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View File [XCL] X-Change Life Mod Loader Utility This is the official utility that can be used for applying mods to the game X-Change Life. Find mod loader usage details here: https://gitgud.io/xchange-life/mod-loader/-/wikis/home And a step-by-step guide for applying mods with this utility: https://x-change.life/wiki/docs/mods/ Developed by @togashikokujin who is a primary contributor to the X-Change Life project. Submitter togashikokujin Submitted 01/30/2023 Category X-Change Life
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I want to make a Nude mod for BlazBlue Central Fiction (http://store.steampowered.com/app/586140/BlazBlue_Centralfiction/). I wouldn't ask anyone else to do the work because sprite modding in a fighting game is a huge undertaking Using a program called Hipster I managed to extract the sprites and I know how to edit them, but I can't find a way to reinsert them successfully (despite the program having a function to reinsert images). Can someone Help me find a way to insert sprites into this game? The characters I'm looking at modding are: nu 13/ lambda 11 Makoto Nanaya Mu 12 Mai and Taokaka and maybe more
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Don't be afraid to ask for help. I'm making changes to this tutorial all the time. Your feedback is greatly appreciated! Step 1: Install UE 4.22 with Epic Games Launcher Step 2: Extract Assets Step 3: Import to 3D modelling application Step 3a: Import the base mesh to Blender Step 3b: Rename everything Step 3c: Apply the morph targets This is a good time to save your .blend file! Step 4: Edit the mesh. Step 4a: Get artsy! Step 4b: Split the face from the rest Step 5: Export FBX file. Step 6: Import FBX to Unreal Engine 4.22 Step 7: Create new assets. Step 7a: Make a list of required files Step 7b: Common Skeleton Step 7c: Animation Blueprint and Shadow Physics Asset Step 8: “Package” Project files Step 9: “Pak” Project files Step 10: Textures Step 11: Further reading / Advanced modding
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(BACKGROUND) Ive been playing this new game on steam and have been enjoying it quite a lot. The first thing that came to my mind of course is, a simple way to make it better is to get the characters nude, or at the very least have a go at adding custom emojis to the game or custom mesh. (ISSUE) I'm quite new to the modding scene and have been going over a few tutorials that break down the modding process of getting mesh in and out of Unreal games. Though nothing I've found so far helps with replacing characters mesh. I'm a 3d modeler that is willing to put some effort into character mods for this game, though have hit a pretty large hurdle and due to my lack of modding knowledge I was hopping someone who might be more familiar with modding .Pak files for unreal games could potentially give me a pointer. I have no idea if what I've done so far is even the correct way to go about this sort of thing, but like all issues I cant solve, ether give up after too many tries, or ask someone who already has it figured out. I'll of course be willing to go into more detail if someone is interested in helping me figure this issue out. Thanks for reading.
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- omegastrikers
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Hi Everyone, Sorry to be a bother but i cant find any information on how to get the extra girls in the Gravure Studio mod to work properly! I can select the girl in the movie select screen, however when the movie plays it is just whoever the girls parent model is (Alpha 152 or Phase 4). I've expirimented by moving some of the girls outfits from their autolink folder into the parent models autolink folder(eg move sayuri's files into phase 4's autolink folder.) However at best it will just display sayuris body with phase 4's head. Does anyone know how to organise the autolink folders in order to get the extra girls to work? Thanks so Much, Gvoux
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Hey, I've been playing Gunfire Reborn for quite some time now and of course I've been trying to make mods. My first little mod was just a texture change to mimic a friend's character. With the addition of the character Tao, I thought about creating an nsfw mod, at the same time I was able to make a modified model in blender, but my modding skills were not enough to put it into the game. Now, after almost two years, I decided to return to trying to create an nsfw mod, re-read the comments under the gif that I posted on furaffinity, where this forum advised me. And I even found some interesting information on creating mods for Unity games, but there is one caveat - over these two years, apparently, the developers somehow protected their game assets, so now I can’t even view them in AssetStudio In general, I will be glad for any useful information about the Gunfire Reborn modification. By the way, yes, here are two pictures regarding the modifications that I did or tried to do 🐈
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Need a tutorial or document on how to do this. Chat GPT gave me this code but i dont know if this is useful or if there is another way of doing it. Scriptname QF_PackageScript extends ObjectReference Event OnActivate() ; Change the quest stage QF_Quest.SetStage(20) ; Add a delay of 24 in-game hours before the NPC starts traveling Game.GetPlayer().UpdateTravelWait(24) ; Start the NPC's package NPCRef.AddPackage(QF_Package) ; Remove this script instance Self.Disable() EndEvent
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SOS Warning! PapyrusUtil.dll not found, or the installed version is too old. Found 0, expected 39. Please exit the game and Reinstall PapyrusUtil. This is the error message I'm greeted with upon launching a new game. After this message, I'm able to start my game and I'm able to save and reload, but when I go into MCM for Sexlabs, clicking the install buttons doesn't do anything but the other mod menus seem to work. I've looked online for solutions and have been troubleshooting. I moved my install of PapyrusUtil to the bottom of my load order. I moved steam and my games out of C:/Program Files (x86) and into another folder on my drive. Doing one of or both of these things fixed one issue I was having, in the Data tab, on the right side of Mo2, PapyrusUtil.dll was previously being overwritten by Sexlabs but now it says its coming from PapyrusUtil AE SE. I read somewhere that I should also find a file called StorageUtil.dll In this same folder, SKSE/Plugins, and that the fact that it seems to be missing could be the cause of my issue. But I've looked in the mods folders and couldn't find a file like that and I tried reinstalling multiple times as well. I'm currently on SkyrimSE 1.6.1130.0. While I was relocating my steam library at some point Skyrim automatically updated without me noticing despite setting it not to. I was kind of scared it broke my game but I'm still able to launch it and picked up where I was trying to solve this issue. I'm considering downgrading to see if that could solve anything. I'm really stuck guys! Any help would be appreciated 🙏
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I'm looking to extract DOA5 animations to blender. Fighting moves, defeat animations, taunts, etc. Hoping there's something like the tekken 7 animation viewer but i'll take whatever tool I can get my hands on to make it possible https://github.com/Kiloutre/BlenderTekkenDirect So what tool is best to achieve this? I looked around online already and I found noesis, camera motion / bone motion exporter, pc rigging, etc from here https://www.mediafire.com/folder/9zi2gt8dyllaj/doa5mod#9zi2gt8dyllaj http://modderbase.com/showthread.php?tid=1491 which one do I use? Are these even the tools that I'm looking for to get the job done? I literally just want to open the animations in blender. example: nyotengu punch: nyotengu model > nyotengu animation > animation plays in blender.
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Moving this topic here since I wrongly posted to LE TechSupport before: I've been trying to fix some armors from a mod showing up invisible or translucent/refracting in-game, so I popped open nifskope to check if the texture paths are set correctly. Long story short: it looks like everything is set up correctly, but the object in question has a rainbow-y (not missing-texture-purple) texture in nifskope. Yes, texture paths are set correctly for nifskope itself, other armors show up just fine with texture. I'm a total noob at modding so I apologize if this is completely obvious and redundant, but google came up empty on the issue. If you read this far: thanks for reading this far. Any help is appreciated.
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I am trying to make a Skyrim race mod based on the WH40K Tau. I know how to make meshes but other than that I'm not too good with Skyrim modding therefore I decided to use the SkyDraenei mod as a baseline (due to the similarities), only editing the meshes and textures to fit the Tau race https://www.immyneedscake.com/skyrim-se-mods/skydraenei-race. I found a free-to-use female Tau model online (https://sfmlab.com/project/28240/) and converted it to .obj then to .nif and scaled it down in Outfit Studio. After that, I tried just replacing the Draenei body mesh with the converted Tau model, while also removing some of the unwanted parts of the Draenei mesh (like the tail and "hair tentacles"). I am not stupid enough to think that'd be all there is to do but I did hope that it would clear up some questions about the mod-making process. As you can see in the attached picture the body is T-posing and has those weird polygonal shapes on it. It doesn't cover the whole body because the mod uses separate meshes for hands, head, and hooves. The T-posing probably stems from a lack of bone-weighing. But the weird texture is a complete mystery to me. I tried applying a gray texture to the Tau body .nif in NifSkope (it seemed fine) but in-game it looked like the second screenshot until I turned on the racemenu and then it went back to polygons once more. I attached the .obj files and the .nif body file of the Tau girl. Any help is welcome, thanks! Tau Body.obj Tau Hand.obj Tau Scaled Down.nif
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Version 1.2.2
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This is the official utility that can be used for applying mods to the game X-Change Life. Find mod loader usage details here: https://gitgud.io/xchange-life/mod-loader/-/wikis/home And a step-by-step guide for applying mods with this utility: https://x-change.life/wiki/docs/mods/ Developed by @togashikokujin who is a primary contributor to the X-Change Life project. -
I have no mod dev experience (outside a scuffed but functional CIS droid army mod for Stellaris and a simple patch for Minecraft TFC blocks to function with Archimedes Ships), but i wanted to try my hand at a simple patch for the Mind Break and Trauma Framework, see spoiler below. Nothing special, just detecting certain things from sexlab or other mods and applying the appropriate values into the framework. You can do some work on this from the MCM, but I'm not sure how much and the UI just is a much worse way to do such things than normal coding. I guess what i'm wonering is "how do i even start"? would I need to install the CK? Can I just open up notepad++ and edit some plaintext JSONs like I've done for other games?
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Alright, I'm very very VERY new to modding. Like practically a baby, and for some reason I cannot get FNIS to work at all. It doesn't show any Patches even though I have quite a few animation mods installed, and only displays this: Error 2001 Application-defined or object-defined error. And then an error message pops up saying this: Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately. Object reference not set to an instance of an object. Then it has a drop down error labeled Details, which says this: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at GenerateFNISforUsers.FNIScommon1.FNIScommon.LogOutput(String LogText, Boolean ToTextBox, Boolean Newline) at GenerateFNISforUsers.FNIScommon1.FNIScommon.WriteError() at GenerateFNISforUsers.GenerateFNISUsers.Main() at GenerateFNISforUsers.GenerateFNISUsers.Button1_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- GenerateFNISforUsers Assembly Version: 7.6.0.0 Win32 Version: 7.6.0.0 CodeBase: file:///C:/Users/smste/OneDrive/Desktop/GenerateFNISforUsers.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 14.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.8.4270.0 built by: NET48REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.ServiceProcess Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.ServiceProcess/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.ServiceProcess.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. and then FNIS will just go blank with nothing even in the top window .......................................so if anyone knows what the frick is going on with FNIS and would send some instructions on how to fix it my way, it'd be greatly appreciated! PLEASE, I'M BEGGING SOMEONE TO HELP ME CAUSE I'M WAY IN OVER MY HEAD AND HAVE NO IDEA WHAT I'M DOING
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I've been running around in FROST ( https://www.nexusmods.com/fallout4/mods/18898 ) recently, and was curious if I could spice it up a bit with some LoversLab mods, but since its an overhaul of Fallout 4, will the typical sex mod even work without some kind of patch? I saw an old thread about using FROST with RSE, but that was a few years ago and the link provided on that page goes nowhere (Mod was probably deleted?) I'm a bit iffy about downloading mods just to test them, i'm a bit selfish in the sense that i don't wanna waste time testing mods when i can be busy playing the actual game. So if anyone is currently running FROST with some SexLab mods feel free to share what your using, i will be very grateful.
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I've played Skyrim since it was first released, on and off, modded it too. But, I've never installed adult mods, until now. As you see, I have no experience in this side of the Skyrim modding community. From looking around, I can see that much of the content is "fetishistic", which is fine, you do you. Personally, when I mod Skyrim, I try to add in "realistic elements" that are otherwise missing from the base game. In this context, I would like to add in sexual content, pregnancy, and the ability to have a "biological" family. So, as mentioned in the title, along the above caveats: What are the best mods for a realistic Skyrim adult experience?
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I have been trying to create an event and several on_actions associated with this event. I'm hoping someone can help me understand : First off, I can't combine the "on_16th_birthday" and a custom on_action "on_betrothal". I'm guessing this is normal, but can someone confirm? Second, I cannot get my activity on_action working whatsoever. Here is the on_action in common/on_actions/activities (I changed some of the names to make it easier to read) : # On-action Last Minute Planning activity_tier_1 = { events = { ic_activity.1000 } fallback = activity_tier_2 } # On-Action - Guest Interactions activity_tier_2 = { random_events = { 100 = activity.2000 100 = activity.2001 } fallback = activity_tier_3_start } # Fallback - Start activity_tier_3_start = { events = { activity.3000 } } But the error log reads : [22:08:14][pdx_persistent_reader.cpp:229]: Error: "Unexpected token: =, near line: 3 " in file: "common/on_action/activities/ic_on_actions.txt" near line: 8 [22:08:14][pdx_persistent_reader.cpp:229]: Error: "Unexpected token: activity_tier_2, near line: 11 " in file: "common/on_action/activities/ic_on_actions.txt" near line: 17 [22:08:14][pdx_persistent_reader.cpp:229]: Error: "Unexpected token: activity_tier_3_start, near line: 20 " in file: "common/on_action/activities/ic_on_actions.txt" near line: 24 What am I doing wrong?
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Is it possible to mod in a period of betrothal after a marriage acceptance offer? Then a true marriage would be triggered elsewhere or after a period of time? I can't really understand where in the game files a marriage is made after an offer is accepted, only event triggers that don't really do anything. I see that there is "arrange_marriage_interaction" in "00_marriage_interactions.txt" and in "_character_interactions.txt", it explains that this interaction "automatically marries/betroths the secondary participants and sets up alliances and hands out prestige", but I'm not seeing where this happens. Am I looking in the wrong area? Anyone have any insight?
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Hello guys. I've created a follower and she functions fine, except her feet are inside the ground. though when I placed her into the world, I made sure she was on the ground not inside it. I assume it has something to do with the outfit I gave her, it has high heels, though my another follower ,also on high heals, walks properly (and they make her freakishly tall). The outfit in question does not have any High Heel dependencies. Can anyone suggest a solution for this issue?
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modding help Skyrim custom UNNP body, issues...
Pickle_Juice posted a topic in Skyrim Technical Support
Hey guys! So i have this issue, related to textures... I don't like the wierd seams and thickness of the arms and legs in the parts where the feet, hands and torso outfit meet, they look so thick and wierd, so i decided to "Fix" them, open blender and i started to work, all fine, the rig and boob physics work nicely, but the issue are the textures, they look shiny as hell... dunno why do you guys know how to fix this? Heres a image to show the issue. And here are the NIF files if you want to take a look PJ - NudeBody Hands.nifPJ - NudeBody Torso.nifPJ - NudeBody Feet.nif -
Hi, so recently I am into TS4 modding, I am doing some OC and some reskins, I have a lot of stuff done, now I would like to release some of the reskins that the original modders actually allow it, but some don't and it pains me the fact that some original modders released their content YEARS ago and they are just gone by now, so their content, some of it are still working and alive but some are just gone forever! We will never see nor the original work nor the new resking because, for example, I made a reskin from a modder that released his last content in 2015, 7 years ago. How long do we have to honor the original modder request to not post a reskin based on his/her meshes? For example, look at these pictures: https://i.imgur.com/hXkjPyv.png https://i.imgur.com/wmgJr19.png Totally modded content by me, the tattoos are my new work, the leggings are a WIP by me, see the details, for example, the tag on the legging transparency, the almost unseable texture, that I also made from scratch, the panty, the saying on the panty, Totally new logo that I created... This is top stuff, when I release it your dicks will fall off the harder your jhon thomas will get, I assure you guys XD, also did the tanlines tattoo, better that the works that I know, totally new stuff but also WIP, the nails with the toe fingers coloring that works with a lot of modded stuff, it shows the color on the peeptoes or sandals like in the picture for example. those are also new stuff. BUT the shirt reskin is a reskin from an active modder that allows to do it if you take out the meshes, totally fine with it since he is an active modder and this stuff is his last work and it actually had a problem that I fixed so it actually works and the original is not, but anyway, since he is an active modder I have no saying what to do with his work and he is completely right about what to do with his meshes. I completely agree with that. BUT, it came to me thinking when I was doing the heels that I have some work that I am doing on very old stuff, 2015 and the last time that the modder actually posted something was 2015, these peeptoes are also from 2016 but the modder is more or less active and he/she doens't allow reskins so I came to questioning this. What do you guys as modders think about really old works, +5yo? For how long do we have to honor the original moddder wishes? I bet the guys that dropped their stuff don't even care about reskins and stuff but what about active modders with really old stuff that are not even updated anymore? Do you guys even recognize the peeptoe that my char is using? No, right? Because it is a completely new reskin, completely different from the original, I could even release as a new stuff and ppl wouldn't bat an eye, but I am asking because I like to respect ppl, So I am asking you guys that mod stuff, what do you guys think? Oh yes, the char is completely new also, it was made to look like my english teacher when I was a teenager, and it kinda looks, she was hot as fuck, maybe I release her someday. Also I would like to know about what do you guys think about patreon modders, are you guys into it, like releasing some free and some paid content? And those guys that release paid reskins?! wtf dudes...
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So I have now idea how to make water ripple instead of being just still on interior cells. I've checked the activator record and it shows that "shows ripples" or something like that is checked, but when I put on my interior cell, it just doesn't animate at all, which is bugging me off. Has someone who is an interior cell expert know why that happens and how can I make every water show waves or ripples whan an NPC and/or player walks through it? Thank you! Going to annex some screenshots as example. Showing ripples: No ripples (ghost water)
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So obviously I know there's a ton of model and outfit swapping mods out there for Claire, Jill, and Ada. But outside of that, I've seen practically no other types of mods, making me think that the Remakes are incredibly if not impossible to mod due to how the games are packaged. Personally, I had the idea of turning the defeat screens into something a lot more NSFW than just a greyscale DEFEAT screen utilizing some of the great animations already made by some 3D porn artists. Was hoping to have a variable where the game records what enemy you were defeated by, plays a video that corresponds to that enemy type fucking Jill or Claire (with the creator's permission, of course) and then has the normal Defeat overlay screen on top of it. So for example, if you're playing as Jill and get defeated by a zombie dog, the game fades to one of noname55's videos of Jill getting fucked by dog(s) and a second later, the normal Defeat overlay appears all while the video keeps playing/looping in the background. I feel like it would be a subtle but incredibly hot NSFW mod, but I frankly have no idea if that's even possible with the modding tools currently available for the Remakes.
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- resident evil
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