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Showing results for tags 'Modders Resource'.
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Version 11/13/2014
645 downloads
Been trying to convert a female Spartan Mark V armor model to a skimpy version for my custom CBBE body for Skyrim but seeing as how I'm still new to modding, its going to be a long while. So I've decided to upload the original files here for any modders who wants to have a go at it. Contains every male and female Spartan model and armor assets from the game Halo Reach. I do not own nor take credit for anything that contains within the zip file. Kudos to Halo Custom Edition for the models, be sure to check out their website at http://hce.halomaps.org/# for more models and other interesting Halo stuff! Enjoy modding modders! -
Version -
709 downloads
Do you like realistic things? Are you only interested in games that are either dogshit brown or gravel-gray? Then this is NOT the mod for you! Best direct your browser elsewhere. Note that this is NOT game ready. This applies the 'Blazing Lightshow' effect to the Devious Devices. Best used with the white ebonite texture. Not game ready (though you could replace the standard nif files with these if you really want to). The following are not included due to being single-mesh files: -Chastity belts. -Chastity bras. -Posture collars. -Padded cuffs. Rquirements: These models look best with the White Ebonite texture from the Devious Devices (Expansion) mod. You can use it with the standard textures, but it will look worse for it. Note: should anyone who has sufficient knowledge of Skyrim models separate the leather\padding from the metal components, I will be willing to convert the models and add them to this pack. I myself am an Oblivion modder, and my 3d modeling skills are limited to Blender 2.49b. Licensing\Legal\Permissions: Zadil, the author of the Devious Devices (Assets) mod had this to say: zz2tommy, the author of the 'Blazing Lightshow' said the following: Now, since I'm uploading this as a resource, I'm giving everyone permission to use these files "AS-IS" in any way they want. However, if you want to modify them you will need to speak to the authors of these two mods yourself and ask their permission. You do not need to ask me for permission, or even credit me (though it would only be polite to do so) if you use these, or if you want to alter the files. Because I can -V- 1 review
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- Devious Devices
- BDSM
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Version 1.0
911 downloads
I thought I'd share this file as I never could find another file or resource similar to this. I made it in preparation for the UniBody system that Vioxsis and I will be releasing shortly (Hopefully) Hopefully this 'resource' can also help others out there. NONE of these bodies belong to me, and are simply just re-named nifs of the respective author's individual works. This resource also contains .OBJ files of almost all Skyrim Body Mods out there as well as a decent selection of Oblivion Bodies as well. The .Obj's are in quadrangulated forms (as best deduced by Autodesk's auto quadrangify tool) This pack will probably be further updated down the line with Bodyslide ready .nifs and .obj's once the Unibody system is released so as to encourage people to come up with their own sliders and such. Tools used: Gerra6's Pose Converter Autodesk 3DSMax 2014 Credits: The meshes all belong to their respective owners. -
Version v2.0
4,723 downloads
The first download file contains the body, finger and toe claws, as well as the head and mouth as separate meshes. The claws are merged down to the body on the second file. Hello all. This is a Complete body replacer for modders who wish to add their own variation, CBBE or UNP compatibility. It contains a new head, mouth, hands, feet, body, and claws in a .OBJ file format and ZPR for Zbrush. The body also contains a deep anus and vagina with a uterus moved towards the stomach. I plan to make a male version and human/default body as well. Maybe even Argonians in the distant future. I am working in Unreal Engine, various other applications, and plan to share some of my future assets to the Skyrim Community so long as they stay in Skyrim or for personal use only. None of my future mods will have or get permission for commercial use. Personal use is fine. My intentions for this particular model is to test it with Neofur. The model version I'm using for my project has no naughty bits for various reasons. My project is also inspired by Skyrim, SAO, Assassins Creed, and Final Fantasy I am unfamiliar with Blender, NifSckope, the Creation Kit, other small applications from the Nexus, and will not take the time to learn them among the various other applications I am trying to learn. This is why I am releasing it as a modders resource. I did the tough part which took so much of my time to make so I hope there are some modders willing to take advantage of this. More Pictures NOTE: some of the following links to the pictures are not the latest or up-to-date. Head and neck replacer: Before https://gyazo.com/da...c0f62c7e0c6af0e https://gyazo.com/8a...e7800cfe5dd234b After https://gyazo.com/8b...55ff67d2f83a3e1 https://gyazo.com/81...b070d1d5f70b17e Mouth: Before https://gyazo.com/6b...4ef7c6eebe4d530 After https://gyazo.com/da...f1453a565b24965 Human Female Preview https://gyazo.com/55...0aaa27127a0e530 Introduction to Zbrush 4R7 Allegorithmic (Substance) Unreal Engine & Neofur Permission: All Modders can use these models for their own mods so long as it stays as a free Skyrim Mod and not for Commercial use. Uploading for or with a free software will also violate my terms. These apply even to a tweaked version if easily identified through a 3D modeling software. Personal use is fine. This does not apply to free to see/watch pictures or videos like YouTube for example, but does to sites that require an account to see/watch or pay to see/watch service. Any violations to my terms may prevent me from uploading anything else in the future and the removal of my models. The violator may be contacted as well as Nexus and the owner or employee of the site the violator uploaded to. If selling, a refund for every purchase from a track record may be attempted either by the site or violators expense. None of the above applies to the edited head and mouth mesh, but should not be re-uploaded as a modders resource mesh like this one because partial rights also go to blabba, the author of "Citrus Heads (HD Meshes)" and Bethesda. Credits must also be given where it is due. Do not re-upload my files anywhere else. If you do make a mod with my model(s), please only upload to the Nexus or LoversLab. Credits: Thanks to Bad Dog which the mod was discussed on his "Complete Khajiit" mod page. A big thanks to Blaze69 who helped a ton and was always quick to respond. Thanks to blabba for his "CITRUS Heads (HD Meshes)" mod which is where I got the high poly head to modify. -
Version 0.1
1,242 downloads
STARBOUND ANIMATION FRAMEWORK DESCRIPTION: My first mod ever! This mod is [eventually going to be] a modder's resource to handle animation of the player and NPCs in Starbound using their active visual assets. No cloning, no fakes, and no 'invisible' replacements - this framework aims to use the actual characters as they exist and animate them. This mod does nothing on its own, but enables players to create and include .sequence files that the framework uses to animate the characters. Important notes: - THIS MOD IS PRE-ALPHA AND SHOULD NOT BE USED ON SAVES WITH LONG HOURS. YOU HAVE BEEN WARNED. - This is, at this point, an in-progress proof of concept. It is quite incomplete, though a lot of work into trying to make it as bug-free as possible has been done. This is more meant for modders to be able to poke around and see how I intend to implement this once current showstopper problems are fixed or worked around. - It is currently in a heavy debugging state - it WILL flood your starbound.log with stuff that I use/need to see that things are progressing, though I have turned off some of the more spammy ones. Installation: Just extract the animFramework_pre_alpha.zip and place the extracted animFramework folder into your /gamepath/Starbound/mods folder. That's it. How to make it work: When you first get this mod in your Starbound, it won't do anything. You will have to manually start the invisible quest that runs everything by going into admin mode (type in: /admin) and entering in the following command: /startquest "'animFramework'" (single quotes INSIDE double quotes - this is necessary or you'll just get an error). Once the mod is running on a save file, you shouldn't need to do this again. I intend to automate this in the future. After the quest is running, you'll need a way to start the animation. I have included an activeitem that takes the place of some other script starting the animation process. Use the command /spawnitem animControlActivator to give it to yourself. Since the current default setup of the animFramework is to display setting up both the player AND an NPC, it will spawn a generic, naked human villager NPC to be used when you pick up the animControlActivator item. If there already is a usable NPC nearby (close to your character), it'll just use them instead of spawning another. When you use the animControlActivator, you will see a big green plus appear. This is just a placeholder to show that the animation framework vehicle has spawned properly and its scripts are working (if you don't see a green plus, something went wrong somewhere). The animation framework will then take over control of the NPC and your character and animate according to whatever .sequence file has been selected and the plus will vanish and return control to both the player and the NPC when the sequence is finished. .sequence files - how do they work? The .sequence files are the bread and butter of the animation framework. (Check the resources below) I have also included three sample .sequence files for people to poke at/look into, called "testOne.sequence", "testTwo.sequence", and "testThree.sequence". Just know for now that the default one called for the example is testTwo.sequence. Known issues: Due to this being pre-alpha there are a lot. I will focus on the primary ones: Not tested for multiplayer compatibility NPCs do not animate (they just stand there, though their emotes do change) - Currently a showstopper, might be a hard engine limitation Participants currently do not change their facing direction as they should in accordance with the sequence Resources (helpful for understanding how to build assets for and use this framework): Breakdown of the .sequence file Expanding the Spritesheets to increase animation possibilities (Part I) (Part II) -
After writing a background story to some NPC's we came across a problem. The way relationships are working in the vanilla game. It is rather useless to simulate a way of becoming friends or enemies. So we are working on a system which will be set on top of what the Skyrim provides. The plan is to provide a layer over the existing vanilla relationships. Why? Well, why would we need such a layer? Isn't the vanila relationship system sufficient enough? Short answer: No, it isn't. Long answer: No, it isn't good enough for deeper relationships. The problem is, it is all or nothing. After a positive thing happened, you suddenly are befriended with a NPC. Same applies to the opposite. It just isn't subtle enough to build a long-term relationship. That's where the relationship layer kicks in. What it does? Before we talk about what it does, let me explain how the built-in relationships work. It uses an integer value with a range from -4 to 4. You are usually neutral to every NPC which is represented by the value of 0. Usually you can only use the range from -2 to 2 to represent a relationship. If the value is lesser than -2 you will probably get attacked by this NPC. If the value is 3 then they can follow you and 4 is usually used for marryable NPC's. There is no way to put a value in the middle between two relationship ranks to slower down the process of becoming a friend or an enemy to a NPC. Now the relationship layer will allow you to do it. Simple put it stretches the value from one relationship rank to another by 100 (Lets call this value Relationship Points or short RP). It will be synchronized with the real relationship. So if you have reached 100+ RP the relationship rank will be synchronized and goes up by 1 and RP will be reset to 0. It can also go to -100 RP and that would mean, the relationship rank will be lowered. A multiplier will be applied that will make it harder to reach the next rank in either direction. An example to illustrate it Let's say the way beggars are working should be changed. The initial situation is, that if you give a beggar a coin you are suddenly befriended with him and on top of that you get a speechcraft buff. Wut??? Ok, we change it. Lets say the action giving him a coin will be worth 20 RP. The multiplier for going up from neutral to friend is 1.0. That means to befriend him you have to give him 5 septims overtime. Now the multiplier from friend to best friend is 0.5. The action is of giving him septims is still worth 20 RP but it is a relative value and the absolute value for reaching the next rank is 10. Conclusion to make him a friend it would need now 5 times as long as in the vanilla game. And to make him a best friend it would need another 10 times handing him out a coin (Apart from the fact, in vanilla you only can befriend him). Framework functions Keep in mind, this is framework is in an early development stage and therefore any functions which are planned to provide are subject to change. Bool RegisterMod(String asModName) Registers a mod. This is needed to resolve conflicts in the grand scheme. Most setting functions requires you deliver your mod name as an argument to change a setting. Without registering it is impossible to resolve conflicts. What it does is to help identify a conflict and let the user have the control to resolve it through the MCM menu. Bool UnregisterMod(String asModName) If you have registered a mod, you can unregister this mod if you provide an uninstall routine. The user also will have the option in the MCM menu to unregister your mod. This is a game wide setting. Once done, it is registered for all savegames. Int GetGlobalSyncMode() Returns the global synchronization mode between vanilla relationship framework and APPS. This affects all unique actors when no local setting could be found. This is a game wide setting. Once done, your mod is unregistered for all savegames. 0 - No synchronization is done 1 - Only sync values towards vanilla 2 - Only sync values from vanilla 3 - Sync in both ways Bool SetGlobalSyncMode(Int aiSyncMode, String asModName) Sets the synchronization mode for all unique actors. This requires your mod to be already registered beforehand. Int GetSyncMode(Actor akNPC) Returns the synchronization mode for this specific actor. Returns -1 if no local sync mode is set. Bool SetSyncMode(Actor akNPC, String asModName, Int aiSyncMode = 1) Sets the synchronization mode for this specific actor. This requires your mod to be already registered beforehand. Float GetRelationshipPoints(Actor akNPC) Returns the actual relationship points. The range is from -499 to 499. Use Math.Ceiling(ReturnValue / 100) to get the corresponding relationship rank (You would need it if you do not want to synchronize RP with relationship ranks). Float ModRelationship(Actor akNPC, Int auiRelationshipPoints, Bool abIsSurplusCarryingOver = True) Modifies the relationship points and returns the its new value. By default if the value is more than enough to increase the next rank, it will be calculated too. Otherwise the surplus will be cut. Float SetRelationship(Actor akNPC, Int auiRelationshipPoints, String asModName) Sets the absolute value of relationship points. The value can be in the range from -499 to 499. This requires your mod to be already registered beforehand. Float GetGlobalRelationshipMulti(Int auiFromRelationshipRank, Int auiToRelationshipRank) Returns the actual multiplier for transition from one rank to another. This value affects all unique actors when no local multiplier is set. Float SetGlobalRelationshipMulti(Int auiFromRelationshipRank, Int auiToRelationshipRank, Int aiMultiplierValue, String asModName) Sets the multiplier for this specified transition stage and returns its new value. This requires your mod to be already registered beforehand. Float GetRelationshipMulti(Actor akNPC, Int auiFromRelationshipRank, Int auiToRelationshipRank) Returns the actual modifier for this actor. Returns -1 if no local multiplier is set. Float SetRelationshipMulti(Actor akNPC, Int auiFromRelationshipRank, Int auiToRelationshipRank, Int aiMultiplierValue, String asModName) Sets the multiplier for this specified transition stage for the actor and returns its new value. This requires your mod to be already registered beforehand. SetRelationshipRankCap(Actor akNPC, Int aiMaxRelationshipRank, Int auiMinRelationshipRank, String as ModName) Sets the min and max rank a relationship for an actor can be reached. By default, all actors will be restricted to -2 and 2 and will be automatically changed if the vanilla game changes the relationship rank itself (For example, doing the Dragon Rising main quest will raise the rank towards Jarl Baalgruuf to 3. If that happens, APPS will change and save the new cap itself). This requires your mod to be already registered beforehand. ------------------------------------------- That's it. I'm working now on implementing the logic and will provide an little mod where you can play with this framework and see it results. It needs some extensive testing before releasing it as a full version.
- 3 comments
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- Framework
- Relationships
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View File The first download file contains the body, finger and toe claws, as well as the head and mouth as separate meshes. The claws are merged down to the body on the second file. Hello all. This is a Complete body replacer for modders who wish to add their own variation, CBBE or UNP compatibility. It contains a new head, mouth, hands, feet, body, and claws in a .OBJ file format and ZPR for Zbrush. The body also contains a deep anus and vagina with a uterus moved towards the stomach. I plan to make a male version and human/default body as well. Maybe even Argonians in the distant future. I am working in Unreal Engine, various other applications, and plan to share some of my future assets to the Skyrim Community so long as they stay in Skyrim or for personal use only. None of my future mods will have or get permission for commercial use. Personal use is fine. My intentions for this particular model is to test it with Neofur. The model version I'm using for my project has no naughty bits for various reasons. My project is also inspired by Skyrim, SAO, Assassins Creed, and Final Fantasy I am unfamiliar with Blender, NifSckope, the Creation Kit, other small applications from the Nexus, and will not take the time to learn them among the various other applications I am trying to learn. This is why I am releasing it as a modders resource. I did the tough part which took so much of my time to make so I hope there are some modders willing to take advantage of this. More Pictures NOTE: some of the following links to the pictures are not the latest or up-to-date. Head and neck replacer: Before https://gyazo.com/da...c0f62c7e0c6af0e https://gyazo.com/8a...e7800cfe5dd234b After https://gyazo.com/8b...55ff67d2f83a3e1 https://gyazo.com/81...b070d1d5f70b17e Mouth: Before https://gyazo.com/6b...4ef7c6eebe4d530 After https://gyazo.com/da...f1453a565b24965 Human Female Preview https://gyazo.com/55...0aaa27127a0e530 Introduction to Zbrush 4R7 Allegorithmic (Substance) Unreal Engine & Neofur Permission: All Modders can use these models for their own mods so long as it stays as a free Skyrim Mod and not for Commercial use. Uploading for or with a free software will also violate my terms. These apply even to a tweaked version if easily identified through a 3D modeling software. Personal use is fine. This does not apply to free to see/watch pictures or videos like YouTube for example, but does to sites that require an account to see/watch or pay to see/watch service. Any violations to my terms may prevent me from uploading anything else in the future and the removal of my models. The violator may be contacted as well as Nexus and the owner or employee of the site the violator uploaded to. If selling, a refund for every purchase from a track record may be attempted either by the site or violators expense. None of the above applies to the edited head and mouth mesh, but should not be re-uploaded as a modders resource mesh like this one because partial rights also go to blabba, the author of "Citrus Heads (HD Meshes)" and Bethesda. Credits must also be given where it is due. Do not re-upload my files anywhere else. If you do make a mod with my model(s), please only upload to the Nexus or LoversLab. Credits: Thanks to Bad Dog which the mod was discussed on his "Complete Khajiit" mod page. A big thanks to Blaze69 who helped a ton and was always quick to respond. Thanks to blabba for his "CITRUS Heads (HD Meshes)" mod which is where I got the high poly head to modify. Submitter NightroModzz Submitted 11/11/2016 Category Adult Mods Requires Regular Edition Compatible
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View File Been trying to convert a female Spartan Mark V armor model to a skimpy version for my custom CBBE body for Skyrim but seeing as how I'm still new to modding, its going to be a long while. So I've decided to upload the original files here for any modders who wants to have a go at it. Contains every male and female Spartan model and armor assets from the game Halo Reach. I do not own nor take credit for anything that contains within the zip file. Kudos to Halo Custom Edition for the models, be sure to check out their website at http://hce.halomaps.org/# for more models and other interesting Halo stuff! Enjoy modding modders! Submitter WearableNine Submitted 11/13/2014 Category Armor & Clothing Requires Special Edition Compatible
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View File Do you like realistic things? Are you only interested in games that are either dogshit brown or gravel-gray? Then this is NOT the mod for you! Best direct your browser elsewhere. Note that this is NOT game ready. This applies the 'Blazing Lightshow' effect to the Devious Devices. Best used with the white ebonite texture. Not game ready (though you could replace the standard nif files with these if you really want to). The following are not included due to being single-mesh files: -Chastity belts. -Chastity bras. -Posture collars. -Padded cuffs. Rquirements: These models look best with the White Ebonite texture from the Devious Devices (Expansion) mod. You can use it with the standard textures, but it will look worse for it. Note: should anyone who has sufficient knowledge of Skyrim models separate the leather\padding from the metal components, I will be willing to convert the models and add them to this pack. I myself am an Oblivion modder, and my 3d modeling skills are limited to Blender 2.49b. Licensing\Legal\Permissions: Zadil, the author of the Devious Devices (Assets) mod had this to say: zz2tommy, the author of the 'Blazing Lightshow' said the following: Now, since I'm uploading this as a resource, I'm giving everyone permission to use these files "AS-IS" in any way they want. However, if you want to modify them you will need to speak to the authors of these two mods yourself and ask their permission. You do not need to ask me for permission, or even credit me (though it would only be polite to do so) if you use these, or if you want to alter the files. Because I can -V Submitter Vaelorian Submitted 08/25/2014 Category Framework & Resources Requires Special Edition Compatible
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- Devious Devices
- BDSM
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File Name: RE5 & Ravaged Models by REZ File Submitter: endgameaddiction File Submitted: 07 Mar 2014 File Category: Modders Resources Requires: FO3 or FNV and GECK This is a modders resource. For those that do not know. Modders resource are created content that needs to be included to the game. If you have no experience with GECK, this won't do you no good. These vehicles do not move. They are simply there for fun and a bit of immerse. Or for those screenshooters. Important Notice This mod is not allowed in any way to be uploaded to the Nexus mod sites. If you wish to use this in your project to upload, contact the original author, but again keep in mind these resources are not permitted up on Nexus. Credits I take no credit for this. All credit goes to both REZ and dragbody. I just simply uploaded it here with permission to share with the LL community. Drop them a thanks, credit and kudos. Visit VGU if you want to see more of their work. Though, at the moment things are being re-established so given in time their work should be back up for the VGU community. Have fun with it! Click here to download this file
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- Fallout 3
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File Name: Body Modders Resource File Submitter: blabba File Submitted: 19 Mar 2014 File Category: Modders Resources I thought I'd share this file as I never could find another file or resource similar to this. I made it in preparation for the UniBody system that Vioxsis and I will be releasing shortly (Hopefully) Hopefully this 'resource' can also help others out there. NONE of these bodies belong to me, and are simply just re-named nifs of the respective author's individual works. This resource also contains .OBJ files of almost all Skyrim Body Mods out there as well as a decent selection of Oblivion Bodies as well. The .Obj's are in quadrangulated forms (as best deduced by Autodesk's auto quadrangify tool) This pack will probably be further updated down the line with Bodyslide ready .nifs and .obj's once the Unibody system is released so as to encourage people to come up with their own sliders and such. Tools used: Gerra6's Pose Converter Autodesk 3DSMax 2014 Credits: The meshes all belong to their respective owners. Click here to download this file