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Edit - I'm not updating this top level page as I post updates. This page gives a good idea of the overview of the mod idea, but if you want to know how the mod is progressing and where it's currently at, I'd recommend reading (or skimming) the latest update I've posted. Edit 2.0 - See latest posts for info on beta/etc. I decided to make a Mod Development thread for a project I have been working on the past few days and will hopefully post up. The idea is simple: What if you changed Skyrim's game play to use a turn based combat system that also included sex/H-attacks. This mod is based off of a system I made in one of my large, personal mods, that I am attempting to place into a mod of its own both for distribution and ease of handling. Now, if you are thinking: Why would you want to make Skyrim turnbased? Why would you want to encourage H-Attacks? Why don't you go and revive/work on some other mod you posted? Then this likely isn't for you. For the rest of you, if I have your attention now, I'll start talking a little bit about how it works (planned and current) and progress. Background: What is turn based combat? Turn based combat essentially means that each side of the combat takes turns attacking in order. It is a popular RPG style of combat. What is an H-Attack? I'm borrowing the term from Japanese hentai games for attacks that are sexual in nautre/etc (note, there is often an implication of non-consent in this. Please leave non-consent in the game world where it belongs and don't bring it into reality) Terms Glossary: Actor - Any of the characters (player or NPC, ally or enemy) TBC - Turn Based Combat E"X" (I.e. E1) - Enemy Number X (i.e. Enemy 1) PA"X" (i.e. PA1) - Player Ally X (i.e. Player Ally 1) How it works in Skyrim (And what's implemented): The player is able to select up to 4 NPCs to be their allys that will be brought into the Battle Zone with them (Implemented). The Battle Zone is a separate world space/cell where the combat takes place (Implemented). There can be up to 5 enemies (including creatures) that can fight against the player's party (Partially Implemented - Enemies are currently a statically chosen group for testing). At the beginning of battle, each actor is randomly assigned a "rank"/"row" which is their starting position in combat and move to their position (Front, middle, or back). (Implemented, but ranks currently do nothing other than change where you stand). The combat starts, and the first actor (default player) in the initiative takes their turn (Implemented, see below Screen shot). The options that an actor has varies depending on whether it is male, female, or a creature. Because of my own preferences, only female characters can be the targets of H-attacks/sex attacks (Sorry to anyone who would prefer it else-wise, but it's not my can of soup and while I could make a bunch of conditionals to make it an option, I don't want to have to test it). There are a set of base options for what a character can do (with attached conditions - More attached conditionals will be added so that you can only choose applicable/available options) and several of these options have break out windows. (Partially Implemented - there are currently filler/stand in options and options that don't actually do anything). The combat then moves through the initiative order, allowing each actor to take a turn. Currently, all turns are controlled by the player, but in the future there will be an option for having a simple AI play the players allies and enemy turns. The camera will switch to whichever actor is the active actor and follow them through their turn. There is a global variable that makes some of the movement instant (warping, instead of moving into position) but it's not on all the packages (just common ones). (Partially Implemented - No AI yet) In it's current form, there is no win condition as I am working on getting the in combat actions working and flowing well enough. Combat Options Available by character type: Male: Attack (Implemented), Heal (Unimplemented), Cast Spell (Unimplemented), Sexually Harass or Bind (Partially Implemented), Change Rank (implemented), Assist (partially implemented), Offer (Unimplemented), Enslave (Unimplemented), Surrender (Partially Implemented), and Pass Turn (Implemented). Female: Attack (Implemented), Heal (Unimplemented), Cast Spell (Unimplemented), Sexually Harass or Bind (Partially Implemented), Change Rank (implemented), Struggle (partially implemented), Futa (placeholder), Submit (partially implemented), Apply Pheromones (Placeholder), and Pass Turn (Implemented) Creature: Attack (Implemented), Sexually Harass or Bind (Partially Implemented), Change Rank (implemented), Creature Ability (Unimplemented), Surrender (Partially Implemented), Pass Turn (Implemented) Attack, heal, and cast spell should be fairly straightforward as to what they do. When an actor chooses to attack, a box pops up to allow them to select the enemy they wish to attack. Note, I'm primarily covering Sex and Binding, but think of Submission as basically the self version, with most of the same options except instead of doing it to someone else the actor does it to themselves. Sex and Binding: What a lot of you probably care about. There are currently 6 six things you can do here. 1) Strip - Armored/Clothed female characters can be stripped of said armor or clothing (Partially Implemented - Auto succeeds) 2) Bind - Equip a set of bondage gear/shackles to the defender. A base outfit of gear using the ZAZ mod is provided, however there is (Currently one, future more) chests that can have a set of gear placed inside them that will be used instead (allowing you to customize different sets of binding). (Partially Implemented - Auto Succeeds) 3) Spawn Furniture - Spawns a set of ZAZ furniture from a list of totally not randomly chosen items (i.e. pillories, wooden horse, etc) in one of the six available locations (Implemented) 4) Place In Furniture - Grabs a female actor and forces them to use a piece of unoccupied furniture (Partially Implemented - Auto Succeeds) 5) Rape - Self explanatory, see below section of "Sex Stages in the Mod" for more info (Partially Implemented - Auto succeeds) 6) Advance Rape - Moves the actors current sex scene forward one stage (Implemented) Sex Stages in the Mod: In order to give the mod that good old H-game feel, there are two somewhat unique things it does: 1) Sex stages during turn based combat will NOT auto advance. When it gets to the turn of one of the actors involved in the sex, they will have the option to advance the scene (advancing it one stage). (Implemented) 2) If an actor attempts to have sex with a character currently in a scene, the currently ongoing sex will stop and a new scene with all of the previous actors plus the new actor will begin. (Implemented) What do you mean "Auto Succeeds"? Currently, all of the actions automatically succeed (or fail). I am working on getting to the point of adding a chance based system for things to succeed or fail to the mod, and potentially adding in content for "degrees of success" (i.e. how well you succeed). Currently, because of testing purposes and in progress status, everything just automatically succeeds, so certain features that are otherwise implemented may be marked with partially implemented instead. Binding Stages: One of the ideas of the mod is "binding stages", or basically the level of locked down that a female actor is (with it becoming harder to defend and having less access to action types the more locked down she is). The stages currently go: Base (Clothed/Armored) -> Stripped (Naked) -> Bound (Bondage gear) -> Locked in Furniture Currently, this doesn't do much but I plan on having it impact more things in the future. Assist: Male characters (and currently only male characters) can assist their female companions in combat. This allows them to help break them out of sticky situations. Currently, it is set up so that they will remove the worst condition a female character is suffering from (i.e. freeing them from a piece of furniture, or removing their bondage gear). Future plans to have them also be able to "rescue" characters getting raped by removing rapists from the pile. Struggle: Currently Unimplemented, but planned to be a percent chance for characters to break out of furniture, bindings, and sex. Surrender: Sometimes you're just done fighting. Other times, you realize that the time may be right to try and change sides. There are currently three options here: Surrendering - Marks the actor essentially as Incapacitated/Ignore (Unimplemented) Change Sides - The actor decides it's time to join the winning side and switches over (Implemented) Betrayal - Like changing sides, except betrays an ally before hand, leaving their original side in an even more difficult position (Partially Implemented) Victory and Defeat: I'm planning for something like an all down, with characters having multiple ways of being incapacitated (No Hit Points, Sexed Out, Locked Up, Surrendered, etc). Currently None of this is tracked as I'm working on getting the combat system itself worked out (so, yes, combats never end). These are some of the major points, including things that are implemented and being worked on. To Do: -Lots of things -Get some sleep Community Input/Feedback: If you've got ideas/feedback, or just are really interested in actually seeing a published version of this mod, let me know. Want to contribute? Are you sitting there thinking, "Man, this looks great, I want to help make this a reality!" and have an idea on how you can help? Let me know. I'm always happy to accept help working on the mod. Can ... Can I trust you? You've hurt me before. Listen, I know what you're probably thinking ... and the answer is I probably wouldn't trust me. But this is also something I want for my own personal use, so I wouldn't say there is definitely a chance it's get, at least, complete "enough".
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ZAP Furniture Pack & Modding Hiatus
ajelloacc posted a blog entry in Ajello's Home Furnishments for Degenerates
So I am going to keep this post short as most of what I want to say is already in the title. This is for the like 10 people who follow this blog but I am going to go on indefinite hiatus as stuff at work is going to keep me busy for the foreseeable future. Thought I would just declare an indefinite hiatus instead of struggling with this furniture pack lingering at the back of my mind like horny tumor. I was hoping to push out a version 0.5 or something for the ZAP furniture pack before I took this hiatus but I no longer have the time to do the final round of polish before making a release. Also would not be free to do quick hotfixes after release so this feels like the best course of action. I did make progress since my last post but I'm thinking it maybe better to keep it to myself so no one gets excited for something which worst case may never get released. I've stuck with modding sexy skyrim since it came out in 2011. I definitely will be back at some point. Maybe in 3 months? Maybe end of year? Maybe when Skyrim gets re-released as a 128-bit version after Todd Howard becomes an American President promising to make the country "just work" only to fall short on most of his promises in a complicated political landscape thus requiring a distraction in the form of a rushed mildly better game? Hopefully will be the former two, seeing how Anniversary Edition was handled I would pray not another Skyrim version gets released splintering the modding community even further. Anyways here are some random BDSM pictures I took with the current furniture. I will still be contactable on LL, just may take a few days to reply. Message me if you need help making your own furniture pack for DM3. Happy modding and hope be back soon! Edit: tfw you just start a hiatus and Rohzima releases sweet new updates 😭 -
Hello guys! I'm working on a new game, and I'd like to know what kind of stuff people would like to see! The game will be made with rpgm. You will choose at the start your 'alignment'. Either a hero, or a madman. This will change the abilities you will unlock in battle, and the different boss battles ending. Every attack will be sex-based, and you'll see an image of the enemy under said attack. So a lot of work and hundreds of drawings. Aiming for a generous game, with sexualised battles instead of a 'do a regular rpgm fight and get one reward image at the end' kind of deal. So I'd like to know how far I should take it with the madman alignment. The hero will seduce the girls, make them horny, and close the deal. The madman on the other hand will attack the girls into submission. It could stay at bdsm (slapping, punching, cutting) or it could go as far as cutting limbs and breaking bones. Knowing that you don't need to use all of your arsenal to finish a fight, meaning you could stay away from certain interactions. So Hero or Madman? And for those who would chose madman over hero: taimed madman, or all the way fucked up? Oh and BTW, here a preview of the first boss, in its naked state! Tell me if you like this kind of art style as well!
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Hi All, I'm working on a small mod (my first) to add Giantess/shrinking content to SE. The gameplay loop is various events shrink the player and paying money to the follower restores height. What's working is a quest form for giantess-themed Misc topic info content and the a dialogue quest to regain height. The shrink/growth mechanism was originally based on an old script I found on the GiantessCity forum (my scripting skills are rudimentary). I first tried this in a new "Shrinking Disease" assigned to different Races but on play-testing it caused huge script lag and eventually crashed the game. This is the script: Scriptname mgtsShrink extends ActiveMagicEffect Import Utility float Property TargetScale Auto {The scale towards which the target should grow (e.g. 1.5 is 50% base size)} float Property GrowthPerEffect Auto {The amount of size change per effect, negative value causes shrinking (e.g. if .2, a target with scale .5 grows to .6 (.2 * .5 = .1 increase)} Event OnEffectStart(Actor akTarget, Actor akCaster) float currentScale = akTarget.GetScale() float nextScale = currentScale + currentScale * GrowthPerEffect float loopScale = currentScale float changePerLoop = 0.003 int numberOfLoops = 0 ; figure out if scale is already being effected Wait(0.2) float changedScale = akTarget.GetScale() if currentScale == changedScale if (GrowthPerEffect > 0) if nextScale > TargetScale nextScale = TargetScale EndIf numberOfLoops = Math.Floor(Math.abs(currentScale - nextScale)/changePerLoop) Debug.Notification("Entering Grow...currentScale=" + currentScale + ", nextScale=" + nextScale) While numberOfLoops > 0 loopScale+=changePerLoop akTarget.SetScale(loopScale) numberOfLoops-=1 EndWhile Else if nextScale < TargetScale nextScale = TargetScale EndIf numberOfLoops = Math.Floor(Math.abs(currentScale - nextScale)/changePerLoop) ;Debug.Notification("Entering Shrink...currentScale=" + currentScale + ", nextScale=" + nextScale) While numberOfLoops > 0 loopScale-=changePerLoop akTarget.SetScale(loopScale) numberOfLoops-=1 EndWhile EndIf if currentScale == akTarget.GetScale() Debug.Notification("This spell isn't powerful enough to change the target's size") Else ;Debug.Notification("Exiting Grow/Shrink...currentScale=" + akTarget.GetScale()) EndIf Else Debug.Notification("The script is already running!") EndIf EndEvent I then made a "Shrinking Spell" with a shrinking MagicEffect based on this script and called it in Papyrus End Fragments in Dialogue Topics ("shrinkspell.Cast(game.getplayer())"). This seems to avoid the script lag but the game is crashing regularly, probably because of the known issues with SetScale() (see the creation kit wiki). I believe NetImmerse can avoid this problem (see this reddit post). Can anyone recommend how to replace the SetScale() command in the script with NetImmerse instead, if this is indeed the problem? Cheers!
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Bramble, a DAZ Studio render by BDRagnorok. LoversLab has all sorts of interesting adult quest mods, even the Nexus has a few well disguised mods. However, none of them provide any significant IMMERSIVE reasons for our favorite Sole Survivor to engage in the provided perversions. Gotta hunt down Shaun, you know. I NEED REASONS! Idea... the Vault 111 overseer decides he will help the post war commonwealth with repopulation, by creating a drug that "encourages" all wastelanders to procreate as often as possible. Unintended consequences occur, and his drug causes a lust epidemic, first in the vault, then all over the Commonwqealth. more info from an earlier post I am making a simple mod that provides a reason for the pc to "go off the rails" with mods like "Boston Breeder", "Nuka Ride", and others without any apparent reason. I want a reason! So my mod sets up the Vault 111 overseer as big perv that designs a drug to encourage females to bed anyone in the name of "re-Population". Plans go awry and his stash of drugs get dumped into the vault water supply, resulting in chaos. my poor pc had to drink some water and... One of several changes to the pc is her physical attributes (against her will, and knowledge, think vanilla cbbe body to OMG! cbbe body) thus my question The mod will not hook in to any other mod, it is just a text based mod, with a few added visual details for immersion..
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Pick as many options as you like, but it counts less if you pick more things. Currently a few voices on the forum tend to set the direction for development. What do people think is most important to do next? You might want to look at the Roadmap for more detail on what these different things could look like. The feature for letting followers push deals more aggressively is a "done deal", no point voting on that.
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Yes, the face. The longer I looked at it, the less enthusiastic I was. Nope, not even remotely good enough. At the same time, making just decent looking nose in vanilla Skyrim seemed completely impossible. Damn. And so I decided to go on mod hunt for better head. CITRUS was my first step, and while the head looked better, better doesn't mean great. Also it was incompatible with facial expression mods, giving Lily in every sex scene expression of deranged clown suffering through massive enema. Pity I didn't think to record those crazy faces, I could have made comedy porn.. alas, too late now. Further search led me to vectorplexus forums and an excellent mod called Hi-poly Head. This one I genuinely liked, comparison between vanilla and hi-poly face below. There is small neck seam with this mod, and I couldn't find a way to fix it, but it's small price to pay for what it offers. While I was at it, I also decided to try new skin, and found Fair skin was nice upgrade over default COSIO. How it turned out is shown below. 1656688853_LilyEp1SFWTrailer.mp4 Further improvements: Switching recording from 30fps to 60 was an easy step, quality of footage grows, but so does file size... Lighting darker areas was another problem that needed solving. As spawning lights with console proved hit or miss (mostly miss, tbh) and needed constant reloading, I dug through forums, tried some mods, and settled on using Light Gems from SSAssist. Still not perfect, but now, at least, I won't have to make the song "Love in the Dark" my default video soundtrack. Next time we will get to the actual good stuff - posting full episode.
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After making 2 longer videos, I decided I need to upgrade video quality in many aspects to make something actually worthwhile. Thus began weeks long messing with different mods and settings that yielded some results. Body, it's physics and groin details for close-up looks were easily the first target, and so I abandoned AiO HDT Animated Pussy. After some unfortunate dalliance with BHUNP body and HDT-SMP physics (Imagine penis touching hyperactive jelly. Yeah.) I settled on using COSIO (Clams of Skyrim Project). And discovered it really didn't work with Baka's ABC schlongs out of the box. Clam is too small, creature dicks too large, settings in Baka's xml's were clearly meant for different body, all in all, it took autistically long time to figure out what's wrong and make everything work well. Tricky.mp4 But I believe I got decent enough results to make few good videos with COSIO before trying something else. Below is a video comparing previous clam with new one. Clam comparison - Tifa vs Lily.mp4 Continued next time.
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RZAA Furniture Pack Released & next project
ajelloacc posted a blog entry in Ajello's Home Furnishments for Degenerates
Salutations fellow furniture enthusiast and lacquered mahogany sniffers... what just me? That's disappointing. RZAA Furniture Pack Released So the RZAA Furniture pack has been released. Again many thanks to Rohzima for giving permission. The nice thing about his stuff is it tends to have simple textures and meshes so the zip for this furniture pack is under 4 MB, nice to not need like an eighth hard drive for an ass jiggle mod. I don't think I have too much to say about this furniture pack. Was quite straight forward to make, just tedious since they all have so many animation stages, great for users a pain for me. At the very least I streamlined my process while making this pack. I gave up any notion of making ghost meshes while moving the furniture so the ghost meshes just refer to the main furniture. I did have to make "full" versions of the meshes, these are basically the furniture mesh with whatever animated objects, which typically would be attached to the animation, added. Small thing but these kinds of details always bother me. Only significant thing I can note is that sometimes the static versions of the animated objects sometimes do not get removed when mounting a furniture with an animated object. Seems to happen in busy areas when constantly reloading or remounting a furniture. Issue seems to get fixed by picking up and placing down the furniture again. Sorry I do not have many new screenshots to share so here is a larger version of the mod's banner image and a variant of another. The Next Project So the next project I plan to work on will not be a full furniture pack but something I hope to add to incrementally over time. I am happy to announce the next furniture pack I will be working on is for the ZAZ Animation Pack 7.0, O LORD IS IT HUGE. ZAP 7 for many skyrim kinksters was the OG "I want to make skyrim a sex themepark" mod. It contained many classic bdsm staples like X crosses, collars, shackles, gags, and other fun stuff. I understand that over the years there has been some controversy with ZAP 7 and its successors packs, mods are weird since they can require so much of your time yet the work is thankless so emotions can run high. To avoid the touchy issue of permissions with this pack, I will not be repacking assets for this furniture pack. Thankfully ZAP furniture already has collision meshes so no editing is required on my part. I also have learnt there is a way to create FNIS files which refer to a separate folder paths from other mods. Thank you Display Model 2 for the reference. The final mod could be just and .esp with a bunch of json files in this case. ZAP 7 has so many possible furniture, I haven't even begun my investigation of how many there are, mostly out of fear and laziness. I think to start things off I plan to port furniture mods from DM2 which did not make it to DM3 as practice. DarkConsole originally only used ZAP animations for the furniture before making original ones. I haven't fully looked at DM2's files but I already can see there are 5 dollstand variants which didn't make it. I think one was repurposed into the stand in the sperm tank but I like my dollstands so I want to bring it back. Depending how my investigations go, the DM2 furniture may either join the ZAP furniture pack or get its own. So yeah that's all I have to share this week. Don't expect an update for a while, getting busy at work but know I am slowly working on some sort of a ZAP furniture pack. Hope to get a simple version 0.5 release of it or something with maybe 7 different furniture in it but let's see how things go.- 1 comment
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In an effort to keep the clutter on the official thread to a minimum, I've decided to start a blog to post development updates in and leave the thread to discussion about the actual upcoming mod. The best part about this is that we're free to make as big a mess as we want and not have to worry about cleaning up (hurray!). Anyway, down to business, shall we? Let's start off with some news.. let's start with the bad news first because they suck. The Bad News As most of you already know, in the past following weeks the team has been preoccupied with their own projects. Unfortunately, Frostbrand is currently swimming in enough work to sink an aircraft carrier, and thus no progress has been made on the core of the mod such as the perks, the UI he's been working on, or the spells we've been coming up with. Rangedphoenix has been focusing on working on his own mod and been making some significant changes to it. However, without Frost, there really isn't much any of us could do as he's the one leading the team currently. I myself have been busy irl as well, but things have calmed down a bit for the time being and a bit more time to work on the art assets more consistently. I will continue to do so until something changes within the development team or irl. As it stands, Frost isn't scheduled to return to active duty until early to mid spring. For the time being I will likely the only one working on Call of the Wild until then. Things will be moving at a crawl for a while. The Good News Before Frostbrand took off, we spoke about the art assets and what we would like to see in Call of the Wild. We both have a pretty good picture in terms of what we want the jewelry and piercings to look like. Making it happen is another story, but more on that later. Frost also designed a good deal of the new exciting spells and abilities we'll be seeing in-game. Some of them will be sexual in nature, but most will not as we need to keep gameplay functional during combat because... well, somehow masturbating in the middle of combat doesn't quite seem like a very good idea. Right? Spells in Call of the Wild will mostly revolve around debuffing your opponents by means aging them (draining/absorbing their stamina), enhancing your sex appeal temporarily to reduce their combat effectiveness (seducing/mind controlling), limiting their mobility (sprouting plant growth and holding them in place or slowing them down), or turning them into sex-deprived zombies whom are too horny to continue fighting. There will be some spells which cause direct damage in the same sense as the Destruction school of magic, but the main focus of Call of the Wild is to supplement the five basic schools of magic in Skyrim. Chances are we'll probably be overhauling these schools as well to bring them up on par with the new subschools. The Future of CotW Until Frostbrand is returned to us from the evils of responsibility and academia, things will slow down, but continue moving forward nonetheless. As is stands, there is no planned release date but my best guess is that we'll have something by at latest the end of summer for everyone to play with while they wait for the rest of the mod to come out of the oven. My primary goal right now is to finish the first set of jewelry for the Ferocity subschool of magic, which emphasizes damage spells and combat skills (one handed, two handed, etc). After that's complete, chances are I'll probably dive into the first set for the Allure subschool, which focuses will likely be a hybrid of the Restoration and Illusion schools of magic but with a twist. I'll also be working on new tattoos exclusive to Call of the Wild. These will be built from scratch, as I had planned to do with my Tribal Body Tattoos mod I released a while back here on LL. Following in its footsteps, they'll be full-body tattoos with a modular build and will also be of tribal design. Q&A Session "But, but... Johnny, why do tattoos have to be tribal? Why can't they be something else as well?" Ah, such a fine question you have there! I'm making them that way because I feel they would be the most appropriate style given the druidic theme and lore of CotW. Another reason is simply because I like that particular art style. I may include something non-tribal, but that will likely be kept to a minimum. Within CotW's lore, there will also be a good reason, but we'll talk more about that on the next entry though. "Johnny, Johnny! Will there be bestiality support after all?" Frostbrand and I have spoken some over this. The short answer is yes. The long answer is yes, but to an extent. There will be only contextual bestiality, meaning that only if the lore calls upon it. For example, some of the rituals you'll be able to perform will require exotic ingredients.. and by exotic, I mean bear semen or even better, DRAGON semen (exciting, isn't it?). While you could theoretically extract it from their corpses, where would the fun be in that? "Oohhh shinies! Can you release some of the jewelry that's currently being worked on? Pweeeeaaase, Johnny?" Chances are that I might, but I want to release an entire set for completion's sake if I do. Once the first version of CotW's alpha is out though, they will no longer be availble as a separate plugin. The goodies I'm working on were meant to be exclusive to Call of the Wild. "Hey Johnny, doesn't that ____ belong to the ____ mod?" Yes. Some of you may be aware that we'll be using resources from other mods out there. I have secured permissions from several mod authors to use their meshes and/or textures in CotW. However, I'll eventually be replacing most of the art assets with completely new ones made from scratch as my knowledge of 3ds Max improves and allows me to do more of. There are a few things I've been trying to get permissions to, but have not been able to either find or contact the author. The Shinies! And finally, the section some of you have been eager to see: the shiny new pics of stuff to come. Please keep in mind that some of these meshes don't have a proper texture yet. Some of them still have skinning issues, so you may notice that it clips with the body a bit and whatnot. Others may be the pictures of stuff which is still in the pipelines and are still raw, clunky, distorted, and more than likely not going to look the same when it's done. Also, the stuff in the pics are modeled for the 7B Bombshell body. Eventually I'll adapt them for UNP & UNPB though. If you're an author and you see something from your mod in any of these pics and don't approve of this. Let me know and I'll take it down. No questions asked. So without further ado...! Note: Everything beyond this point is NSFW!! These are a few prototypes of the Ferocity navel piercings, nipple ring, and new armbands. The armband is really just a modified version of the Angelika necklace. Last pic is something I've been working on lately. Tracy is uh... testing the male Ferocity cock piercings and cock tattoo. Not really sure how penis tattoos will work but... yeah. Modified the Angelika necklace (again) to fashion some anklets. Also added a pinky toe ring to the bangle anklets set. (shown using Gizmodian's textures) Fashioned the bangles into a choker necklace. (also using Gizmodian's textures.)
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If you are just interested in using TS4 mods this document is not for you. Scaling various bones (e.g. fingers) with modifiers and applying them to the mesh is quite easy in Blender. Anyhow a tutorial will help a lot as Blender may be a little bit complicated to use. It will help a lot to have used S4S (S4Studio) and Blender before. I added some screenshots to make things easier to follow while reading the text is recommended. (The 2nd S4S part is currently text-only - let me know if screenshots are really needed. TIA) I used the current TS4 version, T4S 3.1.2.7 with Blender 2.70 for mesh import and export and Blender 2.79b to edit the mesh as 2.80+ is not compatible as far as I can tell. Start S4S. Select a random 'Creator Name' unless you did this already. I used 'Oops19'. Select 'Create 3D mesh' > 'CAS' (click the CAS button) Select there a random body part, for example an nude upper body. Click on 'Next' to save it as 'Oops19_BreastSurgery.package'. Export the LOD-0 mesh as 'Oops19_BreastSurgery-0.blender'. Start Blender [Ctrl+O] Open the mesh 'Oops19_BreastSurgery-0.blender'. In the '(User) View' window the 'Object Mode' should be selected. In the 'Outliner' window expand the 'rig' to show the bones. Click on the 'eye' to show the hidden bones 'b_CAS_L/R_Breast_'. In the 'Outliner' window select 's4studio_mesh_1'. In the 'Properties' window select 'Modifiers'. Delete existing modifiers. Add two 'Deform > Armature' modifiers. Now select 'rig' as the 'Object' and 'b_CAS_R_Breast_' as the 'Vertex Group'. Later we will 'Apply' the modifier. You may use other modifiers here, but this is not covered here. In the 'Outliner' window select 'b_CAS_L_Breast_' The 'View' will switch from 'Object Mode' to 'Pose Mode'. In the 'Transform' window modify the X,Y and Z scale to '4'. Set Z-Location to 0.05 and X-Rotation to -0.2. Do this also for the 'b_CAS_R_Breast_' (Scale: 4 but Z-Location -0.05 and X-Rotation: 0.2). You may want to use other random values to get a unique upper body. Write down the modified values as you may want to apply them to other meshes later (LOD-3 or clothes). Some useful mouse / keyboard shortcuts (not needed if you add the values manually): Click into the white circle to move the bone. Click on the red (or green or blue) arrow to move the bone in this direction. 's' .. Scale (Move the mouse to scale.) 'r' .. Rotate 's', 'x' .. scale only X axis 'r', 'x' .. rotate around X axis In the 'Outliner' window select 's4studio_mesh_1'. (Not needed: In the '(User) View' window select the 'Edit Mode' to verify that the mesh is still unchanged. Switch back to 'Object Mode'.) In the 'Properties' window 'Modifiers' should still be selected. Click 2x "Apply" to apply the modifier. Now 'Pose', 'Edit' and 'Object' mode should display the scaled mesh. Now save the mesh as 'Oops19_BreastSurgery-0.scaled.blender' (not really needed unless you want to start again from here). In the '(User) View' window select the 'Edit Mode'. Click on 'Face' - Supported selection modes are 'Vertex' (point), Edge' (line) or 'Face' (triangle). In the 'View' window press 'a', 'c' to deselect everything and use the circle select tool. Use the mouse wheel to adjust the selection size. Select all relevant faces for further smoothing. You may need to 'finish' the selection and rotate the mesh to select the faces. Some useful shortcuts: 'a' .. select / deselect everything 'c' .. circle select (mouse wheel modifies the circle size) Left-Click: Select Vertex/Edge/Face (as specified in ) Shift+Left-Click: Deselect Vertex/Edge/Face Right-Click: Finished It should look like this: Now click on "Tools" and then on "Subdivide" followed by three times "Smooth Vertex" for rounded curves. ... If you want to work on the mesh before subdivide and/or the 1st smooth operation some of these commands may be helpful. If you re-do this tutorial you may use them. 'Alt+j' .. Merge 2 adjacent (selected) triangles into one quad 'Ctrl+t' .. Split a quad into two triangles - Modify 'Triangulate Faces' > 'Quad Method' to change the split direction into the desired direction or use 'Shift' 'Ctrl+Shift+t' .. Split a quad in the other direction' 'Alt+m' .. Merge vertices at center Save the mesh as 'Oops19_BreastSurgery-0.smooth.blend'. Time to relax, get yourself some water or grab something else to drink and have a short break. One could do the same for LOD-1, 2, and 3 (without subdivision) for low-res players and import later also these 3 meshes. As a simple solution the mesh may be imported in S4S for all four LODs. Switch back to S4S and import the mesh: Studio > Meshes > Import Mesh > 'Oops19_BreastSurgery-0.smooth.blend' Warehouse > Type: 'CAS Part' (select it) In 'Data' tab scroll down to 'Key' > 'Instance' and copy the hex ID (in my case: A76BD46F00BAF38C) In S4S open menu 'Tools' > Hash Generator". Paste the hex ID in 'Hexadecimal' to get the 'Decimal' (in my case 12063969600060715916) value. Write both values down below (3.) for 'Oops19_BreastSurgery_CAS' We need to create two additional values: As text enter your 'Creator Name' + '_' + a description, eg: 'Oops19_BreastSurgery_WW' 'Oops19_BreastSurgery_WW' >>> FNV64(hex / dec): '6DF83FE1AD5813EC' / '7924153782866809836' (use the 'Mode' selection to display both values). 'Oops19_BreastSurgery_Tuning' >>> FNV64(hex / dec): '35631D55BCEBC911' / '3846950760783530257' 'Oops19_BreastSurgery_CAS' >>> FNV64(hex / dec): 'A76BD46F00BAF38C' / '12063969600060715916' (from above) Now add a few resources in S4S: Studio > (Female selected) Catalog Thumbnail > Import > 'BreastSurgeryCAS.png' - Use a 104x148 PNG image for CAS Warehouse > Add > 'DSTImageRessource' (Type: '00B2D882'), set the group to '00000000' and the instance to: '6DF83FE1AD5813EC' (hex(Oops19_BreastSurgery_WW). This leads to the Data > Key: '00B2D882:00000000:6DF83FE1AD5813EC' Warehouse > (DST Image selected) Import > 'BreastSurgery.png' ... 56x56 PNG image used in WW for 'Upper Body Selector' Warehouse > Add > 'SnippetTuningRessource' (Type: '7DF2169C'), set the group to '00000000' and the instance to: '35631D55BCEBC911' (hex(Oops19_BreastSurgery_Tuning) Now Open https://wickedwhims.tumblr.com/post/179548231676/support-for-custom-cas-parts and download the "Body CAS Parts Template" 'S4_7DF2169C_00000000_0000000000000004.xml' as 'Oops19_BreastSurgery.xml'. Replace the following values in 'Oops19_BreastSurgery.xml' with your favorite text or XML editor. 'n="YOURNAME:Body_CAS_Parts"' >>> 'n="Oops19:BreastSurgery"' 's="000000000000000004"' >>> 's="3846950760783530257"' ... dec(Oops19_BreastSurgery_Tuning) 'name">Fancy Name Of The Body Part<' >>> 'name">Oops19 Breast Surgery<' 'author">YourName<' >>> 'author">Oops19<' 'icon">2F7D0004:00000000:D19DE7E9C0FA296B<' >>> 'icon">00B2D882:00000000:6DF83FE1AD5813EC<' ... key(DSTImageRessource/Oops19_BreastSurgery_WW) 'type">BODY_TOP_MALE<' >>> 'type">BODY_TOP_FEMALE<' 'id">111111111111111111<' >>> 'id">12063969600060715916<' ... dec64(Oops19_BreastSurgery_CAS) Save the edited XML File before importing. Warehouse > (Tuning selected) Import > 'Oops19_BreastSurgery.xml' If the naked body was used then make sure to edit: Studio > Categories and select there (not everything is needed): Age & Gender: Teen, Young, Adult, Elder Age restrictions: Teen, Young, Adult, Elder Occult: all (at least one) Outfit: Bath, Nude, Sleep, Hot, ... (as you like) Part Flags: only 'Restrict Opposite Gender' 'Save' the package again and test it in TS4. The upper body should show up in CAS and the WW body selector should have a new icon. It should look like this (from left to right: default clothes; scaled and smoothed body, scaled and smoothed cloth):
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Edit: Nvm, figured it out. For those who wanted a solution, best I can tell ya is be like me and learn to read.
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So, dealing with non-unique npcs is currently a massive hassle for mod-makers. AI-packages, faction relations, outfits, aggressiveness, and so on all need to be adjusted in a very heavy-handed way, making it incredibly hard to make use of all the pretty bandits roaming about. A lot of the hassle is that most non-unique npcs aren't designed to be used outside of a combat scenario. The simplest way to get around this would be to edit the npcs ActorBase form, but because they aren't unique, any edits to one instance of a bandit will change a lot of other bandits as well. However, I think I've come across a way to circumvent this. Instead of trying to edit the hostile actorbase found in Skyrim, we can take a copy of their appearance and abilities, and make a new instance of them. The way to do this is very involved, so I've included a test mod that has the basic scripting to show what I mean. If a modder wants to copy a non-unique npc, they call "GetLeveledActorBase" on the npc, and use the "AddForm" function to add that base to a LeveledActor form. That LeveledActor form is set as the template of another ActorBase form. This new ActorBase can then be placed using a quest alias or the "PlaceAtMe" function. The template flags can be set such that this new actorbase has all the abilities and the appearances of the original, but with different faction relations and ai behavior. Also, this copy can be modified without changing any of the originals. I haven't done extensive testing, so I'd like others to try to expand on what can be done with this system, and if there are any major issues with it. I've already discovered attempting to place the copy when the original is no longer in memory causes a crash, but I imagine that's not the only thing that could go wrong here. copy actor test.rar
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