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Edhildil came back!


AVS

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And they brought new legs!

 

5ac35e60192ce_ScreenShot04-03-18at06_57AM.thumb.PNG.9df148fab847219b811cead10d42d93c.PNG

 

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 as a few of the other outfit pieces in this, but that promises to be even trickier. Edhildil builds their outfits on the DMRA body, a particularly balloon-y CBBE variant, that... Honestly, I don't think I've ever seen anyone but them using it. It's certainly not represented in any of Bodyslide's pre-packaged conversion sets, anyway. So I'd have to manually re-shape it using the basic inflate/deflate tools, which doesn't always have the best rate of success. Especially with stuff that's as deeply angled as that wedgie. And the armors have the same displacement from the reference shapes in Outfit Studio as some of the older UNPB meshes I've messed around with, which adds another layer of difficulty. 

 

Still, it seems worth giving it a try. But even if I can only convert those legs, it'll be effort well spent.  

 

5ac3690925047_ScreenShot04-03-18at07_34AM.thumb.PNG.c7059940fdeb13226ee7bd808b74d036.PNG

 

Edit: On the other hand, maybe I spoke too soon.

 

5ac39a54aaaa9_ScreenShot04-03-18at10_12AM.thumb.jpg.3e0539762b0a4409b893d46a66d36ab0.jpg5ac39a6eb9a44_ScreenShot04-03-18at10_14AM.thumb.jpg.99750390086dd048822b0b96eb5a11cf.jpg

 

Used this thing to at least get the bikini conformed to the basic CBBE shape (trying to go direct to the UUNP shape... ended poorly) and did the comparatively simple manual reshaping from there. Has some iffiness here and there, as it's a fairly low-poly mesh, but it's acceptably usable. 

 

The top's giving me some shit, though. Got it reshaped and bodyslid too, but it's currently crashing the game when I try to equip it, and it's too past my bedtime for me to want to figure out why just now. 

5 Comments


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sabius

Posted

Hey, thanks for your work and all the updates you frequently give.

 

Now that you revisited the edhildil body, I was wondering if there could be a way to reduce in size or remove the spheres at the ankles. These are the ones that protrude outside any kind of boot one might use. I tried doing so at some point but I got stuck with all the nifskope and model workflow. Just didn't have the time.

 

Thank you in advance! 

AVS

Posted

On 4/3/2018 at 11:11 PM, sabius said:

Hey, thanks for your work and all the updates you frequently give.

 

Now that you revisited the edhildil body, I was wondering if there could be a way to reduce in size or remove the spheres at the ankles. These are the ones that protrude outside any kind of boot one might use. I tried doing so at some point but I got stuck with all the nifskope and model workflow. Just didn't have the time.

 

Thank you in advance! 

 

That seems doable. Shrinking them down is only somewhat tricky in Outfit Studio, using the mask and positioning tools. And I'm pretty sure it can work by simply modifying the original base .nifs in the "BodySlide/ShapeData/Dwarven Cyborg Collection Edhildil v2" folder. Just copy these files into that folder, over-writing the originals, and re-run the bodies. 

 

Dwemer Cyborg Body Variable.nif

Dwemer Cyborg Body Armored Variable.nif

 

These have the ball sized down a bit arbitrarily, as a proof of concept. Let me know if they work, and if it needs further tweaking.

 

sabius

Posted

I tried using those meshes directly in CK, but getting this weird result. Anything I should add?

Capture.PNG

AVS

Posted

1 hour ago, sabius said:

I tried using those meshes directly in CK, but getting this weird result. Anything I should add?

 

 

You need to put those .nifs into the aforementioned ShapeData folder and re-run the Edhildil set in Bodyslide. The variable limb setup works by taking base .nifs, like these, and using Bodyslide's zap system to selectivity remove parts and areas of the skin mesh to create each variant's output .nif file. Trying to use the base .nif directly bypasses those zaps and just results in everything being visible, like so.

sabius

Posted

Thanks, I forgot I had to rebuild it. The boots definitely improved, but they still clip at the knees. I Think the new spheres look better than the original ones though. Thanks!

 

legs1.thumb.PNG.eaa0769972fef4b3df1dba8c7a59a0ec.PNGlegs3.PNG.c545946f8bfeb05bc9ef508e202c516e.PNGlegs2.PNG.20f372dc7c4afef040c9ce29c1e19109.PNG

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