Player.
  • Dwarven Gynoid Heads - Three variations; a Base version directly importing the original Gynoid head, a version with TAWOBA's Collar III added, and one with the gorget added. Base version does not have weight support, so is likely to cause gaps, but was included for completeness and flexibility. Head tracking left intact, since this is supposed to be a 'full robot' head and not just a mask. Kept here and not rolled into the Heads pack so the Gynoid pack can work as a stand-alone.
  • Dwarven Gynoid Eyepieces - The 'goggle' parts from the original set, basically just metal plates that cover the eyes. Were originally positioned for the smaller features on the Gynoid head, and as such will show clipping on characters with larger noses and eyebrows. Use slot 42.
  • Dwarven Gynoid Hair - A set of metal wigs. Each wig has a base version and one with some 'accessories' added. Use slots 31 and 41 - note that the use of slot 41 is supposed to clear the 'helmet hair' meshes for the armor when worn, however it's been my observation that this will not work on many long-haired NPCs. -FIXED in version 2.2
  • Centurion Suit - Pure ridiculousness. Noisy ridiculousness. Uses slot 30. Larger Bodymorphs may clip through it a bit. Also has a Male version, although I've never tested it.
  • Ripper Headdress - Adaptation of the Dwarven Ripper's helmet to fit normal human/elf heads. Works best with short hair. Can now be combined with the Shaved Head options in the Extras pack to eliminate the clipping issue. Will still have elf ears clipping through the earpieces, however. Uses slot 42.
  • Not currently included - The dresses and shoulder/collar pieces from the original set have been skipped for now for two reasons; One, they do not react well to being enlarged from the original low-weight UNP base shape, with several unfortunate distortions being introduced, and Two, I'm not entirely keen on the question of adding physics to them. May be revisited in the future.

 

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Extras Pack:

 

Various add-on elements that I wanted to include but that don't quite fit into one of the other sets. Still somewhat experimental, will be maintained separately from the main file for the time being. Currently contains:

 

Shaved Head:

  • Two depilatory options for all characters. Stubble uses the six vanilla shaved hair meshes (one each for Human, Elf, and Orc males/females) as wigs set to slots 31 and 41, overriding the character's existing hair, and a blank armor add-on that will remove he hair and ornaments from Khajits and horns or feathers from Argonians. Skin removes the hair entirely from humans as well, using a hidden copy of the Spider Heart head insert set to slot 41 to overcome the blank add-on's inability to properly override the long hair mesh.

 

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  • Please note that the fitment on the shaved hair mesh isn't universally perfect, due to variations in head shape between the races. The male Dark Elf, in particular, often ends up with some noticable clipping behind the ears. Also you will see some texture seams at the back of the head with the Skin version. These issues are part of the vanilla game, and there's not much I can do about them here.

 

Gilded Helmet set:

  • A pair of Dwarven helmets based on those used by the Gilded in the mod Clockwork, sized to fit on the humanoid heads. The Gilded Helmet is styled similarly to the source model, with pipes filling in the center. The Gilded Helmet Crested restores the vanilla Dwarven helmet look, using a trimmed version of the TAWOBA crest with the cubemapping added back on. The helmets themselves use slot 50, as they use the above Shaved Head sets, seconded into their Creation Kit entires, for their 'helmet hair' meshes and as such couldn't use the usual slot 31. (Could've used slot 43 instead, but the fact that the earlobes just clear the bottom of the helmet inspired me to maintain earring compatability instead.) 

 

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  • They come with their own set of swappable faceplates, using slot 42. The whole set is sized a bit large to allow as much clearance as possible for various face morphs (and... other things), while the faceplates are hopefully positioned so that all but the most deformed characters should be able to look out the eyeholes. Can't do much about Elven ear clipping, however. Distinguished from the Heads set version by a 'DCC' prefix.

 

Sexy Dwarven Pauldron set:

  • Separated out from Diablo's conversion of the Sexy Dwarven armor set, with the pauldrons (slot 57) and the armplates (slot 58) usable independently of each other for increased flexibility.


Wounds overlay:

  • Adapted from Edhildil's version, with its slightly higher poly count from the vanilla mesh, this overlay is set to slot 56 (TAWOBA abs) and trimmed down to just the torso wounds for compatibility with the cyborg bodies.


Cyborg outfits, Vanilla-based:

  • Adaptations of various skimpy UUNP conversions of Vanilla outfits, with their slots changed to 48 to make them usable with the base Cyborg bodies. Outfits largely selected for how well they work with the Gynoid body, still likely to have various degrees of clipping here and there. 
  • From Remodeled Armors: Beggar Robes, Ancient Nord (cloth parts only), Mage Apprentice, Mage Expert, Blue Robes, Blue Hood (slot 31, independent use), Nocturnal Robe. Quick and dirty conversion of the Dwarven Armor belts- don't really work well, but wanted to have them available.
  • From Goma Vanilla Armors set: Merchant Clothes, both variants. Zap for the pouches included. Works really well with the Gynoid body.
  • From Goma PPMR set: Apprentice Robes, Archmage Robes (separated into a slot 48 Top and slot 52 Loincloth). 
  • From Draugr Rags: Um, Draugr Rags. UUNP HDT conversion. Transparency can make the colors go a bit odd in some lighting, parts not show up underwater, etc. 


Cyborg outfits, other:

  • Bandaged Breasts, slot 48. Borrowed from the UNP Spice Gear ragged pants. Works well with the wounds overlay.
  • Engineer Harness, slot 47. Adaptation of the shoulder straps from the Engineer Outfit.
  • Leather Leotards, slot 48. UUNP conversions of the one-piece from LostDayWalker's Studded Leather sets. Includes all three original color variants.
  • Dwarven Bikini Skirt 1 Trimmed. Removed the armor and belt parts, leaving just the drapes and their medallions.
  • Fox 33B Rags, slot 48. UUNP HDT conversion of the shredded shirt from the Fox 33 set. Something I've been working at for over a year, in one way or another. Finally figured out how to give it weightpainting that worked right: steal it from something else. 

 

5a3d998f16880_XO01ScreenShot12-22-17at10_51AM.thumb.jpg.8461fbca990b57a84b4fa000cb40e376.jpg5a3d999d783af_XO07ScreenShot12-22-17at10.53AM002.thumb.jpg.444f3ec3e71f340e131836742dd3e7b0.jpg5a3d99c55b9db_XO15ScreenShot12-22-17at10.55AM001.thumb.jpg.9dabdb2ebf52c5fb0e4188804d0732bb.jpg5a3d99e5f3cca_XO19ScreenShot12-22-17at10_56AM.thumb.jpg.144e9c19282b4436ce183b657155bc62.jpg

 


Installation:

 

Due to filesize restrictions on LL, the mod has now been split into four pieces. Well, actually, I was going to offer it in seperated packages anyway, but the full version just keeps getting bigger, so we'll do it this way.

 

A note on the version numbering: As each individual part of this mod is designed to be maintained semi-independently, I don't see much point in re-uploading parts that haven't been changed just to update the number. As such, the file for each individual part that has the highest version number will always be the most recent version of that set.

 

Download and install the Bikini Set, Edhildil Set, Gynoid Set and Heads Only files. These can be used by themselves with their individual .esp files, or the combined version can be activated by downloading and installing the "Combined esp.rar" file. (Silly me didn't think about updating when I named the .esp '2-00', whoops) When using the combined version, deactivate or delete the individual .esp files. It shouldn't cause any conflicts if you don't, but it would just be messier.

 

The Extras set is maintained independently of the core mods, and is not currently included in the combined .esp. Download and install it by itself.

 

After installation, RUN BODYSLIDE. All the parts you'll need to run are in the following groups: Dwarven Cyborg Collection - Bikini Set [Armored, Gauntlets, Unarmored] UUNP, Dwarven Cyborg Collection - Edhildil Set UUNP, Dwarven Cyborg Collection - Gynoid Set UUNP, Dwarven Cyborg Collection - Extras UUNP, and Dwarven Cyborg Collection - Head Plates. The pre-generated files for the bodies and outfits were removed to save filesize. The head plates were left behind, but they're run to my slightly tweaked UNPB-based preset and as such may not fit well on your characters.

 

Note on the Gynoid set: Run everything in Bodyslide. As well as the bodies themselves and the extra armor, the hands and feet had to be converted to Bodyslide files for them to line up properly with the converted and base bodies.

 

Note on the Bikini set: Be sure to run the Gauntlets group. Failure to do so will leave many variants without hands. The bodies are now split into Armored and Unarmored groups, both must be run to generate the full range. The Armored bodies have further been split into regular and [NBE] groups, run only one. 

 

All Armored versions of the bodies have the breast bones removed because Jello Metal = BAD. Additionally, they have 'NBE' (No Breast Expansion) versions of the Bodyslide files that remove all breast-related sliders to counteract mods that use the Bodymorph system to dynamically alter body shapes, because Jello Metal = @#&%! Use only one or the other for each Armored body, as they write to the same file.

 

Upgrading from version 1: The new version uses largely different paths from the original and significantly changes most of the item names. I think only the ground models and textures are in the same place, and only the Bikini set still uses the same in-game names (although its IDs in the Creation Kit were changed). As such, it's less of an upgrade and more of a replacement. You can use both side-by-side if you have any reason to. If you don't, then I recommend unequipping anything added by Dwarven Cyborg Collection, saving your game, and uninstalling v1 before installing v2. Understand that this means all items from v1 in your game will vanish and have to be manually replaced with their analogues in v2. Sorry 'bout that.

 

Upgrading from version 2.1.1 to 2.2: Download all packs marked as "v2-20". I recommend completely uninstalling the v2.0 Bikini set before upgrading, as the new version has slightly different pathing for its Bodyslide files. Failure to do so may result in redundant entries. Otherwise, simply install normally and allow all overwrites.

 


How to acquire:

 

I have not yet implemented any kind of in-game crafting, both because that shit is tedious and because it seems a bit off-theme to be able to just bang cyborg parts out at any old forge. This may change at some point in the future, but for now you'll have to search for 'cyborg' and/or 'gynoid' in the console orrrrrrrrr use Add Item Menu like a civilized person who wants to chop somebody's head off and replace it with a hunk of metal and some crystals. https://www.nexusmods.com/skyrim/mods/64905/?

 

Requirements:

 

Minimal. Bikini set is intended as a supplement to TAWOBA and shares its NiOverride requirement, but does not require TAWOBA itself to run. As long as you don't need matching panties, anyway. Both body sets are UUNP-based, and as such require Bodyslide and XPMSE, obviously. Heads probably also need XPMSE, as that's what they were built with, and need Dawnguard for at least one of the textures, although it's not required as a master. But really, if you don't have all that stuff by now, what are you even doing here?

 

Known Issues/Quirks:

 

  • As the heads use slots 42 and 43 for their accessories, they will not automatically unequip any circlets or earrings you may have on.

  • An unfortunate side-effect of adding the slot 31 part to the skull heads, and one that I literally didn't consider until I was putting this description together, is that the compatibility with the Ranger Hood from Immersive Armors is lost. I'll try to address this in some manner in a future update. Fixed in version 2.1

  • The limbs are cut from the Edhildil bodies using permanent zaps, which took several tries to get set up right. The final trimming around the shoulders is a bit obvious if you look closely, but it was the best I could get to avoid having flesh clip through the robot parts as much as possible.

  • In addition to the issues already mentioned in the Gynoid set's entry, note that while the fleshy parts on the 'Limbs' bodies and the [bounce] version of the core of the base body have HDT enabled, the caps where the cyborg limbs connect do not. From my observation the cut line on the buttocks is low enough for it to clear the majority of the bounce effect area, but there is a very little bit of clipping while crouching if you're looking close enough to notice. At least, that's all I'm getting with my settings, please let me know if you have different results.

  • The Disassembled versions of the Edhildil sets were intended to be used with mods such as Display Model to have them 'realistically' mounted somewhere. Unfortunately, the meshes for the caps at the shoulders react very poorly with the poses involved in, well, just about every piece of furniture I tried. Still, figured they were amusing enough to leave in.

  • The half-assed ground model I made for the armored bodies does weird stuff sometimes. Dunno why. -Fixed in 2.2, with interest!

  • The Wounds overlay is... unsatisfactory. While Edhidil's version is more usable than the vanilla one, it's still impossible to get it perfectly flush with the skin, prone to clipping when bodymorphed (I tried to get the worst of it out, but honestly, didn't want to put that much time into it), has a few sharply-cut edges, and, due to the big-breasted version of the CBBE body that it was originally made for, has some annoying distortion at the bottom of the chest wound that I can't quite figure out how to fix. But I wanted to have some version of it playable, and it's not too bad if you don't look too closely at it. Just understand that it's very much offered as-is.

  • The slot 48-based outfits tend to have some clipping issues with the Bikini set bodies, due to those bodies being just slightly off from the standard UUNP base shape for some damn reason. As some of my future plans will require me re-doing those base shapes anyway, I'm inclined to ignore it for now. -Fixed in 2.2

  • The Bikini bodies will have significant holes on the insides of their arms where they meet the caps in poses that raise the arms particularly high.

  • Due to limited slot availability, there are some unavoidable conflicts with Devious Devices. In particular, the slot 48 outfits conflict with the DD buttplugs, while the Gilded helmet's use of slot
    50 conflicts with the vaginal piercings. Also, the Device Hider function's default setting of slot 41 will preclude the use of the Gynoid and Shaved wigs, as well as an array of other headgear. I'd recommend changing the Hider's slot, or, even better, just turning the whole thing off. 

  • The Bikini body variants with missing or Blade right hands have had the vanilla Ring slot blocked, to prevent hover-rings. This was intentional, but may cause problems with mods where you need to wear a ring to maintain a particular effect.

  • Due to being re-positioned to align with the Gilded helmet, the Bloody Skull no longer works well with the Gynoid Ripper helmet. A sad but acceptable trade-off.

  • The Elf skull's egglike shape makes it difficult to pair with some headgear. This is specifically why it doesn't have a crested version.

 

 

Future Plans:

 

Mainly lower-priority stuff, now that I've got things restructured in a way that'll make adding new parts simpler. I'd like to find more inserts for the Gyros, as well as figure out why some of the ones I tried to do for this batch- namely the Blackreach Sun and Heartstone model from Dragonborn- don't seem to want to work. I'll also eventually get to some of the stuff I simply passed over in this run, like the other Dwarven Cubes and the troll skull. Male versions I'm slowly plugging away on, but couldn't get a breakthough in a timely enough fashion for them to make the cut. And I've got at least one more thing I'd like to do with the Edhildil set, but I'll have to figure out more weightpainting before it'll actually be feasible-Or I could figure out how to just steal what I need from someplace else, that also works.

 

At some point, I might actually get around to all of that. I'm also inclined to do proper ground models for everything, now that I have a better idea of how to make them, and maybe start on individual limb versions for the Gynoid set. I've got something else I'd like to do with the individual limbs idea, but I'm not sure how to do it without it becoming a bit of a morass. I'd also like to see if I can do some more full-automaton bodies, actually get something going with those detached heads, and maybe toss in a few basic followers pre-equipped with cyborg sets as 'demonstrators'. Oh, and maybe get a nice, simple Dwarven home set up based on this theme, since I've yet to find an existing one that I entirely like. But that would require building stuff in the CK to not make me want to gnaw my leg off.

 

One thing I do not have any immediate plans for is a CBBE conversion. I personally use UUNP, and am only barely comfortable enough working with it; I really don't want to press my luck with a body type I can't properly test in-game. If anyone else wants to try to do CBBE versions of the bodies, go right ahead. I believe there's CBBE versions of almost all my source mods, even, so it shouldn't be too hard to recreate my work right from them.

(Also, while the Bodyslide files for the heads were built on the UUNP reference, my understanding is that they should still work fine with CBBE bodyslides as they have no effect on the body textures and the neck areas are about the same shape on both body types due to having to interface with the vanilla head meshes. Please let me know if you have any problems there.)

 

Something I'd like to see from this would be using it to create new enemy types and populating a nice, big Dwarven ruin with them, but that is waaaaay outside the scope of my ability or patience to do. But if anyone else wants to, that would be spectacularI've even got some ideas, now! Ideas that I could never get done on my own, I'm pretty sure. What with having gnawed my leg off.

 

 

Permissions:

 

Seriously, go nuts. I'm mainly just bashing other peoples' work together anyway. I'd appreciate getting sent a link to anything that uses this stuff, though, just so I can check it out.

 

 

Credits:

 

Nisetanaka, et al., for The Amazing World of Bikini Armor, obviously
Edhildil for the Dwemer Cyborg set and their Wounds conversion
Vicn for their Creature Pack

Antistar for the truly impressive Clockwork Castle

Prometheus for the Beast Skeletons assets

Sofian for Dwarven Amputee Kit
ChronoTrigger77 and DaveCFatal for the Remodeled Armor pieces
Crosscrusade for Sexy Vanilla Armor
That one bit from Spice Gear

mahty's Dwemer Over Technology Resources for the energy barrel part

Tattooedillusions for the Draugr Rags mesh

fox6000 for the Fox 33B rags assets
Goma for the various skimpy Vanilla outfits
LostDayWalker for the Studded Leather leotard sets

Engineer Outfit
Sevennity for the SevenWardrobe mask
Brumbek for the SMIM parts
Root data for Bikini Body ground models borrowed from: http://www.nexusmods.com/skyrim/mods/19733/?
Anyone else whose stuff I ganked without noticing.

 

Attribution for Dwarven Gynoid assets:

Enhanced Character Edit by ECE Team
DIMONIZED UNP female body by dimon99
Hair packs of TES IV Oblivion for Female Only by Radioragae
REN
Peggy
NewSea
SKS

 

 

Special Thanks:

 

tanookitamatachi for some extremely useful advice. And for their Cyborg Schlong SOS add-on, which is extremely compatible with this collection, ifyouknowwutimean.

 

 

Recommended Mods:

 

Dwemer Automatons HD, for the proper robot hand texture for the Dwarven Sphere hand part used throughout these sets, if nothing else.
I'll Take The Display Model, to keep your de-limbed Gynoids from just floating around.
MaikCG's Dwarven Devious Curiass, one of the other spiffy cyborg sets out there. The open-fronted UUNP version I made for it was what got me started down this whole rabbit hole.

Clockwork Castle. Seriously, it's quest is a trip.

Content Consumer's Alternate Starts with skyrimll's Sexlab Stories, for the Dwarven Sexbot Live Another Life start. Not yet a complete scenario, but does add your character to the Dwarven Automaton faction, which can be quite handy. To start with cyborg parts, simply use AddItemMenu while in the LAL prison cell and select your desired loadout from the Cyborg Collection. 

 

 

Request:

 

Please post screenshots of these parts in use in your own games. It would be a great help to me to know that things are working the way I intended them to outside of my own system, and fluff my ego a bit besides.

 

 

 

5a0d7ca8a7612_ScreenShot11-14-17at11.48AM002.thumb.jpg.9613ede30f8c81172f028e739c947640.jpg


  • Submitter
    AVS
  • Submitted
    09/03/2017
  • Category
  • Requires
     
  • Special Edition Compatible
    No

7 Comments


Recommended Comments

Holy Moly! Berry Berry Scary... Heads :mrgreen::thumbsup:

Nice I've been looking for the Clockwork mod I forgot what is was called Thx for link ;)

I seems the outfits would make a good enemies mod like the wenches mod :smiley:

Get with that modder and I'm sure he or she will be happy to work with ya hopefully ;)

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Question about the last screencap in this blog post, where can I find that fork? Is it a hand attachment, or some kind of wielded weapon?

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On 2/26/2018 at 4:40 PM, HermausMoron said:

Question about the last screencap in this blog post, where can I find that fork? Is it a hand attachment, or some kind of wielded weapon?

 

It's the Lightning Fork from Kthonia's weapon pack. It is pretty neat, but a bit of a pain to get; you have to collect it in-game from the Dwarven ruin near the central temple on Solstheim or its magic effect won't work properly. Using the console or AIM just gets you a nifty looking but wimpy dagger, since they put all the damage into the enchantment. 

 

It's also a bit disappointing that it's the only Dwemer weapon Kthonia seems to have made, since they do some really nice modeling work and there aren't nearly enough new-model Dwarven weapon mods out there for my tastes.

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16 hours ago, AVS said:

 

It's the Lightning Fork from Kthonia's weapon pack. It is pretty neat, but a bit of a pain to get; you have to collect it in-game from the Dwarven ruin near the central temple on Solstheim or its magic effect won't work properly. Using the console or AIM just gets you a nifty looking but wimpy dagger, since they put all the damage into the enchantment. 

 

It's also a bit disappointing that it's the only Dwemer weapon Kthonia seems to have made, since they do some really nice modeling work and there aren't nearly enough new-model Dwarven weapon mods out there for my tastes.

Thanks. Was kinda hoping it was some sort of weapon mount, but this works too.

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Gezzz this is impressive..Only thing is, i uninstalled LE long time ago. About a year ago i think? im running SSE now. Would you be kind and willing to do a port over? Having something like this would make the whole "Dwemer" thing...more appealing. Plus..AUGMENTATIONS!!!

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