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Dwarven Gynoid Variable - In-Game


AVS

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"Arrr, me booty"

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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 ground model.

 

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There are some problems with these- I'm still using the same root data I stole for the Bikini ground models, since I know it works, but while the inventory displays are nearly perfect, the dropped items have some kinks that need to get worked out. The head-mounted parts, in particular, spawn with their center of gravity about a foot below the actual object. They're good enough for now, but I'm going to try to find a fix for that before I do the ground models for the Heads set. 

 

This puts me in the home stretch for the next update. Just got those few easily-fixed errors to take care of, and a couple of things to polish up for the Extras pack- a version of that top from the Blades Hakama set on the character above, for one- and then it's just screenshots and writing up a new description. Should hopefully have it out by the end of the month, unless I get lazy. 

 

After that I'll start work on the Edhildil Variable set for the following update, and then there's just one more thing that I want to do with the bodies before I'll consider them properly 'done'. I might look into doing a CBBE version after that. I don't use CBBE so it hasn't really been a priority for me, but offering the option would make including stuff from here in other mods much more feasible, so I do feel like I probably oughta get around to it at some point. On the upside I have learned a lot about how Outfit Studio works and now know some tricks that I think will make things a bit simpler. On the downside, I haven't actually tried to apply those tricks to a complete body conversion, and don't know if they'll actually work yet. And I haven't been able to find a way to directly convert a UUNP outfit to CBBE yet, so that'll take some more research. But at least I won't have to redo he Creation Kit work. 

 

And of course I'm still messing around with various experiments as the whim strikes me. I'd like to see if I can get that head-in-a-jar stuff working by the time I'm done with the bodies, for one thing. And then there's stuff like this...

 

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Don't think it's really workable to do this for all the bodies, since the effect is part of the armor add-on entry and thus would require completely duplicating the entire set, but it could be interesting to use it for some specific 'special' limb sets... 

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