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About BringtheNoise

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    I know enough to break shit, and sometimes fix it too...

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  1. For the Male Sliders couldn't you use either SAM's slider or Load up the different SOS body shapes? Lets see with SAM I think there are 4 shapes - vanilla, Sam, Samuel (fat), and Samson (muscular). In Outfit Studio.... If BME is base off of the vanilla skyrim shape then loading SAM into bodyslide (load the body a second time as an outfit) conform to slider then set the vanilla slider to 100 + set base shape followed export nif... will give the base shape in the sam body. Next reload the body as an outfit, conform to all sliders, set samuel to 100 and set base shape... export that as an object (name it). Next reload the body as an outfit, conform to all sliders, set Samson to 100 and set base shape... export that as an object (name it). Finally export the reference shape as an object and name it... Now the fun part. Load the Sam in Vanilla shape as a reference... Create a new slider name it sam, set the slider to edit mode and choose import slider data from object (load the sam shapes object file / reference sam shape) then take the slider out of edit mode. Create a second new slider (name it samuel), set the slider to edit mode and import the samuel object, take slider slider out of edit mode. Create a third slider (name it samson), set the slider to edit mode and import the samson object, take the slider out of edit mode. Now test and make sure each of the 3 sliders work... if so move on to the next phase... Next phase Load the BME body as an outfit, conform to all slider and see how BME forms to each of the Sam slider (check to see if there is any distortion or if the seams get crazy)... Check each slider one at a time and smooth out where necessary (note never use the smoothing brush on a seam as it will tend to distort the seam as well as smooth the area out. Once all the 4 shapes are setup correctly save project as, do not load a reference shape and you should now have the 3 same body shapes for BME.... Easy Peasy Lemon Sweasie... You could do something similar for SOS. Just load the different nif in OS and export as objects, then use them to create sliders for the SOS body that has the vanilla shape. Then load BME as an outfit with SOS and its multiple shapes and yeah I've probably lost a couple of people on this.... oh well. Also attached is a snap shot of the vertex function in outfit studio. Just hit V to bring it up... Oh wait that was suppose to go on the discord #malebody under the unp remastered set... oh well.
  2. Uhm, not to be downer or anything, but....... Why bother with another body when Animated fannies has the FO4 HD CBBE body with the UN7B labia and a working anus installed along with textures (and tga files to make existing cbbe textures work with the AF CBBE body). If weight painting is a reason (for the default FO4 CBBE body), then why not just fix the knee's in AF's CBBE body? Reason's to use Animated Fannies body over another. It has all of the CBBE sliders for outfits and everything else (already working no changes needed). It has additional slider for the labia and anus to go along with the added pieces (and yes it is one nif with the parts welded inplace). It uses the CBBE UV map with out any issues (no seams to fix, no nothing). The only thing needed to do with AF's CBBE body is to add the labia bit to what ever skin set you are using. It even comes with a set texture set ready to go that can replace the default cbbe skin textures. Hell I've been contemplating taking the animated fannies version of cbbe and cutting the feet off and converting it over to SSE and SLE. The only reason(s) I haven't are 1. COSIO and 2. I don't have Max or Maya installed at this time (I built a new box around a Ryzen 2700X and never install em).
  3. You still need to ask around about the thief. This will kick off one of the residents going to the guards. After asking around go into the skeever and the porter will show up. I can't remember if the porter strikes up a conversation with you or if you have to initiate it... but for the mod to go any further you need to ask around about the thief.... As for triggering the sex scene in the dungeon, the guards have to interrupt you having sex to even make that an outcome.... there is probably a variable that can be enabled, but what it is I don't know.
  4. Still Crashing in the Solitude Dungeon: 2 ways and they are repeatable... 1. CTD on entrance to castle, if I use the box option into solitude and then meet the porter in the skever (trying to get to the guard rape scene). This one crashes right when entering the castle. 2, CTD on exit of the dungeon with commander if I use the cheese vendor to get into solitude (just asked around about thief until I got thrown in jail). This one crashes after Vala puts a bag on the players head and try's to go into the upper castle area (ctd's when going back up stairs). One variant allows me into the castle (when clothed and escorted by the guards) and the other CTD's at the castle entrance (when naked after been led from the skever to go into the castle). And it seems I'm not the only one with this problem (from looking at the above post's)...
  5. I'm trying to test out different scene's. If I place the player into the guest room what stage of what quest would need to be set to enable the bathroom masturbation scene? (also what level Karma/Lust is needed to get the scene to work and get the next scene to run after the bath is interrupted) Is there a way to place the player in the Solitude dungeon and test the guard rape scene? Do I need to start a new game and turn off JK's Skyrim or can I disable it before going to Solitude to get the dungeon area to not CTD on entry. (In other words) when I'm taken to jail it ctd's with the JK's Skyrim mod running... can I go back to a previous save (say just after leaving falkreach) or to anywhere before Solitude is loaded and disable JK's in MO then do a save clean up and go from there or do I need to go back to before I started thief v.9.0.4 and turn off JK then do a clean save and install thief?
  6. @brewmasterhal: how much is different in your v.9.0.3b English versions and Dogma's v.9.0.4 release?
  7. Actually isn't there a "Yes Man" mod for the robots in FO4... Yep... https://www.nexusmods.com/fallout4/mods/11910/ Now if you could have that flip to a display for Zodiac and have him be the mobile station (have the screen flip from the face to a zodiac screen)... That would be just too funny.... Player - Z.A.P. Place down a covering, bed, and a couple of chairs... Z.A.P. - Yes Mam... Mam should I place the chairs so they can watch what happens on the bed, or place a curtain between the bed and chairs... But then you would probably have to make Z.A.P. into a companion (which wouldn't be so bad, cause then you could have him beat the crap out of raiders, etc while you are working).
  8. Just a thought if you use Citrus High Poly Head (to get the best shape). 1. Extract the head mesh from Citrus Head (high poly head mesh) and load it in maya or max along with the head mesh from the resident evil game. 2. Line up the heads at the chin then morph the Citrus head to match up with the RE head (may need to adjust the ear, eye, and mouth locations while retaining the neck seam). 3. Once you have the Citrus head morphed correctly export it from said program and load it into Outfit studio. Then load the eyebrows, eyes, mouth, hair line, and hair of choice. Line everything up then export from Outfit Studio to the SKSE\plugins\CharGen folder.... (oh and make sure they have the correct head bone painted). 4. Fire up the game go into racemenu. And import the head (with the default neck shape set the body weight to 100 before importing the head). And do any fine tuning with the sculpting brushes in racemenu... The only thing that would be needed after that is to tweak the tint's for the face (lips, eyeliner, blush, etc)... In other words... Stop waiting for someone else to do something for you (especially if they don't give a shit about it), and do it YOURSELF...
  9. Sexlab Dialogues should suit your needs. https://www.loverslab.com/files/file/1540-sexlab-dialogues-2017-12-22/ For Less work you could look at Sexlab Solutions... Which is essentially alternate (sexual) choice's for some vanilla side quests and what not. https://www.loverslab.com/files/file/1635-sexlab-solutions-507-01-december-2017/ Dialogues goes more into working up a relationship with an npc then finally getting into the act ( for those that want to do more of a roleplay when trying to get with a male or female npc in the game). Solutions is just alternate options to existing quest's.... but isn't meant to build meaningful relations ships with the npc's. Note: Dialogues is in the https://www.loverslab.com/files/category/111-dialog-sex/ Sub Category and Solutions is in the https://www.loverslab.com/files/category/109-quests/ Sub Category. There are others in each, and they do different things.
  10. From The Author's Blog... Patch. When to expect. The patch seems to be ready, now there will be a betatest if there are few mistakes and they are not serious, it will last 2-3 days. Then he will be available for a week to the patrons. In general, I will say the exact release date after the beta test is over. I ask you to treat with understanding, without the support of patrons, I have no opportunity to work on fashion. https://translate.google.com/translate?sl=ru&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=tes-adult.blogspot.com&edit-text=&act=url So Hopefully within a week or two we will see the Russian version updated, then we will just have to wait until an English translation is made....
  11. General Rules of Thumb for Mod Organizer Setup.... 1. Set up MO onto the Same Drive, but not in the same folder as the game. ====So if you have Steam in the default location Place MO on the C drive==== Set it to something like C:\MO SSE\ then inside there you will find folders that are "Mods", "Overwrite", "Plugins", etc... 2. When you install a mod's via MO2 they will install into a custom folder inside the "Mods" folder of MO/MO2. Side Note: The only programs that should be installed into the Root Game folder are Script Extender and ENB's (be it fallout 3, 4, NV, Skyrim or Skyrim SE). Ever other mod should be place via MO2 folders. ====so FNIS, Bodyslide, XPMSE, Weapon Mods, Texture sets, Armors, Quest mods etc... should all go into MO2 "Mods" folders==== This way you can easily swap out mods and just re run FNIS via MO2 when you add or remove mods with animations. 3. Set up FNIS and Bodyslide shortcuts within MO2 (as well as any other tool you use like Nifscope, save cleaner, etc). This will load Mod Organizer's "Virtual" file system for those programs.... Which does things like, giving Bodyslide access to all the armor mods and there textures, or giving FNIS access to all the *.hkx files in each mod in your MO2 load order. With that done every time you generate an outfit in Bodyslide it will replace the *.nif mesh in the mod folder it belongs to (if no *.nif came with the mod the *.nif file will be placed in the "Overwrite" folder). 4. Adjust the Load order in the Mod list (left panel) as well as the Game esp/esm list (right panel) to optimize your game and make sure you have the correct files loaded. Side Note: Set XPMSE as the last item in your MO Mod List (largest number) as this is he defacto skeleton package (load it last in the virtual space so nothing overwrites it). I typically have may last 3 items FNIS, Bodyslide, then XPMSE. 5. When you add a new mod into mo/mo2... move it higher up in the mod list so as not to interfere with more important mods (ie above bodyslide, fnis, xpmse, etc). This way if a mod happens to have something inside it's mod folder that would overwrite something it should NOT, then it wont (as those items will be loaded in the virtual drive after it). Yep MO's Mod list work like the ESP list the higher number (lower in the order) is loaded later then the smaller number (higher in the order).... Food for thought. That should give you an easily managed setup that you don't have to worry about something replacing stuff by accident.
  12. Bloody hell this thing is up to 152 pages, who would have thunk it???
  13. In Outfit Studio: Step 1: Set the Brush to masking, and mask off all of the vertices in the mesh you want to keep. Step 2: Right Click the mesh (in the top right panel) and choose "Delete Vertices" then hit yes on the confirm window that pops up. Step 3: Create new High and Low (_0 and _1) nif files with the edited mesh. Step 4: Profit???
  14. For you questions... To the question: how to use custom textures for the player that are different from the npc's. Answer: Use a custom race for the Player, that uses a custom texture path for the race.... There are many out there (Temptress, Nihelm, etc). This will allow your character to use a different set of textures (diffuse, normal, specular) from the rest of the game characters (npc's). With the custom race, place the textures you desire to use in the paths for the custom races textures (which is different then the default texture path). Note: Make sure the body used works with the textures you are going to use... in other words, don't use a UNP body in the custom race path and cbbe textures in the custom race path. To the question: How do I use a different body shape for the player in game from the npc's. Answer: Use "In Game" body morphing with CBBE. For this you will need to do the following: a. Rebuild all of the female outfits in bodyslide with the bottom left check box set "Build Morphs" Note: Set the Preset to " -Zeroed Sliders- " This will give all of the outfits the base CBBE shape in game. b. Enable the CBBE esp in your load order. c. Inside the game you will need to go into Racemenu and go into the CBBE sliders menu. In that menu you will need to set the sliders to match your preset in bodyslide. Optional for "In Game" Body morphing... You can setup Bodygen (part of Expired's Racemenu mod) to allow females within the game to have different preset shapes. I would suggest googling "Skyrim Racemenu Bodygen". Which will bring you to pages like https://www.loverslab.com/topic/53531-unofficial-bodygen-docs/ and https://www.nexusmods.com/skyrim/mods/87843 and so forth. I would also recommend programs like Lossless Race Change https://www.nexusmods.com/skyrim/mods/33968 As this will allow you to bring up the racemenu in game via a special ability and it should retain your perks, and choices in a save if you switch races (ie your skills don't get set back to the default after switching races) down the line. Say your at level 30 with x amount of points in light armor, spell type xyz, one hand, two hand etc, and you've open up perk a, b, c... and so forth, LRC copies the list of perks, and your levels and applies them to your character if you change your race so as to not loose those perks and levels within each skill tree.
  15. Could possibly crash the game for any weights from 1 to 99. As the game engine uses Nif 0 + Nif 1 - and subsets by the weight to scale the in game characters (player, and npc's). So if you have 2 different paths set as the extra data and they conflict it could cause issues (either in the engine itself, or in the skse plugin). Then again... I'm always up for seeing someone crash until they figure out a way to do something new and different.
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