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Cyber resources WIP View File My first attempt at modding. I am posting here for suggestions on what more to add/advice on how to improve it. The armor sets are in the lucky 38 penthouse next to the big computer. You may use this in your own mods without permission. Submitter Voidson22222 Submitted 08/07/2023 Category Models & Textures Requires
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View File DWARVEN AUGMENTATION 1.0 (2018.08.05) This is an addon to Dwarven Cyborg Collection that adds functionality to the pieces and uses an MCM to lock characters into them. You can target NPCs in your crosshairs and start tracking them in the MCM. Up to 20 characters can be tracked by the mod. When you edit a character, you have 3 options: Body Modification: This will equip a cyborg body that cannot be removed. Head Modification: This will equip an item that is either a head replacement or something permanently grafted to the head. It cannot be removed. Accessories: This is used for additional items like clothes and helmets. They are added to the character's inventory and equipped if possible. Items added by this are not tracked by the mod and may be removed/dropped/sold freely. Biological Automaton Framework (BAF) Support Dwarven Augmentation supports -BAF- bodies that have been custom-built from Bodyslide. All you need to do is set some configuration options in the MCM for each body you want to use. The Configuration setting will determine how the body will behave in gameplay. The Hands and Feet settings can affect the armor rating; normal equipment can be equipped to them if the bare option is chosen. You can also add accessory pieces to each body. Requirements Dwarven Cyborg Collection - You will only need the assets from this, you don't need to activate the ESP(s). SKSE + SkyUI Compatibility Note: If you're using Schlongs of Skyrim, don't forget to set the body pieces to be revealing in the SoS MCM. Accessory pieces that use the Panties slot will conflict with the cyborg bodies if you don't. More Info This mod also adds appropriate effects to the items from Dwarven Cyborg Collection. These effects can be toggled in the MCM (with one exception): Any body with cybernetic limbs will begin to arc with electricity as its user's health gets low. This is a cosmetic effect only. Parts with no hands prevent the user from equipping weapons, shields, rings, and torches (no toggle for this one). They also cannot interact with crafting stations. This includes armless items and the bladed arms from the Bikini set. The bladed arms from the Bikini set give a 25pt bonus to unarmed damage. This is doubled with the Fists of Steel perk! The other mechanical arms give a 10pt damage bonus to melee and unarmed attacks. NPCs who lack arms will flee from combat. Mechanical legs give a variable speed bonus based on the user's health. At low health this becomes a speed penalty. Legless bodies move much slower, especially when weapons/magic/fists are drawn. Limbless "nugget" bodies cannot move. I tried slowing them way down but they ended up randomly getting stuck and unable to move anyway. Items which replace the player's head will create a screen effect and give Waterbreathing. These effects can be toggled individually. The included cyborg parts are listed below. As of 1.0, most armored pieces are no longer included; support for armored bodies is still possible with -BAF-. Also, the mod includes my Simple Dwemer Eyes options. Info For Modders Future Plans? Support for one-armed bodies. JSON settings for -BAF- parts so they only need to be configured once across all saves? Submitter Holzfrau Submitted 03/09/2018 Category Armor & Clothing Requires Dwarven Cyborg Collection, SKSE, SkyUI Special Edition Compatible No View File
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I am wondering how I can make apparel that adds visible cybernetic augmentations to the head mesh. It would also be nice to have the edited head mesh still resemble the character the player has spent half an hour creating. It if ofcourse easy to model cyber bits that go onto the head like a helmet does in the game, but I was wondering about more invasive modifications, like mouth replacement and such. It woud be great if there was a way to delete geometry from the base head mesh and have that replace the base head mesh on the player character like a full head helmet does while copying the facemorph of he player character. Any ideas?
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View File This is a SOS addon/craftable schlong in the style of a dwemer automaton, for your cyborg-style characters. Available for both males and females. -------------- ADDON VERSION: -------------- Requirements: Schlongs of Skyrim Full Version The addon has an initial probability of 0% for all races. If you want random NPCs to have this schlong, you need to set it to a higher value in the SOS MCM. -------------- EQUIPABLE VERSION: -------------- Requirements: Schlongs of Skyrim Full Version - OR - Schlongs of Skyrim Light Version - OR - Shape Atlas for Men The item is craftable at any forge, for 1 dwarven ingot + 1 refined moonstone. (No skill requirement) Alternatively, just use AddItemMenu or the console. The item uses equipment slot 52. ------------ BOTH VERSIONS: ------------ BodySlide Projects for fine-tuning the shape are provided. Disclaimers: I am by no means a 3D artist. This is just some cobbled-together dwemer clutter meshes. The bone weights were mostly done automatically and may therefore be inaccurate. Don't go crazy with node scales, and you likely wont notice a thing. The schlong uses the following textures: textures\actors\dwarvenspherecenturion\DwarvenSphereCenturion.dds (& _n.dds & _m.dds) textures\clutter\OreMoonstone01.dds (& _n.dds) textures\cubemaps\Bronze_e.dds textures\cubemaps\Ore_Moonstone_e.dds textures\weapons\dwarven\DwarvenStaff.dds (& _n.dds & _m.dds) Any texture replacers that improve these will also affect the schlong. Made in BodySlide/OutfitStudio 4.2.3 Submitter tanookitamatachi Submitted 02/23/2017 Category Models & Textures Requires Schlongs of Skyrim (or SAM, see description for details) Special Edition Compatible
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Dwarven Modular Automaton + Automated NPCs
AVS posted a topic in Downloads - Skyrim Adult & Sex Mods
Dwarven Modular Automaton + Automated NPCs View File Dwarven Modular Automaton A Robotic Body Outfit System Lore In the last decades of the Dwarven race, the Dwemer of Skyrim found themselves in a war. The remnants of the conquered Snow Elves revolted against the cruel masters who had blinded and enslaved them centuries before, and the Dwemer were forced to face an implacable enemy deep within the heart of their workings. Seeking a new weapon to beat back this rebellion, a certain clan of Dwarven researchers built upon earlier experiments to find a way to combine the signature achievement of the Dwarves, the Automaton, with the combat talents of the Falmer's natural enemy, the Nords. The pinnacle of this effort was the Modular Automaton design, a model of humanoid construct featuring interchangeable body parts to allow for a wider variety of fighting styles than existing automatons were capable of, with the minds of the Dwarves' human test subjects implanted into them to take advantage of their more flexible tactical thinking. Plans were made to seize warriors from the human cities and use them as the basis for whole armies of these brass soldiers, and after using them to sweep the tunnels clean of the wretched Falmer perhaps the Dwarves would have returned them to the surface as conquerors. Fortunately for the Nords of Skyrim the Battle of Red Mountain put an end to every Dwarven scheme. Only a few prototype production lines had been constructed before the Dwemer vanished from Nirn, with only a small number of unfortunate test subjects left behind in the empty laboratories. And perhaps due to the inclinations of the researchers behind the project every one of these test subjects was a woman. The designs for the male warriors were never produced, and only this initial 'Maiden' series was completed before the end. No one knows where these lost projects were hidden. Few even had a hint that they ever existed. But recently, something happened to change that. The last soldiers of the Dwemer are finally seeing the light of day. ...And new ones are being built. Design Features The Dwarven Modular Automaton is a body-replacing outfit that can be used to turn players or NPCs into robotic constructs. It uses Skyrim's basic outfit slot system to accomplish this in the most straight-forward way possible. Head Systems The subject's head can be implanted onto the Automaton body directly, or further supported by a neck frame (slot 45) and enclosed within a glass dome (slot 31). Alternatively the brain itself can be removed and encased within glass or armored capsules in a replacement head structure (slot 30). It is also possible to copy the subject's mind into one of an array of crystalline matrices (slot 43) and mount that into a purpose-built frame. Faces copied from ten of the original test subjects were produced for the replacement heads, with fifty different expressions in three materials- flesh, cast brass, and stone- for one hundred and fifty available options (slot 44). A 'null' face consisting of just the eyes is also provided, along with two animal-based masks, a pair of featureless faceplates in brass and steel, and a wide array of head coverings. Core Systems The upper torso (slot 32) functions as the foundation of the construct, containing a Heart crystal that binds the Aetheric Body that provides motive power to the machine, the processing elements for the magi-magnetic joint system that allows the construct to exercise a wider range of motion than it would physically be able to employ, and mana storage tanks to replace the magicka pool of subject's original body. A variety of models were produced in differing armor designs and capacities. Pelvis and Limb Types The lower torso and hips (slot 49), arms (slot 33), and legs/feet (slot 37) are divided into three main types with two limb sub-types. Alternate versions of the pelvises are provided to allow for a degree of interchangeability between leg types, as well as legless 'unassembled' versions for decorative purposes. Type B - Based on Nisetanaka's Dwarven Bikini Cyborg, this type's pelvis features a skeletal design for more inhuman Automatons. It comes in Model B for use with the Type B legs and Model E for use with Type E-based legs. Both versions of the original Bikini Cyborg design's legs are available, as well as a new 'short' type without the height adjustment. The 'disassembled' option lowers the character's height to the level of the Model B leg caps, allowing for legless locomotion. Several combinations of normal and weapon arms are provided. Type E - Based of Edhildil's Dwemer Cyborg sets, this type adapts the Dwarven Centurion's pelvis for a bulky, robotic design. The Model A version uses the original design's Centurion-based legs, with assorted feet provided for them. The Model E version is based on the updated design, with skeletal legs connected to a mid-thigh cap. Versions of these legs with the different foot options are available, as well as a 'disassembled' option set to the Model E height. Type G - Based on Vicn's Dwarven Gynoids, this type features a pelvis and lower torso elaborately built up into a stylized humanoid shape to pair with the original design's human-like legs on the Model A version. The various original Gynoid feet are available for use with this model, as well as a new high-heeled design built for use with either this or the Type E legs. The model B and E versions of this pelvis also feature more humanized proportions. Additional swappable armor pieces are provided for use with the Type G arms and Model A legs. Type CR - Animal-themed limbs based on the Dwemer Dog and elements from the Dwemer Steam Horse models, for use with the Model E pelvises. Come in Beast and Pony versions, and are paired with matching tails (slot 40) and animal-based masks. Type DD - Based on MaikCG's Dwarven Devious Cuirass, and arm and leg set for use with the Model E pelvises. Has a matching Core unit taken from the same design. Type HV - Based on Gigadeux's Dwarven Heavy Armor, providing a more practical humanoid design. Comes in both the normal and 'ebony' texture variants. The matching helmet has been modified with glowing eyes, and can be used in conjunction with the slot 30 head frames. Type NULL - These tokens block off the head, hand, or foot slots, allowing you to have headless or limbless automatons without the original human body parts appearing. Does not block any actions. Weapon Systems Invisible 'style' versions of the Dwarven one-handed weapons are provided for use with the Type B and CR weapon arms. A full set of duplicate vanilla Dwarven weapons is also available, these have had their speeds raised to simulate the physical boost provided to an Automaton. Type XXX Body Brass-Jointed Dolls Lore Years ago a mildly infamous researcher of Dwemer automatons vanished following the collapse of his dig site. As it was not uncommon for either digs into Dwarven ruins to collapse or for automaton researchers to fall victim to the subject of their studies, this event largely passed without comment. However, some concerns were raised by the contents of a damaged journal found in the burnt-out remains of his encampment. The final legible lines stated simply: "I understand it now. It all makes sense." "The Dwarves were perverts." Design Features The Type XXX Body is a collection of humanoid bodyparts mounted in mechanical fittings that utilize the Modular Automaton outfit system. These can be used to create mechanical Doll or Statue outfits, or mixed with the robotic DMA parts. Core & Pelvis Systems Replicating the human torso, these parts are offered in a collection of [FW] (Fixed-Weight) and Variable styles. The [FW] models are pre-built to a variety of body shapes from the UUNP family, and will display as-is regardless of the body settings of the character they are equipped to. The Variable models work with BodySlide to replicate the user's body presets, and are compatible with mods that use Bodymorphs to change body shapes. All parts are nude by default, but can be equipped with removable 'modesty plates' or bikini sets using slots 48 and 52 matched to each part. A selection of pelvises designed to work with the Type B and E legs from the robotic DMA sets are also included, while the Variable pelvises and some of the UNP sets include versions with the full Type G legs. Two '/A' model torsos are available, incorporating a breastplate for some slight additional protection. Limb Systems Bare and high-heeled feet are offered in both Fixed-Weight and Variable versions. The Variable type's primary feature is a Bodyslide-capable cuff at the point where the foot and body models join, allowing these to be used with regular human bodies. Variable versions of the arms are not offered due to some limitations in the way the mechanical shoulders work, so these are only available in High and Low weight versions based on the UNP preset. A variable version of the hand by itself was possible, and this is also offered for use on regular human bodies. Materials These bodyparts are available in four materials: D (Doll, regular flesh), S (Statue/Stone in a bright white marble), M (Metal, polished Dwarven brass), and R (Rubberized, a slightly shiny black coating). The D models will reflect the skin tone settings of the characters they are applied to, while the rest will replace them with their own surfaces. D and R models feature full Beast Race support, but S and M versions do not at this time. D, R, and S versions are available for all Core and Pelvis models, but the M material is restricted to the Variable set and the pelvises equipped with Type B or E leg adaptors, as well as a selection of chest units intended to be used with them. D and R models feature full body physics, while M and S have had their 'bounce' bones removed to reflect the more solid materials they are made with. Modesty plating matched to each bounce type are provided, but the bikini sets are restricted to the D and R models. Head Systems To better interact with the humanoid neck shape, new bases for the DMA head equipment had to be designed. These are included as the 'Doll Type' Heads and Neck Frame. Unlike the previous set these can not be used on their own with regular human bodies as they do not cover the gap left at the base of the neck when removing the original head. To rectify this the Doll Collar is also included; this is a copy of the neck cap from the Type XXX Cores with BodySlide capability and head weighting added, set to use slot 45. This allows it to be used as a collar on any humanoid character, as well as a base for the Doll Type heads or as a full head remover when used with the existing NULL head token. Using the character's existing head on the Type XXX bodies is also possible, as the built-in neck caps fully cover the seam. If further separation is desired the Doll Type Neck Frame can be used, or a slightly modified copy of the Dwarven Bikini Collar III is available for a more streamlined look. Extras Some additional parts developed during the process of building the Type XXX Bodies: Horror heads, a selection of replacement heads built with the Skull clutter model. The skull has been reshaped to fit into most headgear. Offered in Brass, Rubber, Stone, and the original bone textures. Also includes a pair of robotic eyes that can be placed into the empty sockets. Can be used in conjunction with the PK faceplates, but not the Subject faces. Model MC Cores, robotic chests with humanoid breasts mounted on them. Offered as a Variable type and a fixed-weight 'expanded' shape both with and without a 'milking' apparatus, in material types D and R. Phalluses, a collection of snap-on tools for various sorts of hard work. Set to slot 51, and can be used with both the Type XXX and the robotic pelvises. Pedestals, non-humanoid pelvis units for characters that don't need to get around very much. Intended for use with other mods that can force a fixed pose onto a character. Wigs, a large assortment of hairdos sourced from the Apachii, KS, and Holiday hair set mods. Also come in stone and brass versions. Full Ground Model Support All body parts can be dropped into the game world. Automated NPCs The Experiment Is Still Running Lore Rumor speaks of strange happenings south of Old Hroldan, of Dwemer constructs with the faces of women being seen roaming the back-country at the foot of the mountains. What their purpose is or where they came from no one can say, but a witness swears that he recognized one of them... Design Features The Automated are a large group of characters that have been rebuilt with Modular Automaton parts by a mysterious Dwarven machine. Trapped for centuries within the halls of their Facility, they have only recently regained access to the outside world. Specifications Functionally, the Automated are normal NPCs that have been physically rebuilt for the DMA system. Their head meshes have been modified to produce a 'mask' effect, and their default 'nude' bodies have been replaced with versions of the Doll Type head frames set to slot 59, maintaining their robotic forms even if stripped of their DMA bodyparts. A subset of the group is set up as a new Automated-specific race with null head and mouth meshes, which allows them to use the head-replacing slot 30 head frames and mask parts without coming into conflict with those meshes, as is sometimes the case when using them with Vanilla races. Roles Dozens of Automated have been produced by the Machine over the centuries. Many of them are willing to explore the outside world with you as your followers, and have a variety of skill sets to use in battle. Others have gone rogue and can be found in various places outside of the Facility, where they may object to your presence should you intrude upon them. Between these two groups are a number of neutral citizens who don't really care about you either way. One thing all Automated share, however, is a programmed-in hatred of the Falmer. The Facility The Automated call these ancient Dwarven chambers home, and have done their best to maintain them. They may serve as a convenient base for your adventures, with a teleportation system that allows you to instantly return to them from anywhere. Physical access is more treacherous, with the only routes being a one-way drop in or a long struggle through a nearby Falmer-infested cave. The drop is probably easier. This entrance isn't marked, but if you look around the top of the cliff behind the Dibella shrine you're sure to find it. Character Parts Several variant body parts with the intent for use with specific Automated characters have been grouped as 'DMN' parts. These include but are not limited to burned, muscular, patchwork, and icy skin variants of specific parts, weighted but not Variable versions of the D2 and MC torsos built to the UNPB body type with matching chest coverings, and a set of modified 'clothed' bodies. Also included is the XV series of faces, built from Vanilla meshes, consisting of many faces also used for the Automated along with a selection of notable Vanilla NPCs. Quest This mod does not have a quest. There is an implied storyline, largely spelled out in a series of journals that can be found in the Researcher's bookcase, but no actual quest elements or objectives exist. The Automated serve mainly as a showcase for the DMA system and a source of followers. No expansion upon that is planned at this time. *Experimental* Automated Player Option An optional file is available to download which will replace the default female head mesh and face textures with ones modified to display the mask effect, which will then apply that effect to the player. Used in conjunction with an appropriate head frame and DMA body parts, this will give a female player character the same appearance as an Automated. Non-Automated NPCs with properly generated FaceGen meshes will not display these changes, but ones lacking a FaceGen, who can be identified by the 'grey face' bug they will also be displaying, will have their heads rendered as a face floating in mid-air over their body. This initial experiment consists of the Vanilla head mesh paired with a modified copy of the Fair Skin face texture, but other variants may be considered if there is demand for them. Installation and Use Due to the increasing scale of the mod eclipsing LL's upload limits, the full download has been consolidated to one file and moved off-site. Download the text file and use the link within it to access the full file on Mega. Install as normal from there. Pre-generated versions of the Variable models built with my personal moderately customized UNPB-based preset are included to avoid the 'invisible body' issue. Please remember to run these parts in BodySlide to conform them to your own preset. They can be found in the 'DMA - BodySlide Parts UUNP' group. Some texture paths are reused from Dwarven Cyborg Collection and SeXtreme Loading Screens, so you may be prompted to overwrite some files if those mods are installed. A change was made to the statue texture, please allow this to overwrite to get the brighter white marble color. Otherwise the textures are unchanged. XPMSE is required as some parts of its extended bone set are utilized. Racemenu is required for the NiOverride height system. Examples of (probably) all of the items added by this mod can be found in respawning containers within the Facility. In-game crafting is not provided, for various reasons. Can be searched for in the console under 'DMA', but the number of results absolutely will exceed the console's backscroll. Use of AddItemMenu is advised. For the SE version, the appropriate versions of those mods will be required instead: XPMSSE, Racemenu SE, AddItemMenu SE To change an existing character into an Automaton, a Core Unit must first be equipped to replace their original body. From there the pelvis and limbs can be added. Floating hands and feet will be visible until parts using those slots are equipped. Parts are not intended for use without a Core equipped, and will look messy if used so. Head elements, however, can be used independently from the body system if desired, although the masks are intended to be used only with the replacement head units and will look even more messy without them. 'NoStrip' keywords are applied to all primary body parts, while 'AlwaysStrip' is applied to the modesty plating and bikini sets for proper functioning during scenes. The 'SoS Revealing' keyword is applied to all torsos to allow for proper use of the slot 52 parts. Sure-To-Be-Asked Questions SE version? Yes, with thanks to Holzfrau for the conversion. Only covers the first release version of the mod at present. Updated version TBD. What body does it use? As a complete body replacer, Dwarven Modular Automaton is effectively body-agnostic and can be used with any installed body type. The Type XXX bodies do complicate this a bit, however. While they are built using the UUNP HTD and Special body meshes, their textures have been re-pathed to an isolated location which will allow them to be used independently of the user's installed body texture, side-stepping the main point of conflict between the UUNP and CBBE bodies. The Fixed-Weight models should be usable by anyone right out of the box, but the Variable sets are currently only built using the UUNP sliders which may cause some issues for CBBE users. Can they put some clothes on? A qualified No. For the Fixed-Weight Type XXX models it's mostly impossible, as the game treats them as outfits themselves and not bodies. The result of this is that any clothing applied to them will be conformed to the character's original body shape, not the shape of the Fixed-Weight part. The Variable models do conform to the character's original body shape, so they are capable of some clothing use. However this is complicated by three things: First, slot 32 must be occupied by a DMA core for the system to work, so normal outfits are unusable. A top that uses an alternate slot such as the cyborg-use Dwarven Bikinis must be used instead. Second, several bones were removed from the upper torsos to avoid clipping and distortion on the mechanical parts, which also results in clothing that expects those bones to still be there to potentially clip through the body in various ways. The removal of the bounce effects from the M and S versions causes and even more extreme version of this problem. Third, The various mechanical parts and gaps added into the body severely limit the number of clothing designs that could be used without having bits of machinery clipping though them or shoulder straps hanging in mid-air. Designs that can account for all that are hard to come by. Male versions? Due to the mods the majority of parts were sourced from being female-only, male-use options are not provided. Known Issues There is a known major conflict with an element of Devious Devices that may result in the Pelvises appearing to vanish or fail to equip. This is caused by DD's 'Device Hider' function, a feature that is intended to remove the model of a device from the character to prevent it from clipping through when the character is also wearing 'normal' clothing, which it broadly assigns as anything using slot 32. Unfortunately this function is turned on in DD by default, and given the large number of slots DD uses this tends to play havoc with other multi-slot outfits. The specific conflict with the Pelvises is that they use slot 49, which is also used by DD's chastity belts. My personal recommendation is to turn the Hider off entirely unless it's a feature that you actively use. To do so, go into DD's MCM and open the 'Devices Underneath' tabs, then find any entry that has a slot assigned and change it to 'None'. This seems to turn itself back on when starting a new game, so check it after exiting Helgen or the Live Another Life cell. An additional conflict with Devious Devices is possible in the case of the Automated-specific head frames. The default version of these used as the 'nude body' of most Automated is set to slot 59, which is also used by DD's arm cuffs. As such anything that force-equips arm cuffs may displace the head frame, leaving the Automated's face floating over their body. Alternate versions of the head frames set to slot 50 are included that can be used if needed. The theory here is that the DMA arms aren't particularly compatible with arm cuffs anyway, while the vaginal piercings on slot 50 might see some use with the Type XXX pelvises, but really DD just uses so many slots that it's impossible not to run into it somewhere. Updating the mod mid-save can cause a minor but irritating error with the SoS 'revealing' system. A keyword was added to all DMA torsos to mark them as 'revealing' by default in order to insure that they would work with the slot 52 modesty options, but evidently the SoS system only registers the presence of that keyword when an item is first encountered during a game. If it has already seen an item prior to the keyword being added and has it marked as 'concealing', it will continue to treat it as such. The problem with this is that the pre-set outfits on most of the Automated include a slot 52 element, and if SoS thinks that their torso should be 'concealing' it will displace either the slot 52 element or the torso piece. While the former isn't that big of a deal, unfortunately it usually seems to do the latter instead. So if the first time you encounter an Automated they're just head and limbs floating around an empty space, this is probably the cause of it. Bodyslide support is offered with the Variable models, but results are not guaranteed. The mechanical parts involved only offer so much flexibility, and more extreme presets are highly likely to experience issues with scraps of skin mesh clipping through or distortion of the mechanisms. Beast Race support has been added, but it has some limits. Khajiit and Argonian head shapes are difficult to make masks of, so they do not have the full Automated effect at this time. It is recommended to use them with the D2 torsos due to the complications caused by their necks. When using the R bodies, the texture on the character's original tail does not change. The R tails are provided to rectify this. Please also note that the majority of parts use the Feminine series of Beast textures. Feel free to swap them out for your preferred texture sets. The D models do conform to the character's skin tint settings, but they use an isolated copy of the Fair Skin texture set which may result in the colors not matching well between the D model's skin and the character's original head should it be retained due to differences between how the texture mods parse the tint. In addition to this the flesh versions of the SeXtreme masks do not color match to the character's skin tint at all, as they are built in a completely different way from the Vanilla Skyrim faces. New faces matched to the preset skin tints are planned, release TBD. Skyrim seems to have some limitations on overlays applied to the skin textures that may affect the Type XXX bodies. Tattoo-style overlays appear to only be applied to parts on the main body, hand, and foot slots (32, 33, 37), and as such do not appear on the Type XXX pelvises or upper arms, which use slots 49 and 34 respectively. Bloodspray decals also appear to pool on the upper torso and hands. The Stone pelvises have noticeable texture seams at the hips; this is due to replacing the skin texture with a solid 'block' texture that is not mapped specifically to the skin mesh. Customized skin textures would have to be created to rectify this, which is a bit outside of my skill set. The Type XXX arms are internally split into two pieces using slots 33 and 34 due to the hand and arm textures being in different files, and Skyrim refusing to apply two different skin textures to different meshes on the same model. As a result of this, the Type XXX arms are not compatible with the Type G forearm armor, which also uses slot 34. Neither can be changed to a different slot, as models not using slots 33 or 34 do not show up in first-person view. The Type XXX Pelvises include a vagina model, primarily for anatomical correctness. Unfortunately the collisions or some other element needed to maintain the functional animations appear to have been lost at some point in the build process, and I'm afraid I don't know enough about how they work to restore them. While they are not hard requirements, it is recommended to have all the standard DLC installed as some parts do source their textures from them. Parts were arranged to minimize clipping and distortion, but all possible poses or animation sets could not be accounted for. Some oddness may occur in more extreme positions. The Facility is very overstuffed with NPCs and decorations. Weaker systems may have some difficulty with it. Follower pathing in the lower area of Gloomreach is screwy. Something prevents them from entering properly into the lowest part of the second cave and causes them to run off trying to find another route, leaving you behind. The teleportation spell to return to the Facility has been inconsistent about moving followers. In testing it has not been depositing them at the landing point with the player, as intended. Instead they enter the cell via a physical entrance and run over, or sometimes get lost. I'm unsure why this is happening, as I used the same teleportation script in a different mod years ago and never had any similar problems with it. I intend to try an fix this in the future, but recommend using a follower tracking mod in the meantime just in case. (And in general, they're useful.) Some changes were made to the Dibella shrine south of Old Hroldan. These may conflict with other mods that change this area, particularly any that add a statue to the plinth. Don't enter the Cistern. It's not done yet. In the least. The Pony mask is malfunctioning in the SE conversion. Cause unknown at this time. Credits Face models sourced from azmodan22's SeXtreme Loading Screens Limb elements sourced from The Amazing World of Bikini Armour! Edhildils Dwemer Cyborg BBP Edhildils DMRA Store Vicn Creature Pack Gynoid credits: 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 Dwemer Dog Follower Dwemer Steam Horse Dwarven Devious Cuirass Girl's Heavy Armors Armor sourced from UNP Spice Gear Collection Remodeled Armor Sexy Vanilla Female Armor BD UUNP Dragonborn Armor Replacer Peacekeeper Armour Type XXX meshes and textures BodySlide and Outfit Studio Fair Skin Complexion Feminine Beast Races Additional elements from Clockwork (Clockwork Castle) Nova Catsuit Dwemer Over Technology Resources Ghogiels Brain Remastered Static Mesh Improvement Mod DG High Heels Skyrim Strap Ons Sexy Nixy & Sexy Dwemmy With special thanks to Holzfrau ...And viewers like you Submitter AVS Submitted 03/29/2019 Category Armor & Clothing Requires Racemenu, XPMSE Special Edition Compatible Yes- 141 replies
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Dwemermatron SE View File Dwemermatron SE 1.3 (2019.08.14) A customizable follower mod for Dwarven Modular Automaton in the vein of Fallout 4: Automatron. The Khajiit merchant Ri'saad now sells a Dwemer Control Rod that will start the quest to acquire your own Dwemer automaton! Constructing and upgrading your follower is done at a new Dwemer workshop, located in the mountain pass above Windhelm. There is a short dungeon to complete before you can activate the follower. Instead of using dialogue like normal Skyrim followers, the follower construct is controlled using the Dwemer Control Rod, which creates a popup box that lets you select your command. This includes all the standard follower commands, although you may only trade if the follower is close to you. Additional automatons will awaken throughout Skyrim once you complete the follower. When you have the follower with you, they will randomly attack you in the wilderness. Otherwise, you may find them aimlessly attacking local wildlife. They can also rarely be found in dwemer dungeons. Schematics for additional components for your follower are found on enemy automatons. Simply loot their dead bodies and you will acquire any unowned schematics automatically. (The script that does this is a little pokey, nothing I can really do to fix it.) Requirements Dwarven Modular Automaton (assets only, you don't need to have the plugin activated) SKSE 64 Compatibility Compatible with Amazing Follower Tweaks, Extensible Follower Framework, and Nether's Follower Framework. Partially compatible with Ultimate Follower Overhaul; but the follower can't be dismissed properly. Known Issues The follower construct doesn't have an activation prompt during the quest to complete its construction. Whenever the quest marker is pointing at it, you need to activate it. The follower starts out with empty body and feet slots. Any armor you give it for these slots may become equipped, resulting in those parts of its body disappearing. This issue will no longer occur once you upgrade its core and lower components. Amazing Follower Tweaks - 'Wait' command doesn't seem to do anything. You can still make the follower wait somewhere by using the 'Do something' command instead. Other Versions Nexus Mods download Submitter Holzfrau Submitted 03/29/2019 Category Adult Mods Requires Dwarven Modular Automaton, SKSE 64 Regular Edition Compatible No
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Dwemermatron View File Dwemermatron 1.3 (2019.08.14) A customizable follower mod for Dwarven Modular Automaton in the vein of Fallout 4: Automatron. The Khajiit merchant Ri'saad now sells a Dwemer Control Rod that will start the quest to acquire your own Dwemer automaton! Constructing and upgrading your follower is done at a new Dwemer workshop, located in the mountain pass above Windhelm. There is a short dungeon to complete before you can activate the follower. Instead of using dialogue like normal Skyrim followers, the follower construct is controlled using the Dwemer Control Rod, which creates a popup box that lets you select your command. This includes all the standard follower commands, although you may only trade if the follower is close to you. Additional automatons will awaken throughout Skyrim once you complete the follower. When you have the follower with you, they will randomly attack you in the wilderness. Otherwise, you may find them aimlessly attacking local wildlife. They can also rarely be found in dwemer dungeons. Schematics for additional components for your follower are found on enemy automatons. Simply loot their dead bodies and you will acquire any unowned schematics automatically. (The script that does this is a little pokey, nothing I can really do to fix it.) Requirements Dwarven Modular Automaton (assets only, you don't need to have the plugin activated) SKSE Compatibility Compatible with Amazing Follower Tweaks, Extensible Follower Framework, and Nether's Follower Framework. Partially compatible with Ultimate Follower Overhaul; but the follower can't be dismissed properly. Known Issues The follower construct doesn't have an activation prompt during the quest to complete its construction. Whenever the quest marker is pointing at it, you need to activate it. The follower starts out with empty body and feet slots. Any armor you give it for these slots may become equipped, resulting in those parts of its body disappearing. This issue will no longer occur once you upgrade its core and lower components. Amazing Follower Tweaks - 'Wait' command doesn't seem to do anything. You can still make the follower wait somewhere by using the 'Do something' command instead. Other Versions Special Edition Nexus Mods download Submitter Holzfrau Submitted 03/29/2019 Category Armor & Clothing Requires Dwarven Modular Automaton, SKSE Special Edition Compatible No
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Dwarven Devious Cuirass Variations CBBE View File Description: CBBE Dwarven Deviant Cuirass Variants v 1.0.0 ====================== Original Mod by AVS found here: Changes Made: -Conversion to CBBE Bodyslide -Oily body Option -Added DMA "Belly Plate" (option C) -Added DMA Breast Caps (Light Caps) Install/Uninstall: ======================= Use the usual methods by either a mod manager or manual install. Acquisition: ======================= Utilize AdditemMenu and search "Dwarven Cuirass" Credit to MaikCG for the first version of this suit created, and AVS forall of the variants. Documentation from the original page: Features Seven variations with varying degrees of exposure All parts and variants come in original darkened colors and Vanilla Dwarven colors Separately equipped belly plate [slot 54] Separately equipped plugs [slot 57] Separately equipped enchantment trigger [slot 60] with additional Heal Rate effect Breast caps for open-chest designs [slot 48] Thin collar to cover neck seam [slot 45] Shaved head wigs, bald and stubble SexLab NoStrip keywords Bodyslide files for all variants and applicable parts Bodyslide files with selectable zaps to build a modified replacement of the original armor Installation Install as normal. Can be used with or without original Dwarven Devious Cuirass mod; will prompt for overwrite on some files if that is installed, but they are unchanged in this file so that can be ignored. After installation, run Bodyslide on the files in the 'Dwarven Devious Cuirass Variations' Slider Group to conform them to your body type. 'DwarvenDD Main Variable A' & 'DwarvenDD Main Variable B' will replace the model in the original Dwarven Devious armor location when run. Choose only one; 'A' will produce a dark-colored armor while 'B' will produce a bright brass-colored armor. Crafting recipes not included. Use AddItemMenu or console to acquire in-game. Notes 'NoStrip' keyword is applied to major armor parts to prevent them from being removed by SexLab during scenes. Plugs and breast caps have 'AlwaysStrip' keyword so that they will always be removed during scenes. Belly plate does not have keyword set, user can manually adjust its strip settings using SexLab's 'Strip Item' editor. Belly plate set to slot 54 to avoid issues with Devious Devices and SoS on slots 49 and 52. As such it can be used in conjunction with clothing using those slots, if desired. Breast bones removed from Variant E2 due to the breasts being 'pinned' in place. Bounce adjusted on variants E3 and E4 to dampen clipping, but it will still occur during some motions. All variants are compatible with SLIF and other Bodymorph-based mods when 'Build Morphs' box is checked in Bodyslide upon generating the models. Clipping may occur at more extreme sizes. The 'knobs' that were positioned under the breasts on the original version were moved to the sides of the torso to allow for better Bodyslide/Bodymorph compatibility. These can be removed via zap from all variants, if desired. Submitter NIND (jimmyyu) Submitted 03/21/2020 Category Armor & Clothing Requires Racemenu (NiOverride High Heels), XPMSE, BodySlide,cbbe Special Edition Compatible No
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Version 1.0
4,548 downloads
DWARVEN AUGMENTATION 1.0 (2018.08.05) This is an addon to Dwarven Cyborg Collection that adds functionality to the pieces and uses an MCM to lock characters into them. You can target NPCs in your crosshairs and start tracking them in the MCM. Up to 20 characters can be tracked by the mod. When you edit a character, you have 3 options: Body Modification: This will equip a cyborg body that cannot be removed. Head Modification: This will equip an item that is either a head replacement or something permanently grafted to the head. It cannot be removed. Accessories: This is used for additional items like clothes and helmets. They are added to the character's inventory and equipped if possible. Items added by this are not tracked by the mod and may be removed/dropped/sold freely. Biological Automaton Framework (BAF) Support Dwarven Augmentation supports -BAF- bodies that have been custom-built from Bodyslide. All you need to do is set some configuration options in the MCM for each body you want to use. The Configuration setting will determine how the body will behave in gameplay. The Hands and Feet settings can affect the armor rating; normal equipment can be equipped to them if the bare option is chosen. You can also add accessory pieces to each body. Requirements Dwarven Cyborg Collection - You will only need the assets from this, you don't need to activate the ESP(s). SKSE + SkyUI Compatibility Note: If you're using Schlongs of Skyrim, don't forget to set the body pieces to be revealing in the SoS MCM. Accessory pieces that use the Panties slot will conflict with the cyborg bodies if you don't. More Info This mod also adds appropriate effects to the items from Dwarven Cyborg Collection. These effects can be toggled in the MCM (with one exception): Any body with cybernetic limbs will begin to arc with electricity as its user's health gets low. This is a cosmetic effect only. Parts with no hands prevent the user from equipping weapons, shields, rings, and torches (no toggle for this one). They also cannot interact with crafting stations. This includes armless items and the bladed arms from the Bikini set. The bladed arms from the Bikini set give a 25pt bonus to unarmed damage. This is doubled with the Fists of Steel perk! The other mechanical arms give a 10pt damage bonus to melee and unarmed attacks. NPCs who lack arms will flee from combat. Mechanical legs give a variable speed bonus based on the user's health. At low health this becomes a speed penalty. Legless bodies move much slower, especially when weapons/magic/fists are drawn. Limbless "nugget" bodies cannot move. I tried slowing them way down but they ended up randomly getting stuck and unable to move anyway. Items which replace the player's head will create a screen effect and give Waterbreathing. These effects can be toggled individually. The included cyborg parts are listed below. As of 1.0, most armored pieces are no longer included; support for armored bodies is still possible with -BAF-. Also, the mod includes my Simple Dwemer Eyes options. Info For Modders Future Plans? Support for one-armed bodies. JSON settings for -BAF- parts so they only need to be configured once across all saves? -
Version 0.1
2,853 downloads
I.V Cyborg Arm HD I did a cyber arm recolor, adds a new cyborg arm color frame of the old mod of Gohliad.... I still need to retouch some details of the texture, but I'm already releasing Hope you like it this is just reskin, necessary the mesh in that link Gohliad Cyborg Arm https://www.loverslab.com/topic/92172-cyborg-arm/ reminder some clothes and additional pieces may not be compatible due to the very old mod ... I still think about recreating and correcting those errors in the future -
Version 1.0.1
3,037 downloads
This is a SOS addon/craftable schlong in the style of a dwemer automaton, for your cyborg-style characters. Available for both males and females. -------------- ADDON VERSION: -------------- Requirements: Schlongs of Skyrim Full Version The addon has an initial probability of 0% for all races. If you want random NPCs to have this schlong, you need to set it to a higher value in the SOS MCM. -------------- EQUIPABLE VERSION: -------------- Requirements: Schlongs of Skyrim Full Version - OR - Schlongs of Skyrim Light Version - OR - Shape Atlas for Men The item is craftable at any forge, for 1 dwarven ingot + 1 refined moonstone. (No skill requirement) Alternatively, just use AddItemMenu or the console. The item uses equipment slot 52. ------------ BOTH VERSIONS: ------------ BodySlide Projects for fine-tuning the shape are provided. Disclaimers: I am by no means a 3D artist. This is just some cobbled-together dwemer clutter meshes. The bone weights were mostly done automatically and may therefore be inaccurate. Don't go crazy with node scales, and you likely wont notice a thing. The schlong uses the following textures: textures\actors\dwarvenspherecenturion\DwarvenSphereCenturion.dds (& _n.dds & _m.dds) textures\clutter\OreMoonstone01.dds (& _n.dds) textures\cubemaps\Bronze_e.dds textures\cubemaps\Ore_Moonstone_e.dds textures\weapons\dwarven\DwarvenStaff.dds (& _n.dds & _m.dds) Any texture replacers that improve these will also affect the schlong. Made in BodySlide/OutfitStudio 4.2.3 -
Version 8-2018
44,222 downloads
Dwarven Cyborg Collection & -Biological Automaton Framework- (8-2018) Choose your own misadventure. Well, this took longer than I thought it would. This update is both noticeably smaller than some of the previous ones and also much, much larger. The main DCC packs- the heads and the bodies- haven't been touched, and the Extras pack has only a handful of updates. Instead, this update introduces the -Biological Automaton Framework- kit, or -BAF-. This is a stand-alone .esp that combines and builds on all of the previous body sets, along with some newly-built parts, to allow you to build your own cyborg monstrosity out of nearly any combination of parts. Have fun. Note: LL's uploader is still giving me issues with the new files. Since I would like them to contribute to my download counter, and also since they're edging up to the 250MB filesize limit anyway, I'm resorting to the good old 'text file with a Mega link' method in the download box. The files in those links have been re-packed as .zip files, which will hopefully solve the problems some people have had with installing the Extras pack in NMM. 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. Due to size limits, full preview gallery and description are now on their own pages. More preview images located HERE In-depth description circa v2.2 located HERE In-depth description and preview images for new items in v2.3 HERE In-depth description and preview images for new items in v2.4 HERE General devblog with previews of future additions HERE This mod now consists of one replacement head pack, three dedicated body sets, a build-your-own body set, and an add-on pack containing outfits and accessories not integral to the previous sets. -BAF- Build the body you want to have. More information HERE Heads Use slot 30 or 30 & 44 to completely replace the character's head. Gyros: These come with empty gyros, which you can fill with a 'Mind' insert using slot 43: Skull A set, humanoids: Skull B set, beasts: Gilded Helmets [Skull Fit]: Identified with a 'DwCyborg' prefix. Comes with interchangeable faceplate parts using slot 42. Crests [Skull Fit]: Lexicon head: Masques. Weighted to the spine2 bone instead of the head so as to disable all head movement: Neck Caps, Decapitation: BRAAAAAAIIIIINNNNNNN: 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. 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. New for v2.3, Full Cyborg versions: 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. Added with v2.2: 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. Now rebuilt with variable limbs in version 2.4, with 115 basic variations, plus a new alternate foot set. 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 both the original metal-bodied Gynoid and newly-created cyborg version. As of v2.3, cyborg version comes in 80 limb variants, as well as the limbless 'Disassembled' variant, for both Armored and Unarmored versions. 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. 8-2018 updates HERE Also includes: Dwarven Aster: Shaved Head: Two depilatory options for all characters. Stubble or Skin: 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.) 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. Cyborg outfits, other: Adapted from various outfit mods 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 can lead to some redundancies. 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 [Armored, Misc, Unarmored] UUNP, Dwarven Cyborg Collection - Gynoid Set [Armored, Misc, Unarmored] 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 file size: This collection includes an absurd and ever-increasing number of items. As such it can take up a fairly significant about of space when fully generated. My install, with .tri files generated for all Bodyslide parts, is over 4GB as of v2.4. 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. Note on the 'Dwarven Cyborg Collection - Bikini Set Full Body Limb Options' group: You do not need to run this group at installation. The Full Cyborgs are pre-built, unmorphable outfits. The Bodyslide files only offered so users can change the legs used on these bodies. Note on the Gynoid set: The cyborg body is now split into Armored and Unarmored groups, both must be run to generate the full range of variants. The Armored bodies have further been split into regular and [NBE] groups, run only one. The 'Misc' group now contains all other Bodyslide components for this set, including the variable hands and feet, the Disassembled body, and the Full body. The 'nude' version of the Full body comes in the original physics-less version, or a [Bouncy] version with the HDT bones added for compatibility with HDT outfits. Run only one. Note on the Edhildil set: The body is now split into Armored and Unarmored groups, both must be run to generate the full range of variants. The Armored bodies have further been split into regular and [NBE] groups, run only one. The 'Misc' group now contains all other Bodyslide components for this set, including the variable hands and feet and the Disassembled bodies. 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. 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. All body sets and outfits 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: The new ground models don't always behave well. Some of the Bikini Full Cyborg ones rotate oddly in inventory for some reason, and the center of gravity for all of the head-based Gynoid parts is about a foot below the actual part when dropped. Hopefully I can fix this as I learn more about building them. With 2.4, several of the Edhildil variable ground models display similar issues. The Wounds overlay is... unsatisfactory. While Edhildil'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 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. Future Plans: I have one more thing I want to do with the bodies, if I can get it to work. Anything else I get inspired to do will get released as I get it done. And I'd still like to 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. The same should also be true for the Bikini and Edhildil 'full cyborg' bodies, since they are unmorphable and complete neck-down body replacers. 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 spectacular. I'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 A few Minidresses mahty's Dwemer Over Technology Resources for the energy barrel part Ghogiel's Braaaaaaiiiinnnnnnsss 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 Petrovich's Boots Atomec's Hakama for the breast band The standby Maxwell outfit, via Diablo Backsteppo's DC Sorceress for the thong, and Gwelda for the tattered textures via A Noob Engineer Outfit Sevennity for the SevenWardrobe mask Brumbek for the SMIM parts Root data for the 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. Holzfrau for the new burned body textures and a lot of other help and suggestions Recommended Mods: Holzfrau's awesome Dwarven Augmentation, which incorporates several of thes -
Model Profile: NZ-H8 aka Nezhit Manufacturer date: 167 years ago Gender: Fluid Career field: Government Personality: geek, player, stoic Photo Gallery:
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I bring you options. Heads Crests [Skull Fit]: Replacing the separate 'crested' versions of the humanoid skulls, the TAWOBA crest is now an add-on armor piece in both the original matte coloring and a 'chromed' version with the cubemapping restored. A version of the Ripper Circlet re-positioned to fit the skulls was also included. These use slot 31 and will work with any of the Skull A head set. The previous crested versions of that set have been removed. Body - Edhildil Completely rebuilt for version 2.4, adding several options for 115 basic variants, plus two 'Disassembled' versions. Somewhat more complex than the other two sets, as the '1st/2nd/3rd Cohort' labeling has been retained to denote the level of butt cyborgification. Arm layout still labeled A through I, leg layout labeled 1 through 4 on 1st and 2nd Cohorts, 1 through 6 on 3rd. Set 'E2' again skipped throughout, although if people really want a body that's just the Centurion panties I could add it in for the 2nd Cohort. '2' series skipped entirely on 3rd Cohort, as it would be redundant, but series 5 and 6 added to provide 'halfbutt' options. As usual, all come in Armored and Unarmored versions. Appropriate hand and feet sets made for each variant, using TAWOBA parts and a new lighter boot based on Petrovich's UNP Boot 04. Includes both the original Edhildil body feet, and an alternate set built from the vanilla Dwarven Boot. As with the Gynoid Set's hands and feet these must be manually equipped. The only exceptions are the 'D' arm sets, which are set to block all glove use. The hands are labeled A through I, matching the arm layout; failure to use the correct one may result in floating hands. As a result of how the original body was designed, however, you can also mis-match some hands and bodies to achieve a 'missing part' effect: The Bodyslide files for the hands and feet contain zaps to allow users to select which parts of the TAWOBA glove or Light Boot they wish to include in each set. ---- Update history backup: Version 2.4 - Added: Limb variant versions for Edhildil Set Dwemer cyborg body Added: Alternate feet set for Edhildil Dwemer cyborg Added: Add-on TAWOBA crest, chromed version of crest, and Ripper Circlet re-fitted for humanoid skulls Restructured: Crested skull heads removed, use add-on crests instead --- Version 2.3 - Added: Limb variant versions for Gynoid Set cyborg body Added: Ground models for all Gynoid Set parts Added: Full Cyborg versions of Bikini Set bodies in Armored and 'Nude' variants Added: Preserved Brain head Restructured: Glow effect added or altered n some head inserts Extras version 1.6 - Added: Dwarven Aster helmet Restructured: Elf race variant added to Dwarven Ripper circlet Added: Light Dwarven Boots Added: Yet more outfit conversions --- Version 2.2 - Restructured: Replaced base body for Bikini Set with standard UUNP reference shape to alleviate clipping issues Added: Unarmored version of Blades body Added: Limb variant versions for all Bikini Set bodies Added: Fully functional ground models for all Bikini Set variations Added: Empty weapon sets for use with Blades arms Added: Full Automaton version of Edhildil body in Armored and 'nude' variants Added: Elf, Orc, Argonian, and Khajit Skull head sets based on the Beast Skeletons assets Added: Conversions of the Dwarven Helmet used by the Gilded in the mod Clockwork, sized to fit on the humanoid Skull sets Added: Gilded Helmet versions of the Gyro Head Added: Swapple faceplate parts from the Gilded Helmet, for use with the above Restructured: Bloody Skull set repositioned to be more in line with other humanoid skulls, for better compatibility with the Gilded Helmet parts Restructured: 'Spinal cord' part added to all Skull sets Restructured: Eye crystals on all applicable heads replaced with the Dwemer Button mesh, with functioning glow effect. Cubemap added to metal surround in most instances Restructured: Spider Heart gyro insert replaced with brightly glowing version used by the Gilded Restructured: Werewolf totem skull resized to be less ludicrous Fixed: Edit to Gynoid Set .esp file to allow Gynoid Hair sets to properly displace 'helmet hair' meshes Extras version 1.5 - Added: Shaved head sets for all races/genders Added: Conversions of the Dwarven Helmet used by the Gilded in the mod Clockwork, sized to fit humanoid women Added: More conversions of outfits for use with the cyborg bodies, including ragged tops from the Draugr Rags and Fox 33 B sets --- Version 2.1.1 - Added: 'Gore' versions of the Skull head sets, featuring the vanilla decapitated neck stump as a base Added: Playable version of the neck stump, with beast race support Added: 'Extras' pack, containing some outfits usable with the Cyborg bodies, a playable version of the Wounds overlay, and some Dwarven armor pieces that didn't go with the other sets --- Version 2.1 - Added: Dwarven Gynoid set Added: Two 'disassembled' versions of the Dwemer Cyborg Restructured: Head base plate's armor slot changed from 31 to 44 --- Version 2.0 - Complete Restructuring All CK IDs and majority of paths changed Added: Edhildil Dwemer Cyborg set Added: Carved Skull and Werewolf Totem heads Added: Lexicon head set Added: Masque of Nocturnal Restructured: Gyro head set now uses interchangable insert parts Converted: Black Soul Gem, Black Soul Gem Armored, Centurion Core Added: Grand Soul Gem, Falmer Gem, Meridian Crystal, Spider Heart, and Cage Armor inserts for Gyro heads Restructured: Bodyslide Support added to all parts using the TAWOBA headless Dwarven Cyborg body's neck cap Added: Unarmored version of the Dwarven Cyborg Arms body, to provide version using the hands based on the Sexy armor set Restructured: Components separated into individual archives, optional individual or combined .esps
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Cripes, this body set ended up being even bigger than the Gynoids. 115 limb (and pants) variations. At least it doesn't have anywhere near as much add-on stuff to deal with. Which is good, 'cause I've still got to do those, and build the ground models. Might end up getting this out quicker than usual, though, if just because I really want to get to the next thing.
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I'm running out of reasons to procrastinate, so here's an update! Heads Preserved Brain: A 'brain in a jar' head replacer, made with Ghogiel's brain resource. Sized to work with the Skull Fit Gilded set. Ended up a bit undersized because of that, but we can just say they're Dwarven brains. Body - Bikini 'Full Cyborg' bodies: Fully Robotic versions of the Bikini bodies. Based on the work done for the Edhildil Full Cyborg, with a significantly rebuilt core torso, new hips, and new limb stubs. Limbs will appear to 'float' in some poses, due to limitations in the weight painting. Built to the UUNP base shape with no weight slider or body morphs, for obvious reasons, but includes Bodyslide files to allow users to select their preferred versions of the legs. Should work fine for CBBE users, too. Body - Gynoid Completely rebuilt for version 2.3, adding nine arm and nine leg options (including new at-knee versions) for 80 variants of each set, plus the limbless 'Disassembled' versions. Arm variants, A through I: Leg variants, 1 through 9: All come in Armored and Unarmored versions. Original Full robot body skipped for obvious reasons. Version 'E2' also skipped because, well, there wouldn't be any cyborg on it. Appropriate hand and feet sets made for each variant, using TAWOBA parts and a new lighter boot based on Petrovich's UNP Boot 04. Unlike the Bikini Set's gloves these must be manually equipped. This is to preserve this body's compatibility with regular boot and glove sets, although it should be noted that using unmodified gloves with the one-armed versions will result in a floating hand. The only exceptions are the 'D' arm sets, which are set to block all glove use. The hands and feet offer Bodyslide zap options for users to select which parts they want to use on a particular set. Extras Pack Dwarven Aster: Mostly new-build helmet, inspired by and using some parts from the Dwarven Ripper circlet. Intended to have a power associated with it at some point, but until I can figure out how to make that work it's offered as a purely decorative item. Dwarven Ripper Circlet Elven Version: New earpieces for the Ripper circlet to (hopefully) offer better coverage for characters with standard elf ears. Automatically equips instead of the original version on any elf-race character. Dwarven Light Boots: Two boot sets made from the boots built for the Gynoid variables. Includes the Gynoid feet in the reference shape and zap options for each individual part, allowing you to use them to build peg legs. Cyborg Outfits: Demi Suit, another conversion of an old Daywalker outfit. Clips around the hips in some poses, unfortunately. Quick conversions of a few UNP Minidresses. Conversions and quickie recolors for the Maxwell Outfit top, the cut down version of the straps from that outfit on slot 47, the breast band from the Blades Hakama outfit, and the DC Sorceress thong. Offered in their original colors, dark red, and dark blue. (Hopefully. I've got some colorblindness, so it would help if someone could check me on this.) Thong also offered with the tattered texture from the Gwelda Witch set. The hakama tops have been further altered with a Dwarven crest pasted over the original texture for the clasp:
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"Arrr, me booty" 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. 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... 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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Well, I've got the Gynoid Variable bodies pretty much done. 80 variants. Each. 160 between the armored and unarmored versions. (Plus another 80 for the No Breast Expansion version of the armored set, but I figured out how to do that purely through editing the .osp files instead of having to manually delete the sliders from each variant, so that hardly took any time at all.) Comes out to... Cripes, over 1.2GB when all of them are built with .tri files. And I haven't even started on building each hand and foot variant from the base ref. But that's just another eighteen or so entries, no big deal. Thought this would be lighter than the Bikini set when I started, even with the individual legs worked into it, but then I had to go and notice that the cut line for the cyborg knees happened to line up exactly with the triangles on the legs... ~And they knew that it was much more than a hunch~
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Version 1.3
2,364 downloads
Dwemermatron SE 1.3 (2019.08.14) A customizable follower mod for Dwarven Modular Automaton in the vein of Fallout 4: Automatron. The Khajiit merchant Ri'saad now sells a Dwemer Control Rod that will start the quest to acquire your own Dwemer automaton! Constructing and upgrading your follower is done at a new Dwemer workshop, located in the mountain pass above Windhelm. There is a short dungeon to complete before you can activate the follower. Instead of using dialogue like normal Skyrim followers, the follower construct is controlled using the Dwemer Control Rod, which creates a popup box that lets you select your command. This includes all the standard follower commands, although you may only trade if the follower is close to you. Additional automatons will awaken throughout Skyrim once you complete the follower. When you have the follower with you, they will randomly attack you in the wilderness. Otherwise, you may find them aimlessly attacking local wildlife. They can also rarely be found in dwemer dungeons. Schematics for additional components for your follower are found on enemy automatons. Simply loot their dead bodies and you will acquire any unowned schematics automatically. (The script that does this is a little pokey, nothing I can really do to fix it.) Requirements Dwarven Modular Automaton (assets only, you don't need to have the plugin activated) SKSE 64 Compatibility Compatible with Amazing Follower Tweaks, Extensible Follower Framework, and Nether's Follower Framework. Partially compatible with Ultimate Follower Overhaul; but the follower can't be dismissed properly. Known Issues The follower construct doesn't have an activation prompt during the quest to complete its construction. Whenever the quest marker is pointing at it, you need to activate it. The follower starts out with empty body and feet slots. Any armor you give it for these slots may become equipped, resulting in those parts of its body disappearing. This issue will no longer occur once you upgrade its core and lower components. Amazing Follower Tweaks - 'Wait' command doesn't seem to do anything. You can still make the follower wait somewhere by using the 'Do something' command instead. Other Versions Nexus Mods download -
Version 1.3
1,117 downloads
Dwemermatron 1.3 (2019.08.14) A customizable follower mod for Dwarven Modular Automaton in the vein of Fallout 4: Automatron. The Khajiit merchant Ri'saad now sells a Dwemer Control Rod that will start the quest to acquire your own Dwemer automaton! Constructing and upgrading your follower is done at a new Dwemer workshop, located in the mountain pass above Windhelm. There is a short dungeon to complete before you can activate the follower. Instead of using dialogue like normal Skyrim followers, the follower construct is controlled using the Dwemer Control Rod, which creates a popup box that lets you select your command. This includes all the standard follower commands, although you may only trade if the follower is close to you. Additional automatons will awaken throughout Skyrim once you complete the follower. When you have the follower with you, they will randomly attack you in the wilderness. Otherwise, you may find them aimlessly attacking local wildlife. They can also rarely be found in dwemer dungeons. Schematics for additional components for your follower are found on enemy automatons. Simply loot their dead bodies and you will acquire any unowned schematics automatically. (The script that does this is a little pokey, nothing I can really do to fix it.) Requirements Dwarven Modular Automaton (assets only, you don't need to have the plugin activated) SKSE Compatibility Compatible with Amazing Follower Tweaks, Extensible Follower Framework, and Nether's Follower Framework. Partially compatible with Ultimate Follower Overhaul; but the follower can't be dismissed properly. Known Issues The follower construct doesn't have an activation prompt during the quest to complete its construction. Whenever the quest marker is pointing at it, you need to activate it. The follower starts out with empty body and feet slots. Any armor you give it for these slots may become equipped, resulting in those parts of its body disappearing. This issue will no longer occur once you upgrade its core and lower components. Amazing Follower Tweaks - 'Wait' command doesn't seem to do anything. You can still make the follower wait somewhere by using the 'Do something' command instead. Other Versions Special Edition Nexus Mods download -
Version 1-2021 + Small Fix
17,263 downloads
Dwarven Modular Automaton A Robotic Body Outfit System Lore In the last decades of the Dwarven race, the Dwemer of Skyrim found themselves in a war. The remnants of the conquered Snow Elves revolted against the cruel masters who had blinded and enslaved them centuries before, and the Dwemer were forced to face an implacable enemy deep within the heart of their workings. Seeking a new weapon to beat back this rebellion, a certain clan of Dwarven researchers built upon earlier experiments to find a way to combine the signature achievement of the Dwarves, the Automaton, with the combat talents of the Falmer's natural enemy, the Nords. The pinnacle of this effort was the Modular Automaton design, a model of humanoid construct featuring interchangeable body parts to allow for a wider variety of fighting styles than existing automatons were capable of, with the minds of the Dwarves' human test subjects implanted into them to take advantage of their more flexible tactical thinking. Plans were made to seize warriors from the human cities and use them as the basis for whole armies of these brass soldiers, and after using them to sweep the tunnels clean of the wretched Falmer perhaps the Dwarves would have returned them to the surface as conquerors. Fortunately for the Nords of Skyrim the Battle of Red Mountain put an end to every Dwarven scheme. Only a few prototype production lines had been constructed before the Dwemer vanished from Nirn, with only a small number of unfortunate test subjects left behind in the empty laboratories. And perhaps due to the inclinations of the researchers behind the project every one of these test subjects was a woman. The designs for the male warriors were never produced, and only this initial 'Maiden' series was completed before the end. No one knows where these lost projects were hidden. Few even had a hint that they ever existed. But recently, something happened to change that. The last soldiers of the Dwemer are finally seeing the light of day. ...And new ones are being built. Design Features The Dwarven Modular Automaton is a body-replacing outfit that can be used to turn players or NPCs into robotic constructs. It uses Skyrim's basic outfit slot system to accomplish this in the most straight-forward way possible. Head Systems The subject's head can be implanted onto the Automaton body directly, or further supported by a neck frame (slot 45) and enclosed within a glass dome (slot 31). Alternatively the brain itself can be removed and encased within glass or armored capsules in a replacement head structure (slot 30). It is also possible to copy the subject's mind into one of an array of crystalline matrices (slot 43) and mount that into a purpose-built frame. Faces copied from ten of the original test subjects were produced for the replacement heads, with fifty different expressions in three materials- flesh, cast brass, and stone- for one hundred and fifty available options (slot 44). A 'null' face consisting of just the eyes is also provided, along with two animal-based masks, a pair of featureless faceplates in brass and steel, and a wide array of head coverings. Core Systems The upper torso (slot 32) functions as the foundation of the construct, containing a Heart crystal that binds the Aetheric Body that provides motive power to the machine, the processing elements for the magi-magnetic joint system that allows the construct to exercise a wider range of motion than it would physically be able to employ, and mana storage tanks to replace the magicka pool of subject's original body. A variety of models were produced in differing armor designs and capacities. Pelvis and Limb Types The lower torso and hips (slot 49), arms (slot 33), and legs/feet (slot 37) are divided into three main types with two limb sub-types. Alternate versions of the pelvises are provided to allow for a degree of interchangeability between leg types, as well as legless 'unassembled' versions for decorative purposes. Type B - Based on Nisetanaka's Dwarven Bikini Cyborg, this type's pelvis features a skeletal design for more inhuman Automatons. It comes in Model B for use with the Type B legs and Model E for use with Type E-based legs. Both versions of the original Bikini Cyborg design's legs are available, as well as a new 'short' type without the height adjustment. The 'disassembled' option lowers the character's height to the level of the Model B leg caps, allowing for legless locomotion. Several combinations of normal and weapon arms are provided. Type E - Based of Edhildil's Dwemer Cyborg sets, this type adapts the Dwarven Centurion's pelvis for a bulky, robotic design. The Model A version uses the original design's Centurion-based legs, with assorted feet provided for them. The Model E version is based on the updated design, with skeletal legs connected to a mid-thigh cap. Versions of these legs with the different foot options are available, as well as a 'disassembled' option set to the Model E height. Type G - Based on Vicn's Dwarven Gynoids, this type features a pelvis and lower torso elaborately built up into a stylized humanoid shape to pair with the original design's human-like legs on the Model A version. The various original Gynoid feet are available for use with this model, as well as a new high-heeled design built for use with either this or the Type E legs. The model B and E versions of this pelvis also feature more humanized proportions. Additional swappable armor pieces are provided for use with the Type G arms and Model A legs. Type CR - Animal-themed limbs based on the Dwemer Dog and elements from the Dwemer Steam Horse models, for use with the Model E pelvises. Come in Beast and Pony versions, and are paired with matching tails (slot 40) and animal-based masks. Type DD - Based on MaikCG's Dwarven Devious Cuirass, and arm and leg set for use with the Model E pelvises. Has a matching Core unit taken from the same design. Type HV - Based on Gigadeux's Dwarven Heavy Armor, providing a more practical humanoid design. Comes in both the normal and 'ebony' texture variants. The matching helmet has been modified with glowing eyes, and can be used in conjunction with the slot 30 head frames. Type NULL - These tokens block off the head, hand, or foot slots, allowing you to have headless or limbless automatons without the original human body parts appearing. Does not block any actions. Weapon Systems Invisible 'style' versions of the Dwarven one-handed weapons are provided for use with the Type B and CR weapon arms. A full set of duplicate vanilla Dwarven weapons is also available, these have had their speeds raised to simulate the physical boost provided to an Automaton. Type XXX Body Brass-Jointed Dolls Lore Years ago a mildly infamous researcher of Dwemer automatons vanished following the collapse of his dig site. As it was not uncommon for either digs into Dwarven ruins to collapse or for automaton researchers to fall victim to the subject of their studies, this event largely passed without comment. However, some concerns were raised by the contents of a damaged journal found in the burnt-out remains of his encampment. The final legible lines stated simply: "I understand it now. It all makes sense." "The Dwarves were perverts." Design Features The Type XXX Body is a collection of humanoid bodyparts mounted in mechanical fittings that utilize the Modular Automaton outfit system. These can be used to create mechanical Doll or Statue outfits, or mixed with the robotic DMA parts. Core & Pelvis Systems Replicating the human torso, these parts are offered in a collection of [FW] (Fixed-Weight) and Variable styles. The [FW] models are pre-built to a variety of body shapes from the UUNP family, and will display as-is regardless of the body settings of the character they are equipped to. The Variable models work with BodySlide to replicate the user's body presets, and are compatible with mods that use Bodymorphs to change body shapes. All parts are nude by default, but can be equipped with removable 'modesty plates' or bikini sets using slots 48 and 52 matched to each part. A selection of pelvises designed to work with the Type B and E legs from the robotic DMA sets are also included, while the Variable pelvises and some of the UNP sets include versions with the full Type G legs. Two '/A' model torsos are available, incorporating a breastplate for some slight additional protection. Limb Systems Bare and high-heeled feet are offered in both Fixed-Weight and Variable versions. The Variable type's primary feature is a Bodyslide-capable cuff at the point where the foot and body models join, allowing these to be used with regular human bodies. Variable versions of the arms are not offered due to some limitations in the way the mechanical shoulders work, so these are only available in High and Low weight versions based on the UNP preset. A variable version of the hand by itself was possible, and this is also offered for use on regular human bodies. Materials These bodyparts are available in four materials: D (Doll, regular flesh), S (Statue/Stone in a bright white marble), M (Metal, polished Dwarven brass), and R (Rubberized, a slightly shiny black coating). The D models will reflect the skin tone settings of the characters they are applied to, while the rest will replace them with their own surfaces. D and R models feature full Beast Race support, but S and M versions do not at this time. D, R, and S versions are available for all Core and Pelvis models, but the M material is restricted to the Variable set and the pelvises equipped with Type B or E leg adaptors, as well as a selection of chest units intended to be used with them. D and R models feature full body physics, while M and S have had their 'bounce' bones removed to reflect the more solid materials they are made with. Modesty plating matched to each bounce type are provided, but the bikini sets are restricted to the D and R models. Head Systems To better interact with the humanoid neck shape, new bases for the DMA head equipment had to be designed. These are included as the 'Doll Type' Heads and Neck Frame. Unlike the previous set these can not be used on their own with regular human bodies as they do not cover the gap left at the base of the neck when removing the original head. To rectify this the Doll Collar is also included; this is a copy of the neck cap from the Type XXX Cores with BodySlide capability and head weighting added, set to use slot 45. This allows it to be used as a collar on any humanoid character, as well as a base for the Doll Type heads or as a full head remover when used with the existing NULL head token. Using the character's existing head on the Type XXX bodies is also possible, as the built-in neck caps fully cover the seam. If further separation is desired the Doll Type Neck Frame can be used, or a slightly modified copy of the Dwarven Bikini Collar III is available for a more streamlined look. Extras Some additional parts developed during the process of building the Type XXX Bodies: Horror heads, a selection of replacement heads built with the Skull clutter model. The skull has been reshaped to fit into most headgear. Offered in Brass, Rubber, Stone, and the original bone textures. Also includes a pair of robotic eyes that can be placed into the empty sockets. Can be used in conjunction with the PK faceplates, but not the Subject faces. Model MC Cores, robotic chests with humanoid breasts mounted on them. Offered as a Variable type and a fixed-weight 'expanded' shape both with and without a 'milking' apparatus, in material types D and R. Phalluses, a collection of snap-on tools for various sorts of hard work. Set to slot 51, and can be used with both the Type XXX and the robotic pelvises. Pedestals, non-humanoid pelvis units for characters that don't need to get around very much. Intended for use with other mods that can force a fixed pose onto a character. Wigs, a large assortment of hairdos sourced from the Apachii, KS, and Holiday hair set mods. Also come in stone and brass versions. Full Ground Model Support All body parts can be dropped into the game world. Automated NPCs The Experiment Is Still Running Lore Rumor speaks of strange happenings south of Old Hroldan, of Dwemer constructs with the faces of women being seen roaming the back-country at the foot of the mountains. What their purpose is or where they came from no one can say, but a witness swears that he recognized one of them... Design Features The Automated are a large group of characters that have been rebuilt with Modular Automaton parts by a mysterious Dwarven machine. Trapped for centuries within the halls of their Facility, they have only recently regained access to the outside world. Specifications Functionally, the Automated are normal NPCs that have been physically rebuilt for the DMA system. Their head meshes have been modified to produce a 'mask' effect, and their default 'nude' bodies have been replaced with versions of the Doll Type head frames set to slot 59, maintaining their robotic forms even if stripped of their DMA bodyparts. A subset of the group is set up as a new Automated-specific race with null head and mouth meshes, which allows them to use the head-replacing slot 30 head frames and mask parts without coming into conflict with those meshes, as is sometimes the case when using them with Vanilla races. Roles Dozens of Automated have been produced by the Machine over the centuries. Many of them are willing to explore the outside world with you as your followers, and have a variety of skill sets to use in battle. Others have gone rogue and can be found in various places outside of the Facility, where they may object to your presence should you intrude upon them. Between these two groups are a number of neutral citizens who don't really care about you either way. One thing all Automated share, however, is a programmed-in hatred of the Falmer. The Facility The Automated call these ancient Dwarven chambers home, and have done their best to maintain them. They may serve as a convenient base for your adventures, with a teleportation system that allows you to instantly return to them from anywhere. Physical access is more treacherous, with the only routes being a one-way drop in or a long struggle through a nearby Falmer-infested cave. The drop is probably easier. This entrance isn't marked, but if you look around the top of the cliff behind the Dibella shrine you're sure to find it. Character Parts Several variant body parts with the intent for use with specific Automated characters have been grouped as 'DMN' parts. These include but are not limited to burned, muscular, patchwork, and icy skin variants of specific parts, weighted but not Variable versions of the D2 and MC torsos built to the UNPB body type with matching chest coverings, and a set of modified 'clothed' bodies. Also included is the XV series of faces, built from Vanilla meshes, consisting of many faces also used for the Automated along with a selection of notable Vanilla NPCs. Quest This mod does not have a quest. There is an implied storyline, largely spelled out in a series of journals that can be found in the Researcher's bookcase, but no actual quest elements or objectives exist. The Automated serve mainly as a showcase for the DMA system and a source of followers. No expansion upon that is planned at this time. *Experimental* Automated Player Option An optional file is available to download which will replace the default female head mesh and face textures with ones modified to display the mask effect, which will then apply that effect to the player. Used in conjunction with an appropriate head frame and DMA body parts, this will give a female player character the same appearance as an Automated. Non-Automated NPCs with properly generated FaceGen meshes will not display these changes, but ones lacking a FaceGen, who can be identified by the 'grey face' bug they will also be displaying, will have their heads rendered as a face floating in mid-air over their body. This initial experiment consists of the Vanilla head mesh paired with a modified copy of the Fair Skin face texture, but other variants may be considered if there is demand for them. Installation and Use Due to the increasing scale of the mod eclipsing LL's upload limits, the full download has been consolidated to one file and moved off-site. Download the text file and use the link within it to access the full file on Mega. Install as normal from there. Pre-generated versions of the Variable models built with my personal moderately customized UNPB-based preset are included to avoid the 'invisible body' issue. Please remember to run these parts in BodySlide to conform them to your own preset. They can be found in the 'DMA - BodySlide Parts UUNP' group. Some texture paths are reused from Dwarven Cyborg Collection and SeXtreme Loading Screens, so you may be prompted to overwrite some files if those mods are installed. A change was made to the statue texture, please allow this to overwrite to get the brighter white marble color. Otherwise the textures are unchanged. XPMSE is required as some parts of its extended bone set are utilized. Racemenu is required for the NiOverride height system. Examples of (probably) all of the items added by this mod can be found in respawning containers within the Facility. In-game crafting is not provided, for various reasons. Can be searched for in the console under 'DMA', but the number of results absolutely will exceed the console's backscroll. Use of AddItemMenu is advised. For the SE version, the appropriate versions of those mods will be required instead: XPMSSE, Racemenu SE, AddItemMenu SE To change an existing character into an Automaton, a Core Unit must first be equipped to replace their original body. From there the pelvis and limbs can be added. Floating hands and feet will be visible until parts using those slots are equipped. Parts are not intended for use without a Core equipped, and will look messy if used so. Head elements, however, can be used independently from the body system if desired, although the masks are intended to be used only with the replacement head units and will look even more messy without them. 'NoStrip' keywords are applied to all primary body parts, while 'AlwaysStrip' is applied to the modesty plating and bikini sets for proper functioning during scenes. The 'SoS Revealing' keyword is applied to all torsos to allow for proper use of the slot 52 parts. Sure-To-Be-Asked Questions SE version? Yes, with thanks to Holzfrau for the conversion. Only covers the first release version of the mod at present. Updated version TBD. What body does it use? As a complete body replacer, Dwarven Modular Automaton is effectively body-agnostic and can be used with any installed body type. The Type XXX bodies do complicate this a bit, however. While they are built using the UUNP HTD and Special body meshes, their textures have been re-pathed to an isolated location which will allow them to be used independently of the user's installed body texture, side-stepping the main point of conflict between the UUNP and CBBE bodies. The Fixed-Weight models should be usable by anyone right out of the box, but the Variable sets are currently only built using the UUNP sliders which may cause some issues for CBBE users. Can they put some clothes on? A qualified No. For the Fixed-Weight Type XXX models it's mostly impossible, as the game treats them as outfits themselves and not bodies. The result of this is that any clothing applied to them will be conformed to the character's original body shape, not the shape of the Fixed-Weight part. The Variable models do conform to the character's original body shape, so they are capable of some clothing use. However this is complicated by three things: First, slot 32 must be occupied by a DMA core for the system to work, so normal outfits are unusable. A top that uses an alternate slot such as the cyborg-use Dwarven Bikinis must be used instead. Second, several bones were removed from the upper torsos to avoid clipping and distortion on the mechanical parts, which also results in clothing that expects those bones to still be there to potentially clip through the body in various ways. The removal of the bounce effects from the M and S versions causes and even more extreme version of this problem. Third, The various mechanical parts and gaps added into the body severely limit the number of clothing designs that could be used without having bits of machinery clipping though them or shoulder straps hanging in mid-air. Designs that can account for all that are hard to come by. Male versions? Due to the mods the majority of parts were sourced from being female-only, male-use options are not provided. Known Issues There is a known major conflict with an element of Devious Devices that may result in the Pelvises appearing to vanish or fail to equip. This is caused by DD's 'Device Hider' function, a feature that is intended to remove the model of a device from the character to prevent it from clipping through when the character is also wearing 'normal' clothing, which it broadly assigns as anything using slot 32. Unfortunately this function is turned on in DD by default, and given the large number of slots DD uses this tends to play havoc with other multi-slot outfits. The specific conflict with the Pelvises is that they use slot 49, which is also used by DD's chastity belts. My personal recommendation is to turn the Hider off entirely unless it's a feature that you actively use. To do so, go into DD's MCM and open the 'Devices Underneath' tabs, then find any entry that has a slot assigned and change it to 'None'. This seems to turn itself back on when starting a new game, so check it after exiting Helgen or the Live Another Life cell. An additional conflict with Devious Devices is possible in the case of the Automated-specific head frames. The default version of these used as the 'nude body' of most Automated is set to slot 59, which is also used by DD's arm cuffs. As such anything that force-equips arm cuffs may displace the head frame, leaving the Automated's face floating over their body. Alternate versions of the head frames set to slot 50 are included that can be used if needed. The theory here is that the DMA arms aren't particularly compatible with arm cuffs anyway, while the vaginal piercings on slot 50 might see some use with the Type XXX pelvises, but really DD just uses so many slots that it's impossible not to run into it somewhere. Updating the mod mid-save can cause a minor but irritating error with the SoS 'revealing' system. A keyword was added to all DMA torsos to mark them as 'revealing' by default in order to insure that they would work with the slot 52 modesty options, but evidently the SoS system only registers the presence of that keyword when an item is first encountered during a game. If it has already seen an item prior to the keyword being added and has it marked as 'concealing', it will continue to treat it as such. The problem with this is that the pre-set outfits on most of the Automated include a slot 52 element, and if SoS thinks that their torso should be 'concealing' it will displace either the slot 52 element or the torso piece. While the former isn't that big of a deal, unfortunately it usually seems to do the latter instead. So if the first time you encounter an Automated they're just head and limbs floating around an empty space, this is probably the cause of it. Bodyslide support is offered with the Variable models, but results are not guaranteed. The mechanical parts involved only offer so much flexibility, and more extreme presets are highly likely to experience issues with scraps of skin mesh clipping through or distortion of the mechanisms. Beast Race support has been added, but it has some limits. Khajiit and Argonian head shapes are difficult to make masks of, so they do not have the full Automated effect at this time. It is recommended to use them with the D2 torsos due to the complications caused by their necks. When using the R bodies, the texture on the character's original tail does not change. The R tails are provided to rectify this. Please also note that the majority of parts use the Feminine series of Beast textures. Feel free to swap them out for your preferred texture sets. The D models do conform to the character's skin tint settings, but they use an isolated copy of the Fair Skin texture set which may result in the colors not matching well between the D model's skin and the character's original head should it be retained due to differences between how the texture mods parse the tint. In addition to this the flesh versions of the SeXtreme masks do not color match to the character's skin tint at all, as they are built in a completely different way from the Vanilla Skyrim faces. New faces matched to the preset skin tints are planned, release TBD. Skyrim seems to have some limitations on overlays applied to the skin textures that may affect the Type XXX bodies. Tattoo-style overlays appear to only be applied to parts on the main body, hand, and foot slots (32, 33, 37), and as such do not appear on the Type XXX pelvises or upper arms, which use slots 49 and 34 respectively. Bloodspray decals also appear to pool on the upper torso and hands. The Stone pelvises have noticeable texture seams at the hips; this is due to replacing the skin texture with a solid 'block' texture that is not mapped specifically to the skin mesh. Customized skin textures would have to be created to rectify this, which is a bit outside of my skill set. The Type XXX arms are internally split into two pieces using slots 33 and 34 due to the hand and arm textures being in different files, and Skyrim refusing to apply two different skin textures to different meshes on the same model. As a result of this, the Type XXX arms are not compatible with the Type G forearm armor, which also uses slot 34. Neither can be changed to a different slot, as models not using slots 33 or 34 do not show up in first-person view. The Type XXX Pelvises include a vagina model, primarily for anatomical correctness. Unfortunately the collisions or some other element needed to maintain the functional animations appear to have been lost at some point in the build process, and I'm afraid I don't know enough about how they work to restore them. While they are not hard requirements, it is recommended to have all the standard DLC installed as some parts do source their textures from them. Parts were arranged to minimize clipping and distortion, but all possible poses or animation sets could not be accounted for. Some oddness may occur in more extreme positions. The Facility is very overstuffed with NPCs and decorations. Weaker systems may have some difficulty with it. Follower pathing in the lower area of Gloomreach is screwy. Something prevents them from entering properly into the lowest part of the second cave and causes them to run off trying to find another route, leaving you behind. The teleportation spell to return to the Facility has been inconsistent about moving followers. In testing it has not been depositing them at the landing point with the player, as intended. Instead they enter the cell via a physical entrance and run over, or sometimes get lost. I'm unsure why this is happening, as I used the same teleportation script in a different mod years ago and never had any similar problems with it. I intend to try an fix this in the future, but recommend using a follower tracking mod in the meantime just in case. (And in general, they're useful.) Some changes were made to the Dibella shrine south of Old Hroldan. These may conflict with other mods that change this area, particularly any that add a statue to the plinth. Don't enter the Cistern. It's not done yet. In the least. The Pony mask is malfunctioning in the SE conversion. Cause unknown at this time. Credits Face models sourced from azmodan22's SeXtreme Loading Screens Limb elements sourced from The Amazing World of Bikini Armour! Edhildils Dwemer Cyborg BBP Edhildils DMRA Store Vicn Creature Pack Gynoid credits: 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 Dwemer Dog Follower Dwemer Steam Horse Dwarven Devious Cuirass Girl's Heavy Armors Armor sourced from UNP Spice Gear Collection Remodeled Armor Sexy Vanilla Female Armor BD UUNP Dragonborn Armor Replacer Peacekeeper Armour Type XXX meshes and textures BodySlide and Outfit Studio Fair Skin Complexion Feminine Beast Races Additional elements from Clockwork (Clockwork Castle) Nova Catsuit Dwemer Over Technology Resources Ghogiels Brain Remastered Static Mesh Improvement Mod DG High Heels Skyrim Strap Ons Sexy Nixy & Sexy Dwemmy With special thanks to Holzfrau ...And viewers like you -
Version 1.0.1
2,324 downloads
Description: CBBE Dwarven Deviant Cuirass Variants v 1.0.0 ====================== Original Mod by AVS found here: Changes Made: -Conversion to CBBE Bodyslide -Oily body Option -Added DMA "Belly Plate" (option C) -Added DMA Breast Caps (Light Caps) Install/Uninstall: ======================= Use the usual methods by either a mod manager or manual install. Acquisition: ======================= Utilize AdditemMenu and search "Dwarven Cuirass" Credit to MaikCG for the first version of this suit created, and AVS forall of the variants. Documentation from the original page: Features Seven variations with varying degrees of exposure All parts and variants come in original darkened colors and Vanilla Dwarven colors Separately equipped belly plate [slot 54] Separately equipped plugs [slot 57] Separately equipped enchantment trigger [slot 60] with additional Heal Rate effect Breast caps for open-chest designs [slot 48] Thin collar to cover neck seam [slot 45] Shaved head wigs, bald and stubble SexLab NoStrip keywords Bodyslide files for all variants and applicable parts Bodyslide files with selectable zaps to build a modified replacement of the original armor Installation Install as normal. Can be used with or without original Dwarven Devious Cuirass mod; will prompt for overwrite on some files if that is installed, but they are unchanged in this file so that can be ignored. After installation, run Bodyslide on the files in the 'Dwarven Devious Cuirass Variations' Slider Group to conform them to your body type. 'DwarvenDD Main Variable A' & 'DwarvenDD Main Variable B' will replace the model in the original Dwarven Devious armor location when run. Choose only one; 'A' will produce a dark-colored armor while 'B' will produce a bright brass-colored armor. Crafting recipes not included. Use AddItemMenu or console to acquire in-game. Notes 'NoStrip' keyword is applied to major armor parts to prevent them from being removed by SexLab during scenes. Plugs and breast caps have 'AlwaysStrip' keyword so that they will always be removed during scenes. Belly plate does not have keyword set, user can manually adjust its strip settings using SexLab's 'Strip Item' editor. Belly plate set to slot 54 to avoid issues with Devious Devices and SoS on slots 49 and 52. As such it can be used in conjunction with clothing using those slots, if desired. Breast bones removed from Variant E2 due to the breasts being 'pinned' in place. Bounce adjusted on variants E3 and E4 to dampen clipping, but it will still occur during some motions. All variants are compatible with SLIF and other Bodymorph-based mods when 'Build Morphs' box is checked in Bodyslide upon generating the models. Clipping may occur at more extreme sizes. The 'knobs' that were positioned under the breasts on the original version were moved to the sides of the torso to allow for better Bodyslide/Bodymorph compatibility. These can be removed via zap from all variants, if desired. -
F U STORMCLOAKS It's worth noting that my 'process' on this project mainly consists of haring off after various tangents as my interest and capability allow. This is the current rabbit hole. I'd been thinking since I finished the 'automaton' version of the Edhildil body that, since the Gynoid already had a full-robot body to begin with, it'd be nice to have a variant for the Bikini body. Both to round off the set, and to take advantage of the conceptual possibilities offered by the combination of a robotic core and the more combat-aggressive Bikini set limbs. But the Bikini Cyborg uses a lot more of the original humanoid body than Edhildil's does, and would require me to do more with the joints than I was really confident enough with weightpainting to try. But I wanted to experiment with realigning the tanks to a more aesthetically pleasing position and redesigning the core of the chest anyway, so I played around with it a bit in OS. And it turned out better than I expected. So I went ahead and finished it, and tossed it into the game. The thing is, I still don't really know how to get the joints to work 'naturally'. So I didn't. I just painted all the bones 'solid' and compressed down some of the vented pipe pieces to use for the torso side of the joints, and we're all going to pretend that it uses some sort of magic-magnetic jointing system that lets the limbs hover several inches away from the torso in certain positions. It still looks pretty good in-game, and lets me minimize the amount of flexi-metal, so I'm not gonna care that hard. Having an electrical effect between the parts would help sell it, but I haven't the faintest clue how to achieve that. Currently have it built in armored and 'nude' versions of the Arms, Blades, both Combo types, and Disassembled. Haven't decided if I'm going to bother with any of the further 'missing limb' types beyond the basic shorty here, though. Also kinda feel like I should do something more with where the new thighs meet the original leg caps, but haven't figured out anything that would look better. It reuses several parts from the Edhildil version, particularly the neck connection, which means that it can be used with either the character's original head or most of the replacement heads the same way that one can. And, of course, it's usable by both the player and NPCs. So yes, you can build a robot army. I know if I was a bandit, I'd be shitting myself right about now.
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I could use some suggestions. The stickler for these variable limb versions of the Dwarven cyborg sets has always been what to do with the remaining human limbs. With how Skyrim's armor system works you have to do the hands and feet in sets, unless you for some reason want the off-limb to not have a hand or foot on it. Which I sometimes do with these sets, and those are easy! But for the human parts... Walking around with one bare hand or foot is just kinda silly, so you've got to find alternate boots and gloves to cover them. For the gloves I can just use the TAWOBA Dwarven gloves for all the sets, since they're thematically appropriate and it's simple to set up zaps to let people decide how much armor they want on them. But the NiOverride settings on the boots pose a bit more of a problem. I punted on doing individual leg versions of the Bikini set because I didn't have an elegant work-around for the crazy-high NiO values on those legs. The Gynoid and Edhildil sets don't have that problem, since their feet use the Vanilla height settings. But the TAWOBA Dwarven boots do have a NiO lift, and models with fairly high heels, so I can't really use them with those sets. And honestly, I'm just not really that big a fan of their design. They're not bad, mind you, it's just that the gap between the armor at the lower calves has always bugged me. I could use the Vanilla Dwarven boots, but, well, y'know. Something that clunky might be okay with the Edhildil set, but not so much for the Gynoid. The Remodeled and Sexy Vanilla versions are just reshapes of those, so they're also out. And the one that remaps the Dwarven textures onto the Elven boot mesh I'm not really keen on for its own reasons. So I need a new boot. A nice pair of flats that can complement the cyborg limbs without stealing the show, as it were. Something Dwarven-themed would be ideal, but I think I've already covered almost all of the ones out there. Failing that, something dark, leather, and simple. Petrovich's fourth set are the only ones that immediately come to mind, but they're almost too simple. There's also the boots from the Katarina Armor, which are some of my favorites of the flats I've come across, but there's no permissions information on that page. Aside from those... pretty much everything I've got that looks decent has heels on it. If anyone else knows of any that you think might work, I'm more than happy to hear about them. Unless there's a modeler out there who wouldn't mind whipping something up...