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View File Layla's Ripped Clothes Additional Clothes for Heroine Rumble 2 and a Tutorial on Blender. Submitter Layla2727 Submitted 10/29/2023 Category Misc Adult Mods Requirements Nothing
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- enlit3d
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I just need a stetp tutorial on what's the best way to get Sexlab up and running in this day an age, as well as a list of up to date Sexlab mods. Cause each time I try it just won't work.
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Latest update has released lipsync ability but things have changes a bit so decided to make this tutorial for creating lipsync Warning: for those reading this I will not cover how to convert your audio to .WEM there are plenty of guides for this; head here if questions of making audio in CK https://www.youtube.com/watch?v=x7y4knnvhzE&t=1s&pp=ygUSc3RhcmZpZWxkIGF1ZGlvIGNr Important: There must be no spaces in the game/CK path. Otherwise, CK will throw an error. Double ensure that your **PLUGIN NAME HAS NO SPACES!** Example of right way to do it: `NG+FrameworkExamplePlugin.esp` Wrong way to do it: `NG+ Framework Example Plugin.esp` #1 load the plugin that has your audio converted and ready to go (my example will be AnimTest.esp) #2 Once plugin has loaded head to Audio under toolbar and click on "Run FaceFX Compiler" #3 if you click on the right setting you would see this page click on the active plugin that you want to generate the facial animations and then click "compile" for this example I will be compiling a WIP Companion Mod Note: Only .wav is required to generate .ffxanim. Data\Sound\Voice\<master_file>\<voice_type>\<response_id>.wav #4 if you had did those parts correctly you would see this page pop up on your end Note: this will appear if you have no .wav files in your plugin #5 End results should look like this https://imgur.com/a/segfWsy
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- heroinerumble2
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Hi, I want to share some problems that I had in LE and/or SE. I have been successful to solve the problems from time the time by the Technical Support's help. Sometimes, I googled. I couldn't get any result. Some problems have been really pain in the ass a.k.a. "P.I.T.A.". I can't put all of the answers at once in a day. One by one. Maybe, I can be helpful for beginners like me. Cheers...
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Good evening, here is the complete modpack for Monochrome Mobius: Rights and Wrongs Forgotten! Here is a 3 minute video with almost ALL of the NSFW changes included in the modpack, it is really condensed and concise so you might have to re-watch it a couple of times. It also has some great editing and music as well. Monochrome Mobius NSFW Modpack Video.mp4 Mega link to the video: https://mega.nz/file/VG9lWAiT#vtOVa68tBuTRA5e-BCJeklVuTs15bpzJnnoOBB1gex4 Iwara link (requires account due to being 18+) https://www.iwara.tv/video/aEreJ4Cn0eB045/monochrome-mobius-nude-modpack-video-download-available-this-week-for-free Some screenshots from the modpack: Download the all in one modpack: Monochrome Mobius NSFW Modpack.rar (give this post a like if you don't mind, it helps a lot.) (make sure to have an updated original version of the game first) Alternative mirror modding sites and censored version (Nexusmods or Gamebanana) Drag and drop in the game folder, replace everything when asked. The game will take a bit to boot/run some textures the first time you install the modpack due to the huge amount of new files. If 3DMigoto ask for an update at the start of the game, just say no. Buy the game on steam and support the creators: https://store.steampowered.com/app/1962430/Monochrome_Mobius_Rights_and_Wrongs_Forgotten/ What is changed to be NSFW: - ALL of the main playable female characters have been changed. (if bugged, press F2 to fix) - ALL of the in-game events images have been changed. - ALL of the HUD characters have been changed. - ALL of the text-box faces/models has been changed. (more than 220+ faces) - ALL of the skits that occur while in the dungeon in the corner. (more than 20+ skits) - ALL of the menus, status, skills and equip screen have been changed. - The logo has been changed. (A bit cutout in-game) - All languages variations (Global, EN, CN and JP) have this changes applied. - Can be mixed and customized with other mods from other modding pages. *UPDATE: If some models appear invisible, you can press F2 to toggle 3Dmigoto and fix them, after a while press it again to see them nude! Thanks to @Tomopo923 for the help! Also not a bug, but keep in mind that the first time you boot the game, the title screen is black for story reasons, after the prologue it should work just fine. And after the prologue, the game takes a big loading screen, especially if you use an HDD, so be patient. This modpack is completely modular so you can mix and match between versions and compatible mods!* For example: If have you the the nude Shunya mod included from the modpack (chara_001) you can change it for the bottomless version of the model and the modpack will load without a problem. * It works just fine with the other variants of the modpack. (Complete and Lite) Other mods that are not compatible might cause the models to T-Pose so check accordingly before installing. EXTENSIVE LIST OF WHAT IS CHANGED: Special THANKS @jmedia7 : For letting me use your nude mods for Shunya and Munechika support him on patreon> patreon.com/Jmedia7 Profile: https://www.loverslab.com/profile/833017-jmedia7/ @Coates87: For giving feedback on the modpack and the video https://www.reddit.com/user/coates87/ Myself: https://www.loverslab.com/profile/10039981-meekurukuru/ and you for reading of course. SHORT F.A.Q Thx as always.
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An amateur guide for amateurs So, you want to play the infamous Neverwinter Nights mod, A Dance with Rogues by Valine/2acornupper, but you don’t know much about the game and much less about Dungeons & Dragons? Well, I don’t know much about D&D either, but after a couple of hours of gameplay, I’m confident enough to lend you a hand so you too can experience what’s considered a pinnacle of interactive erotica. Before you get the mod, you’ll need to understand what kind of game you’ll be playing. Neverwinter Nights is a role-playing game developed by BioWare and Obsidian Entertainment. This is particular game is based on the Forgotten Realms campaign from D&D, and as such, the table-top role-playing rules apply. You’ll be playing in a third-person top-down view similar to Dota, League of Legends, and World of Warcraft. Controlling your character’s actions thru a contextual menu as well as key binds. There are also key binds to move your character around but using a mouse is generally easier. You can get used to the controls and some of the mechanics by playing the first part of the single player campaign, The Wailing Death, once you get the game. Here’s the links if you’re still interested. Steam: https://store.steampowered.com/app/704450/Neverwinter_Nights_Enhanced_Edition/ GOG: https://www.gog.com/en/game/neverwinter_nights_enhanced_edition_pack And links to the module. A Dance with Rogues Part 1 2.20: https://neverwintervault.org/project/nwn1/module/dance-rogues-part-1-20-ee-compatible A Dance with Rogues Part 2 1.23: https://neverwintervaultorg/project/nwn1/module/dance-rogues-part-two Currently waiting a update. Previous hak files break models. Other useful links. Lyanna Stormborn: https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=123814 This is Valine's pre-generated character for use in A Dance with Rogues. The file goes in your Documents/Neverwinter Nights/localvault folder. I advise against it as you won’t exactly know what your character is capable of, especially if this is your first time playing. Enhanced Player Portrait Pack: https://neverwintervault.org/project/nwnee/images/portrait/enhanced-player-portrait-pack Install this only if you want more portraits to choose from during character creation. There are many more portrait packs to choose from in the Neverwinter Vault and Nexus Mods. Customize Character Override Hak: https://www.nexusmods.com/neverwinter/mods/799 Install this if you want to customize your character in-game. Read the mod description carefully to learn how to use it. Follow the instructions carefully and install the mod in the correct directories. Once that’s done, launch the game and make sure a couple of game options are changed. First, under the game settings, the default difficulty is Easy but the mod is meant to be played on Normal. You’re welcome to keep it as is, but you’ll lose most of the challenge of playing this mod. Second, under the graphics settings, disable Shiny Water in tweaks. Some users reported crashes with this setting on, so if you run into a problem near the water, this might be the culprit. Third, under the input settings, your camera should be set as Top Down mode. Using any other camera option will cause problems during cutscenes. The cutscenes will still play but you may not be able to see anything since the camera is locked onto your character. And fourth, there isn’t an option to disable this but you must understand that pressing Escape to back out of a conversation can break a scripted event. Even if you can and the game tells you it’s an option, try not to do it. Extra Recommendations In Game Options, under Ruleset, activate Always Roll Max Hitpoints on Level Up to avoid getting stuck with a character with low health. If you want to see your character better during appearance customization, under Resolution and UI Scaling, set your New UI Scale to 1.2 or higher. Once you’ve changed all the other settings to your liking, click on New, select A Dance with Rogues from the local tab, and click Play. It’s time to get familiar with your character, the Princess of Betancuria. Create a Princess A Dance with Rogues is exclusively tailored to the stealthy and charismatic thief. You’ll get a very small amount of exp for killing things but you’ll get lots of exp for stealing, breaking and entering, disabling traps, and completing quests (some of which can be done with diplomacy). A Sneaky Princess will have a higher chance to succeed than a Fighting Princess. Here’s how to build one. After you load A Dance with Rogues module, you’ll be prompted to create or select a pre-made character. Don't use Select Premade Character, it's easier to start with but you won’t understand how that character plays unless you’ve played Neverwinter Nights before. Instead, click on Create New Character and let’s get started. Gender Choose Female. The module won't let you continue if you choose otherwise. Race Choose Human. The module will only allow you to play as a human, but at least you get to choose two feats(perks) instead of one. Portrait Choose whichever fits your character the best. You can download a portrait pack to have more choices if you want (I used this one here: https://neverwintervault.org/project/nwnee/images/portrait/enhanced-player-portrait-pack). However, you won’t have as many options for the actual physical look of your character. Class Rogue is the recommended starting class for this mod. It’s necessary to have certain skills available early and the Rogue class can get ranks in all of them at level 1. Alignment Alignment is not that important as throughout the game it will change depending on your actions. You can try role playing a Lawful Good Princess but it’s very difficult to maintain honor and compassion. After all, this is A Dance with Rogues, not A Dance with Goody Two- Shoes. Abilities This is where you truly get to customize your character. It’s a lot to read but it’s worth knowing what your abilities mean to your character before you start the game. Before we begin, know that the first number in your ability score is your base. The second number, in parentheses, is your modifier, which is used in addition to your skills for skill checks during the game. Let’s start down the list. Strength Heh. Even at 10 STR, the Princess hits like a wet noodle. This determines how much you can carry, how hard you hit with most weapons, and how often your attacks connect. While high strength is good for fighting, Rogues benefit better from high dexterity instead. You can mitigate your low strength damage by investing into dual wielding feats like Ambidexterity and Two-Weapon Fighting. Either way, low strength is fine but you won't be able to carry all the loot you plunder or effectively fight an enemy resistant to physical and critical attacks. Dexterity The Weapon Finesse feat will greatly benefit a Rogue with high Dexterity. This determines the ability modifier bonus to Armor Class(AC) for your armor and many of the skills necessary for a Rogue class. The minimum permitted score is 12, but you can and should go higher. Eventually, you’ll be able to get a feat called Weapon Finesse that allows you to use dexterity to influence how often your attacks connect instead of your strength. Though, it only works with specific tiny, light or medium weapons. This ability score should be your main focus as a Rogue. Constitution From left to right: 8 CON or lower, 10 CON, 13 CON, 15 CON, and 17 CON or higher. This determines the health of your character as well as saving throws when getting poisoned. Interestingly, this also determines the breast size of the Princess. At 12 or lower, she’ll be pretty slim. At 13 or higher, she’ll be considered well endowed and many NPCs will comment on her assets. More health is good but not necessary for this module. You can avoid most combat encounters by being stealthy and crafty. Wisdom With 17 DEX and 8 WIS, the Princess is good at hiding, but bad at seeking. This determines your willpower and ability to successfully spell cast. You’ll be playing a Rogue on your first playthrough so this ability is useless to invest in. You’ll fail to resist mind spells like fear, but not all enemies cast spells to affect your will. Intelligence At 10 INT, the Princess gets 9 skill points at every level up. This determines the amount skill points you gain at each level. Very high intelligence is only beneficial to wizards but you should still keep this at 10 or higher because there are a lot of skills a Rogue needs to get. This should be your second focus in ability score after dexterity. Charisma There are many guard checkpoints in Betancuria. Don't get caught with stolen goods. This determines your physical attractiveness and it affects your ability to successfully lie and persuade. The minimum permitted score is 14, but any score higher than that seems wasteful. It's better to invest into the skill point increase from intelligence since the module includes mechanics and gear to increase your base charisma. So, consider this ability score necessary only for the pretty princess roleplay of the module. Take your time moving your ability scores around. It's important to know what your Princess' ability scores are so you can understand what situations she excels at. You can always try playing with different stats and classes after you’ve gotten familiar with the mod. Just make sure the Princess is a female human that can steal, sneak, pick locks, and has 12 DEX and 14 CHA at the minimum. Here's what I chose in case you're wondering: 10 STR, 17 DEX, 13 CON, 8 WIS, 10 INT, 15 CHA Done? Alright, let’s move on. Packages Choose Default Rogue, and below, choose Configure Packages. For your first playthrough, max out the following skills: Bluff or Persuade Fetch the Princess a drink. She won't sneak out while you're away and steal everything you own. You can max out one or the other. In my opinion, persuade is better as it comes up often in dialogues. Max both only if you really want more opportunities in dialogue choices. Disable Trap Hoo wee! Look at all that sweet sweet exp! This skill is very important as it's one of the best ways you can gain exp. You can try to recover a trap to sell later if you're skilled enough. Otherwise, disable all traps to maximize your gains. Hide and Move Silently With both skills, it's possible to hide in plain sight and walk away. Max out both skills as you’ll be playing a sneaky thief nearly all the time. Having high ranks in these will make it easier to get by enemies. Use the Stealth Mode toggle every time you’re in a dangerous area, and be sure to save often too in case you get unlucky and get spotted anyway. Open Lock Can't keep a sneaky girl out. This skill is another great way to earn exp and gold. Break into nearly every house and container to loot to your heart’s content. Be sure you find a trader that will fence your stolen goods first. Pickpocket Thank you for your patronage. This is the one skill you absolutely need to play the mod. Many enemies will be carrying key items that are required to advance the story, and if you happen to steal their unequipped weapon too, then that just makes it easier to fight them if it comes to that. Search Looks like there's someone in the sewers trying to keep out unwanted guests. You can’t disable traps if you can’t find them. Passively, you’ll see them if you’re near, but it works best if you toggle Detect Mode and walk slowly. This skill makes sure you don’t trip a hidden mine and lose those precious exp points. Tumble Got caught off guard and without your clothes on? Run away and let your companions deal with the threat. Sometimes you’ll get caught thieving or draw aggro during a team fight. This passive skill helps you run away or reposition yourself without getting hit in the back. Every 5 ranks into this skill also counts as +1 bonus AC, which is uncapped by the way. Set Trap and Craft Trap "Come and get it! You stupid block of sentient Jell-O!" Set Trap is one of the reliable ways to damage an overpowering enemy. Use Tumble to run past them and lead them into your trap gauntlet. Craft Trap is also a good way to make gold but you’ll need to heavily invest into it to make it worthwhile. Put the rest of your points into each one or only into Set Trap. If you have any leftover skill points, Appraise and Use Magic Device are good skills to have. Appraise will lower the prices of all vendors. You need to make the best of the gold you rightfully steal. Use Magic Device is specially good to have since you can find various wands and staffs around the city. It's very useful for enemies weak to magic. Next we got. Feats Choose Dodge and Mobility. These are usually meant for combat and are a prerequisite for the Shadowdancer Prestige class. You won't be doing too much fighting early on. But when you do, these will help in surviving the battle. Dodge gives you bonus Armor Class (AC) only to attacks from your current or last target. Mobility works like Tumble as in it will protect you from attacks of opportunity. As you can see above, the requirements for these feats are DEX 13 or greater. I recommend keeping your DEX high to get a bonus in sneaking and picking locks. If you rather use the minimum DEX, you'll have to choose feats that are recommended for your character instead. Customize It's difficult to see what you'll be choosing. Go back to the Options menu and set your UI scale to 1.2 or higher if you want. Here you can customize the actual appearance of your character. The heads have their own specific hairstyles attached to them. Although you start out with long hair in the prologue, the hairstyle will change to the one you chose here after you begin playing. You can also add tattoos as well, but it might be too hard to see which kind you choose in this menu. Don’t bother changing the body unless you want a Princess that looks jacked as fuck. (Haha!) Clothing also doesn’t matter. You’ll get a new dress after the prologue and you can buy many more later. Choose skin and hair color to your preference. The tattoo colors here change two things. The first changes your lip color, the second changes your eye color. Character Info Choose the name of your Princess. Her last name will also be the name of the King. You can set her age to anything you want, it doesn't actually matter. Her age will be 21 at the start of the game. The best voice set to use is Female, Seductress. Even if you don’t plan to role play the seductress type, this voice set fits really well in my opinion. You’re free to choose whichever you think sounds best. Once you hit Play, you’ll be treated to a cutscene where you can see the appearance of the Princess better. If you’re not happy with the way she looks, restart the game or download Customize Character Override Hak (https://www.nexusmods.com/neverwinter/mods/799) to customize your character in-game after the prologue. Now, you’re free to play A Dance with Rogues, the tactical seduction and stealth adventure. You can role play a Sheltered Maiden, a Ditzy Strumpet, an Evil Seductress, or anything in between. Be aware that there are consequences for your actions and a lot of times you’ll have to make the best out of a bad situation. How you deal with those trials can shape the Princess’ world view if you choose to. Be sure to save often too. The general rule is if you’re about to do something questionable, save before you do it. This is an older game, no auto saves are made during gameplay (except in one particular quest). F.A.Q. and Other Useful Information How do I accessorize my outfit? Does doing so add or remove the vulgar status of outfits? You can accessorize your outfit using any large mirror, there's one in your room. Each outfit will save the accessories added to it when you do. You don't have to keep those accessories in your inventory when you're finished. Outfits deemed too vulgar to wear in public will still be marked as such even with accessories. I’m low on gold. Where can I find some more? Looting homes and pick pocketing are good ways to earn a bit of gold. You can also whore yourself out to the sailors in the harbor south of town, but that’s inadvisable. The dice game, when you find out where it’s played, is the best way to earn thousands of gold. Carefully read the rules to the game, and don’t be afraid to save and reload to keep your winnings. My character isn’t hitting anything! What gives?! If you’re getting into fights this early in the game, you’re likely playing the mod wrong. But if you insist on killing your enemies, you'll need to understand how combat works in this game. Essentially, you’re rolling a 20-sided die, adding your current Attack Bonus (AB, located in your character record screen), then attempting to beat the enemy’s Armor Class (AC, a peasant with no armor usually has 10AC). If your attack doesn’t connect, you rolled a low number or the enemy has high AC. Only when you beat an enemy’s AC, will damage come into play. Your AB will get higher as you level up and some weapons have AB as special properties. Just focus on leveling and passing your lessons first. You don’t always have to fight, but when you do, know what’s required to prevail in combat. The Princess keeps saying she’s thirsty, hungry, and needs some rest. Where can I find food and water? How often do I need to have a meal? This is a new feature of the latest mod version. The need for food and rest. The Bear Pit kitchen can provide both. Use the Tab key to find them (The Tab key is your best thief tool, use it often). Eat and drink enough food until you get a notification from the Princess saying that she’s full. Rest in the bunk bed when she starts complaining about being tired. The food and water respawn each day, so anything you don’t eat can be hoarded in your dresser. If you prefer not to be bothered with that, there’s a patch in the mod page that removes that feature. I have enough gold to buy gear but I don’t where to find some. What’s currently the best gear to use? At the hideout, there’s a vendor that sells Greater Gloves of the Rogue and Greater Silent Slippers. Both are expensive but they’re very good options for starting equipment. Then there’s the Bag of Holding and Magic Bags. These are sold in the bag shop in Betancuria North (Old Town) and they are not cheap! If you created a character that can't carry much, these bags will be a worthwhile investment. At some point, you’ll be skilled enough to loot the finance office of the Dhorn Barracks. Use that money to buy the Amulet of the Master (~41k GP) from the jewelry store. It’s a godlike item that boosts a lot of Rogue skills. This item is very useful for getting the maximum amount of exp during The Golden Chalice quest. If you think you can do well enough without the jewelry mentioned above, there's also the more expensive Ironskin Ring (~81k GP) which gives you a large amount of damage reduction. It trivializes nearly every combat encounter, making your only threats to be mages and enemies with special attacks. Okay. What about weapons? Which ones are good? You’ll likely find good weapons as you quest throughout the world. The best ones have on-hit effects like sleep or daze. Playing as a Rogue means that you do the most damage when you catch someone flat-footed. Flat-foot meaning they are unaware, stunned, entangled, or otherwise unable to act in time to defend against a sneaky strike. Weapons that cause these afflictions are perfect for a solo Rogue. You still have to roll to see if your attack connects and whether the enemy saves against said affliction. The hideout vendor also sells these but they're very expensive. Alright. But what about armor? I wouldn’t bother buying any. The few that worth getting are incredibly expensive. You’re better off sticking with the armor you receive during lesson 2 (Only if you chose agreeable and modest dialog). It has bonus AC against Evil characters and there’s plenty of those in this mod. You’ll also find some other armor worth wearing while adventuring. So, only buy armor if you can spare the gold. The best ones are sold in the Ranger's Guild and Family Hideout. What if I want to make my Princess look pretty? Can I wear something a bit more daring? The empire that’s occupying the city is cracking down on anything considered illegal and immoral. Wearing lingerie and other vulgar clothes in public will get you thrown in prison. Wear vulgar clothes at your own risk. If dresses are what you want, Nora’s Shop has some more conservative choices. Della’s Shoe Warehouse has heeled boots and shoes. Be aware that any heeled footwear will greatly lower your ability to move silently. It’s much better to choose flat shoes or boots to go questing with. Wear heels at your own risk. Something’s wrong with my shadows. They stretch into the ground like weird stalks from my character. Is that normal? It's not normal for the in-game shadows to be broken this way. I’ve found it had something to do with hanging vertices in certain models. Unless someone goes into each mesh in the module to fix it, there’s no way to clean it up. Fortunately, it’s not game breaking, just ugly to look at. Anything else I should know? There are two major issues I came across while playing the mod. Both deal with sequence breaking. First, when you meet a child in the sewer, make sure you agree to pay for the trip into a secret meeting place. There’s a major plot point that can be missed if you don’t. If you do miss it, you can always explore the sewers to find that area later. It’s just better to find it ahead of time. Second, don’t wander into the Mage’s Academy. Making it into the top floor will break another quest specifically designed to use that area. I didn’t realize it until I read the ADwR wiki about that building. If you get stuck on a quest, there are walkthroughs available in the Fandom page for ADwR. Some of them, however, haven’t been updated to the newest version of the mod. It’s not always reliable but good to look at for reference. So, there’s my quick start guide. If you have any questions or details I should add, let me know. I’m still learning more about the game and any tips you have could always help anyone interested in trying out the mod. Thanks for reading and have fun!
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- a dance with rogues
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How To Dick with NifSkope + Creature Framework Integration Guide View File a howto on my way of adding dicks (or any mesh) to nif files, only using NifSkope. (click by click screenshots with text) Warning: some nif files are harder to mod than others using this method. now with a Creature Framework Integration Guide. WARNING, THE NIFSKOPE PART IS BADLY OUTDATED: 1. how things are now you don't rename any nodes, the newer NifSkope is not as stupid with the root node's name. 2. with ABC based stuff all of the new nodes for the penis need to be coped over first before the penis mesh is. 3. the receiving creature need to be using the same skeleton that the ABC penis is made for, cross race penis transplants are a no go without a 3d editing program. 4. you can't adjust/move the penis with NifSkope due to the ABC weight painting, a 3d editing program (max or blender....or maybe even outfit studio but i'm not sure about that one) will need to be used to do that. 5. make sure any meshes in the nif are NOT sharing the same string names as the nodes, nifskope may "auto sanitize" the node's name to something else instead of the meshes to "fix" it, if this happens parts of your mesh will "T pose" (part of the mesh will be stuck in the air and wont move with the rest of the mesh) Submitter MadMansGun Submitted 10/24/2015 Category Other Requires NifSkope and 15 years of game moding knowhow Special Edition Compatible Not Applicable
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I am wanting to convert some Sims 4 hairs to Skyrim, and am running into a few issues. I followed Kalilies' youtube tutorial and while it's a good tut it skips over a lot of stuff I still don't know how to do. I was wondering if you lovely LoversLabbers knew of any other tutorials that help with converting sims hair to skyrim. It's okay if it's for LE, apparently the nif plugins for 3DS max don't like SSE hair meshes anyway, so I'll just convert it separately using NIF optimizer. Thank you!
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I am an absolute retard so there are probably more efficient ways to do this. Introduction: This guide will show you how to use different BodySlide preset for your PC and NPCs and make NPCs' use different presets from each other. I do not own SSE so i cannot tell you whether or not this method works with it. Requirements: Racemenu - (https://www.nexusmods.com/skyrim/mods/29624) BodySlide - (https://www.nexusmods.com/skyrim/mods/49015) BodySlide compatible body - (CBBE, UNP, 7B, ext.) jBS2BG - (https://www.nexusmods.com/skyrim/mods/88707) not required but makes life a lot easier. A BodySlide compatible armor replacer - (I use CT77 but any one that supports BodySlide will work) Zeroed BodySlide preset - (CBBE and UNP ones can be found jBS2BG download page, not sure about other bodies but the "default one" should be fine) XP32 Skeleton Method: I will use annotated pictures for this: -You can close BodySlide for the time being. -Switch to the morphs tab. In order to change the preset for all female NPCs, type All|Female into the "Custom Targets:" box and press "Add". In order to change the preset for all female NPCs in a race, type All|Female|RaceName into the box and press "Add" - replace "RaceName" with one of the bellow: ArgonianRace BretonRace DarkElfRace DraugrMagicRace DraugrRace ElderRace FalmerRace HighElfRace ImperialRace KhajiitRace NordRace OrcRace RedguardRace WoodElfRace - you can add the suffixes "RaceName"Child and "RaceName"Vampire In order to change the preset for a specific NPC there area two options: - Using a NPC list: jBS2BG comes with an NPC list with all of the Vanilla and DLC NPCs and its nexus page has a tutorial on making new NPC lists for modded NPCs, simply press the "Add NPCs" button Then press the "Add NPCs from file" and select "FemaleNPCList - Dawnguard + Dragonborn + HearthFires + Skyrim.txt" from the jBS2BG install location or your own NPC list if you made your own. Then simply select the NPCs you want and press add - Using a Custom Target: In the "custom target" box, type master|FormID, for example to select Jenassa, i would type: "Skyrim.esm|B9982", If you want to add a NPC from a mod, replace "Skyrim.esm" with the name of the mod's plugin. -For demonstration purposes i have added All|Female and Skyrim.esm|A2C8E (Lydia) Once you have added the NPCs to the list, Select one of the NPCs or NPC groups and on the right-hand menu , press the "Add" Button If you want a NPC group to have multiple body types among a group, select multiple body types and they will be randomly distributed among NPCs in the group In this example, all females (excluding Lydia as she has her own preset) will have either one of the bodies: After you have chosen what presets you want the different NPCs to use, you need to create a folder (don't close jBS2BG) For MO2 Users: Create a this directory mods\BodyGen\meshes\actors\character\BodyGenData\Skyrim.esm For Non-MO2 Users: Create a this directory \data\meshes\actors\characters\BodyGenData\Skyrim.esm (Skyrim.esm is the name of the folder not an .esm file ) Now, back in jBS2BG press "file" and then "export bodygen inis", select the skyrim.esm folder you just created Cleaning Your Save: Download a tool like NiOCleaner () and clean your save file, now you should be able to load into the game and see the new NPCs boddies Setting a preset for the player: Now if you want to use a different preset for your PC, you have to open the preset in a new session jBS2BG and press the "generate templates" button, now leave jBS2BG and open skyrim, when in game open the console and type "showracemenu", now go to the CBBE / UNP / 7B and enter the values shown in jBS2BG. Enter these values into the racemenu sliders, all the values not mentioned should stay at 0:
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This Guide is for Installing 3BBB with Body and belly Physics etz for Skyrim Spezialedition (Skyrim SE) not for Legendary Edition (Skyrim LE (has32bit archytecture and is very unstable at times but has a lot of mods that did not get transfered to Skyrim SE)) so make sure you use the right version of skyrim and the right version of mods aswell as Skyrim Scrip Extender (SKSE) for Spezialedition (SE) First of all i will list EVER mod you need for the body and bodyphysics, creatures and creature-schlongs aswell as the stuff to build a bodypreset (the slider-Options for the CBBE Body (how thicc your charakter will be) and the 3BBB Pussy and Belly-Node) aswell as the frameworks to generate animations and a nice Armore-Collection and Bodypreset so you have some stuff that is better than the vanilla-one. You can go from there. This Guide looks long but only because its detailed. If you already know how to install and set up SKSE FNIS and Bodyslide and how to run it feel free to skip the parts. I will go over many bugs and typical reasons for them too so you can use this step by step guide to debug your Problems with 3BBB. You will need to install every mod in the order that there are listed so the loadingorder is right from the start but it will tell you what has to go where at the end too aswell as a coppy of my loading-order that you can use to find the right version or Nexus ID of different mods. I use MO2 and Seperators that i colored so every mod-section is sorted nice and clean. I can make a quick guide on how to use MO2 if you want me to. If you follow this step by step guide it will work just fine but feel free to tell me if my links are out of date or if you run into problems. This still works and is up to date at the 20.11.2020 Modding Skyrim can be frustrating we all have been there i hope i can make some people enjoi 3BBB aswell it is just to good to pass on. And finaly i am from germany so sorry for the bad english at times. (if you wannt a translation of the guide in german let me know i can hook you up) : Wenn ihr die Anleitung nicht ganz versteht oder noch mal auf deutsch wollt lasst es mich wissen ich mache eine deutsche Version es falls es genug Nachfrage gibt . Falls ihr andere Probleme habt helfe ich auch gerne aus so gut ich kann. MOD-LIST: First install the following mods. I will tell you why you need them and what to do with them behind the mod. How to set up the mods ingame and how to build the bodyslide, animations and so on will be at the end. So don´t worry if you don´t understand what the mods are needed for. Just follow step for step: Install: SKSE https://skse.silverlock.org (Its the Skyrim Script Extender: make sure you select the Skyrim SE Version. Its what makes PC-Skyrim better than consols-Skyrim... it lets you add more content to the game and new assets. Its required for almost every mod. It has to be installed differently than other mods) SkyUI https://www.nexusmods.com/skyrimspecialedition/mods/12604 (Is used for User Interface and many Mod-menus.You need it as a requirement for other mods and it will change the Skyrim Menus to be cleaner and smaler) Alternate Start https://www.nexusmods.com/skyrimspecialedition/mods/272 (Lets you spawn in a room to create your charakter aswell as leting you chose your starting szenario etz. IMPORTANT: we need this to skip the long vanilla start and to test our Physiks/animation/mods etz before starting a playthrough) AddItemMenu https://www.nexusmods.com/skyrimspecialedition/mods/17563 (Adds a item at the start to add armores items etz from mods per search menu. Needed so you can test the physik in different sexy-outfits. Just super awsome in general to spawn armore or key, books etz) Racemenu https://www.nexusmods.com/skyrimspecialedition/mods/19080 (For other Mods and charakter creation required. Needed for Racemenu-Higheels and this is used for MANY MANY armoresets. Its important to select it when installing CBBE and 3BBB later so the Sliders Ingame work when making your charakter.) RacemenuHighHeel https://www.nexusmods.com/skyrimspecialedition/mods/18045 (Allowes many Armores to play a heelsound when moving. Needed for many armores.) KSHairDos https://www.nexusmods.com/skyrimspecialedition/mods/6817 (Adds new hair. Just so you don´t need vanilla hair so you can actually enjoi the animations when testing if physics etz work. I can make a guide on Charakter Assets with links aswell if you wannt to but it comes down to personal preferences.) Caliente's Beautiful Bodies Enhancer -CBBE- https://www.nexusmods.com/skyrimspecialedition/mods/198 (IMPORTANT: There are 2 big main Bodyreplacers this is important for Armoresets!!! One is CBBE(this link) the other is UNP and UUNP etz. When Downloading armores select the CBBE or 3BBB Version NOT the UNP Version or the Armore will have vanilla-unp-body with no bellynode and no 3BBB-smp physics!!! Just use CBBE it is only the reqirement for 3BBB anyway) Demoniac 2-4-8k Skin https://www.nexusmods.com/skyrimspecialedition/mods/19355 (Adds new Skin so you don´t use vanilla Skin. Ulta high quality with gloss or wet skin-option aswell. Its so good. You will never need different skin EVER. Needs to be below CBBE to overwrite the SkinTexture.) FNIS (IMPORTANT DESCRIPTION after link) https://www.nexusmods.com/skyrimspecialedition/mods/3038?tab=files (Force new idels into skyrim: Needed to add Animations . Install the Versions FNIS-Spells, FNIS-Creature-pack and FNIS-Behaviour XXL under fiels. XXL just lets you have 25000 animations and oh boi are you going to install a lot of them. Spells and Creatures are used for Creatureanimations etz and Modrequirements for other mods.) XP32 Maximum Skeleton Special Extended - XPMSSE https://www.nexusmods.com/skyrimspecialedition/mods/1988 (Is the Skeleton used to animate your charakter. Imagine it like this: Your Charakter is a hollow shell. This gives your Charakter Bones that this shell is attached to so animating the bones will animate the mesh/shell aswell. Aslo used for other Bone-physic-mods... to let you jiggle etz bone-waight-system is just the name of the physicsystem used for physic it has basicly nothing to do with real bones. IMPORTANT: This Skeleton needs to be below the More-nasty-critters, Beast-cocks and SOS or it will overwrite the skeleton of the dick and its colision box) CBPC https://www.nexusmods.com/skyrimspecialedition/mods/21224 (Physics-Engine of sorts. Used for lower CPU-Intensiv physic. Used for the awsome bellyphysic of the 3BBB Body aswell as most NPC-bodys. The Rest will be SMP (different physic-engine that is highter cpu-intensiv ) you need bothe) SMP (skin-mesh-physic) https://www.nexusmods.com/skyrimspecialedition/mods/30872 (Used for Physic simulation of 3BBB-Body aswell as many armoresets with smp-support and smp-hair, wings or tails. THIS CAN BE TROUBLE WITH SMP HAIR!!! When your boobs fall through the ground you will have a smp problem like smp-hair and smp-breast clipping (glitshes physic out)) CBBE SMP (3BBB) https://www.nexusmods.com/skyrimspecialedition/mods/29023 (Yes this is needed for 3BBB too. Its like normal SMP but way better and more realistic... aswell as a cpu killer but you pc will survive it im sure. So you need CBBE(Bodyreplacer) XPMSSE(Skeleton) CBPC,SMP,CBBE SMP(3BBB)(for Physic)) CBBE 3BBB https://www.nexusmods.com/skyrimspecialedition/mods/30174 (This will add a Anus,Pussy and Belly-node so you have bellyphysic etz when penetrated by a schlong-colisiongroup. You need to build the objective for the player and npc´s aswell as building a batchbuild so the armores and bodys use 3BBB-body. I will explain how step by step at the end per screenshots) Bodyslide and Outfitstudio https://www.nexusmods.com/skyrimspecialedition/mods/201 (This is used to generate the body for 3BBB and Armores. You don´t need the Outfitstudio... its just for fixing clipping on armore. I will explain how to set it up and use it at the end per screenshots) BD's Armor and Clothes Replacer - CBBE 3BBB https://www.nexusmods.com/skyrimspecialedition/mods/32518 (Replaces all the vanilla Armores with some S-Tier Armorereplacer for a 3BBB Body. Just so you can test if the physiks work alright) SunJeong Ninirim Collection https://sunkeumjeong.wixsite.com/mysite/post/sunjeong-ninirim-collection-6-0 (Awsome GIGANTIC Armorecollection that you can spawn with the add item menu. This armores are made with misk armore like capes so you can mix them realy well or just use the slips dresses miniskirts in addition to your normal armore. This is super high quality and free. Realy talented modder! Here is his side its flutted with super sexy armoresets https://sunkeumjeong.wixsite.com/mysite ) A Body-Preset https://www.nexusmods.com/skyrimspecialedition/mods/26464 (Just a Preset for how your body will looklike after building the armores. Needed for testing if your Outfitstuidio did generate the right batchbuild and armore-bodyslide-data. You can use any Bodypreset this is just a quick one that works with modorgeniser and vortex so you don´t need to drag it manualy into the bodyshape-data folders of bodyslide ...like many other presets) LOVERSLAB-MODS and Requirements: SexLab Framework SE (Needed for LoverslabMods in general. IMPORTANT you need to check creatureanimations in the MCM (mod-configuration-menu)i will explain it at the end when setting up the mods) JContainers SE https://www.nexusmods.com/skyrimspecialedition/mods/16495 (Its a Framework that runs scrips for mods in the backgrount. You need it for Sexlab-Animationloader to run animations. Many other mods use this tool too like SexlabarrousedCreatures (Mod that lets you lie down to let creatures breed with you and creatures will try and start raping people if they get horny) realy good mod with tons of utility) Sexlab Animation Loader (Used to generate animations in the game per menu. Than it will add to your Sexlab-animations. Its hard to generate them if your new but i will explain it at the end) Sexlabarrouse Redux (Needed if you wanna use dynamic replacers. You will be able to see if a NPC is horny etz) Sexlab Creatureframework SE (THIS IS NOT FNIS Creatures!!! THIS IS NOT in the Sexlabframework!!! Dick-Replacers from SOS,MoreNastycritters will overwrite the vanilla Sexlabframework-dick. You can use Sexlab Creatureframework in the game to select the dick you wanna use for a race. For example your Troll has the wrong one change it in the mcm. You need it for more-nasty-critters and many creature animations etz. if the Schlong does not load in or has no colision... some don´t have collisionboxes so chose the right one for the sweet sweet belly-bulg of 3BBB) SOS or Schlongs of Skyrim SE (Replaces the Vanilla male body aswell as adding dicks. You can download a smp patch to get a better collisionbox just install the patch in addition to the SOS for SE. PATCHES ALWAYS after the main mod) More Nasty Critters Special Edition AND Hentaicreatures SE (MNC is a replacer for the animal schlongs and some animal textures. Hentai-Creatures CAN BE DOWNLOADE AT THE SAME SIDE under "show files"!!! It will add spells to your game to summon creatures so you need it to test the animations.The spells cost 88 mana so you can cast them anyways. You need to add them per mcm i tell you how all the way bellow.) ABC Animated Beast Cock (This will have a patch for hdt smp colision too on the side. It lets modders animate schlongs better and adds collision if i did understand it right. Needed for many super awsome Sexlab-Animations with animated cocks. Loverslab realy has a lot of tallented modders you will love this!) Babo Animations for Creatures and Humans (This will add some ABC-Animations that are REALY REALY good. The Artist is called Baka-Factory. He has many fifferent mods and is super talented when it comes to animations and many others. Check him out. He has a Discord and Patreon aswell. The Discord is a place to chat view the modprogress or get help. Check it out for sure. ) Billys Animations (YOU NEED TO DOWNLOAD the version for Creatures and one for Human-animations! Make sure you have both and the Skyrim SE-version. Oh billy you realy did it! This are a TON of animationpacks for everyones Taste. Super tallented mod-autor aswell. Has Clutter so basicly cages and Restrains for some animations. Just wow this is what you modding the3BBB Body to begin with ) If you installed it in this order you should be fine. Just install it and whenever you have to chose physic-preferences or mods you use already select: SMP-Physic for every part of the body other than the belly(this will use CBPC). You use Racemenu CBBE and SOS aswell as more nasty critters. If you have problems selecting or you fucked up the instalation of the linked mods let me know. I will make a video on it if there is enoth demand or just ask in this post. After installing every mod with MO2 (or Vortex) you will need to have less than 255 Plugins. Skyrim SE can not load more than that even if it counts them but you can get the plugins down by merging mods just look it up its easy af with the ZMerge Tool if you even get over the 255 plugin limit. To set up Bodyslide and FNIS XXL: IMPORTANT!!! DONT INSTALL MO2 in Programme(x86)!!! This Part of your PC is protected by windows and will not let you overwrite Data. This stops you from generating Armor-bodyslides with Bodyslide for example. When installing MO2 install it on a SSD so it is fast as fuck and not on Programme(x86). If you fucked up don´t worry you can still move it like this https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129&l= AND INSTALL SKYRIM in a different Steamlibery on the SSD or move it like i did. My Skyrim was in the deafault C:Programme(x86)steam>common>Skyrim SE and i moved the libery from C:Programme to just C. It can still be on C just not in Programme(x86) or the default steam location. We will add Bodyslide and FNIS now. Just look up a video how to or do this: FNIS Guide: Bodyslide and Outfit Studio Guide: Go to your Modorgeniser.Click on aplications on MO2 where you use SKSE add a new one. Set "Binary" to C:\MO2\mods\BodySlide and Outfit Studio - v5.0.7-201-5-0-7-1591033882\CalienteTools\BodySlide\BodySlide x64.exe Set "Start in" to C:\MO2\mods\BodySlide and Outfit Studio - v5.0.7-201-5-0-7-1591033882\CalienteTools\BodySlide klick applie and now you have it as a new tool in your selection. The same for FNIS XXL Binary C:\MO2\mods\BodySlide and Outfit Studio - v5.0.7-201-5-0-7-1591033882\CalienteTools\BodySlide Start in C:\MO2\mods\FNIS Behavior SE 7_6 XXL-3038-7-6-1582110624\tools\GenerateFNIS_for_Users apply and finished. Now we will run bodyslide and generate the Bodyslide and Belly-Node. Run it this window will pop up. Select ZincTO´s Preset top left in Presets. Select 3BBB Amazing Body SMP On Object NPC A-D cup and the Cup version you want so probably C or D-Cup all the way on the Top of the slider. Click on build down in the middle. Do the same for 3BBB Amazing Body SMP On Object Player. Now you have created the Pussy,Belly and But Component of the 3BBB-Body-colision. We still need this body to apply on every armore and we need to select the physics option. Click Batchbuild all the way on the left down in the corner. To generate them click on BatchBuild down on the left. Select all or use rightclick > select all. Or use Strg+A. Click Build on the window down right. Now you can chose every armore and body to be generadted with the physics of your choice. Go to SE 3BBB Body Amazing. It will be very hight up. You can check all the different armores aswell but the divault will already have selected a 3BBB or SMP-Physic option...normaly when using nice amoresets. Click OK. Now your CPU will generate all the armores and my CPU (Ryzen5 2600) gets up to 60+ Grad Celsius with air-coling so chill it will get kinda hot and take a while if your pc is bad. IF YOUR SKYRIM IS IN THE PROTECTED Programms folder on C you will get a error. Guide on how to fix it is above. After you done go to FNIS XXL and start it. Check the boxes calles SKELETON Arm Fix or your arms might have a gap this is a fix for a common bug. Click on Update FNIS Behavior. Wait while it generates the animation-behavior-data this will take a bit. At the end you should have less than 25000 registered animations and no errors. If you get errors look them up in the feat above. Most of the time it will say: "ERROR Animationbehaviour not compatible" or Animation behaviour from Skyrim LE or Oldrim etz. This means your mod or animation is for Skyrim Legendary Edition and not Spezial edition. Just remove the mod that is marked and generate FNIS XXL again. You don´t need to do this for FNIS-Spells or FNIS-Creature Framework. Finaly look up the errors in your Modorgeniser. This will be different for Vortex i guess. For MO2 click the Warning Triangle on the top right corner. Overwrite-Error is fine. Overwrite is the Foldermod ontop called overwrite. It will store all your generated Data from Bodyslide and FNIS and overwrites every other mod. Its fine we want this body and animations to overwrite vanilla body and animations and add newonce anyway so ignore the "You have Data in your Overwritefolder" warning. If you still miss a plugin you will find a error that tells you what mod to install (you missed a required mod when installing). If you use a Skyrim Legendary mod it will say "From NUMBER plugin detected". WARNING many Loverslab mods are for the older Skyrim LE (Oldrim) version but work fine with Skyrim SE too so you need to find out what causes problems in case your skyrim has a crash to desktop (ctd). To make it easy write down what mods work finde and when adding a new mod if it is listed as Oldrim Plugin keep a eye on it so you can uninstall it if your skyrim stops working fine. Its mostly animationmods but they still work most of the time. If you know how to set up sexlab-framework and sexlabanimationloader aswell as how to add the hentai-creaturespells to test if the 3bbb body works you can skip until you see this again: ########################################################################################################################################################################################## Now just start SKSE SE. If it works start a new game and you will start at the Alternate Start Location. Create your Charakter and save. You can save the charakterpreset on the top right of the racemenu so you dont need to do this over and over again (save the preset aswell as the sculp by exporting). Exit to the main menu. Load the Savefile. Wait until every mod is finished installing by just standing and don´t be in the menus.In the top-corner you will see whats installing. After its done save and reloade it again. Now press Escape and go to the side with Setting for difficulty. You will see a new menu called MCMs or Modmenus click it. It will show every installed and registered mod that has a menu so not armores. If your Physics are buggy or the Amores do not change do not panic we will fix it. Go into the Sexlabframework or Sexlab MCM and install it if it did not auto install. Activate creature animations and exit the menu you will not be able to click stuff after clicking enable creature animations. Wait until it is installed by standing while not being in a menu or the console. You can tweak the Sexlab MCM to your liking. It contains facialexpressions, undress editor moaning intervall and voices etz. Important: Change the Buttonselection for Changeszene to 0-Key Exit Szene to Enter-Key and move actor top front left to arrowkeys. Shift while top will be down. Shift whil left will be right. Shift will be the so called modyfier key.This is just personal preferenze. Now go to SLAL MCM and click on check new animations and load animations until it starts working. It needs some time and will not start the first time you klick it. Do this until it starts registering new animations. Wait until its finished this will take a long time and this time do not exit the MCM of SLAL!!! After it registered all the animations activate them on the same page. Now Your creatures have new animations and the creatureframework is active. Go into the HentaiCreature MCM and click "Dumb spells on me". This will add the new spells to your charakter. Select Hentaitroll as spell in your right hand and summon him. Search your spells for Sexlab Target Spell. This got added by the Sexlabframework and you do not need to add it per mcm like the hentai creature spells. Put it in your left hand. Shoot it at the troll 2 times and than hold it charged. This will make the Troll target you making the Sexlab Target Self spell useless because now you can select and target yourself with just this one spell. A Animation will start playing. press leer to go a stage forth. 0 to select a different one o to get to the next animation in the list of animations. And Enter to leave. You can move the Szene and the shlong with the arrowkeys. This is just my prefered controll-layout if you did not change the buttonloadout go to the sexlab MCM and Controlls and set it to your liking. ####################################################################################################################################################### You will have a 3BBB MCM with a hotkey to change CBPC Physics to SMP-Physics for your charakter by pressing + on the numpad. This will fix your boops if you have physic-problems. If the bodycolision is not working with the creature cock check if: -you installed all the mods -you activated the creature animations in the Sexlab MCM (or the animation will not have started at all) -you chose the right physic options when installing 3BBB-mod (just reinstall to check) -you have the Maximum Skeleton at priority low like 5 and the rest of the mod overwrite it so they have a priority of 11+ -you chose the right cock in the creatureframework MCM in the game you can still change it in the game -you use a CBBE Body and not a UNP/UUNP Body... -you build the 3BBB Body on Objekts Player aswell as the Batchbuild and chose 3BBB Body Amazing at the batchbuild when you were using Bodyslide - you have SMP,CBPC,3bbb-SMP, Maximum-skeleton installed aswell as the creature stuff (You can just start the game and check if the collision is working for human NPCs in a town so you can tell if only the creature collision is not working. Also: some creatures do not use very big collision boxes so you might not see the bellybulg working depanding on the race and the animation) I know most common bugs so tell me if you run into trouble. I will make a FaQ to fixing bugs below later. If your happy with the result just keep modding and make a backup of the working configuration so you can go back if shit stops working.You need to do the MCM configuration and the waiting at the start of every new charakter unless you save this charakter as a backup. Some mods will need a new savefile so this routine will always be the same you will get quick at it. You can just loade this charakter now and press ^ to get into the console tipe " showracemenu " and enter. You can remoddel your charakter now for a different playthrough without to much MCM work. Then select the start you want from the marastartue and start your playthrough. If you have a better idear how to do it let me know i will change this tutorial acordingly. IMOPTANT: This is just to get the 3BBB Body and Physics aswell as some animations and creatures to work! You still need more Mods to make your game enjoiable. Just some recommendation when it comes to "how do i trigger sexszenes in a immersiv way" and Fill her up to see if your bellynode is working or if you use a UNP-Body. Sexlabaroused creatures (Already explaint above. Awsome to get a natural way to submit to a creature or have randome creature sex) Sexlab Defeat (Lets you get knock down and raped by NPCs aswell as letting you capture them. Sneak knockouts. Put people in a bag and capture them etz ) Sexlab Fill her up Baka Edition (We use it to check the bellynode. Check the right box in the MCM to change to the 3BBB Bellynode if it is not enabled on default) I will keep a eye on this post and try to help as much as i can. For more animations just go to: Downloads>Skyrim-Spezialedition>Frameworks and Rezources> here you will find most animation-packs for Skyrim SE. Good luck and if you ask in this post use screenshots to report bugs it makes it way easyer to see what settings you use in the mcm´s or what physiks-bug is going on. I will add more Screenshots later if someone still has trouble with this guide but for now it will only be the FNIS XXL and the Bodyslide-part. And i also might make a video on it and keep it up to date but i don´t realy know where to publish it and youtube is kinda shit... so plz let me know if you already know of a alternativ videoplatform. Its always faster to just show the entire process in a video.
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So lately I've been running into several obstacles in creating custom videos for VOTW, and the youtube videos from RazorWire were pretty insightful, but I feel as if I may need a different process for creating videos that would be compatible with VOTW. One major issue is that in using NifSkope, it doesn't seem to recognize the .dds files I create. I have attempted using GiMP to compress and add "mipmaps", but it still doesn't work; I wonder where I may have missed a step? I would like to know more about how to open these files in NifSkope. In my tries to use the VOTW plugins from and batch scripts provided by RazorWire on his Youtube channel, I haven't had much luck. The script seems to have a problem with a certain video folder, but I haven't been able to figure out where it is. I'm sorry if this post sounds like rambling, I'm looking for more ideas and methods that would help me create custom videos for VOTW. Any insight would be appreciated.
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THINGS YOU NEED - HIGH POLY HEAD MOD By KouLeifoh https://vectorplexus.com/topic/1170-high-poly-head/ - OUTFIT STUDIO by Ousnius and Caliente https://www.nexusmods.com/skyrimspecialedition/mods/201 - RACE MENU by Expired https://www.nexusmods.com/skyrimspecialedition/mods/19080 - SSE NIF OPTIMIZER by Osnius https://www.nexusmods.com/skyrimspecialedition/mods/4089 - NPC NIF MERGE by Turulo https://www.nexusmods.com/skyrim/mods/40494 - NIFSKOPE released by jonwd7 https://github.com/niftools/nifskope/releases/tag/v2.0.dev7 - SSEEDIT by ElminsterAU and the xEdit team https://www.nexusmods.com/skyrimspecialedition/mods/164 - TIME, WILL & PATIENCE Few words dont be offended by caps - its easier to read Im not yelling Mods that dont have head in the face part section of the ESP cannot be converted using this procedure for now, well they can be converted but they wont work ingme on NPCs only on your character if you import head in Racemenu, I will try to find a solution, CK is a....,likes to crash when setting HP head to those low poly npcs...., .tris and nif fun times... I will update this as I find solutions or if anyone contributes some knowledge. Firstly a big thanks and credit goes to immyneedscake for creating a video tutorial on how to convert LP Vanilla Heads to HP Custom Heads with conforming procedure and using tools above - link is in the text file There are other ways to do this but this is the easiest way and you dont need to learn or use 3d software or funky plugins that dont work each time with each version or simply are outdated... I also zipped some pics with steps from txt , I suggest you use Notepad++ to view text file. I tried to keep it as simple as possible and Im sure you wont have a hard time following it , but if you have any questions dont hesitate to ask. Note that High Poly Head is meant for Race Menu and supports Expressive Facegen Morphs sliders even when you import your converted head into RM . edit: added part 7.2 to section II. in text file added pics for adding textures to NifSkope Vanilla SSE LowPoly Heads.7z PICs-LP-HP-Convert.7z NECK-GAP-TUTORIAL-1.1.txt Adding-BSA-Textures-to-NifSkope.7z
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Creation Kit Tutorial - Adding Voice files using SKVA Synth
Guest posted a topic in Tutorials & Guides
I made a quick YouTube tutorial to help learn how to add voice to your mod. -
View File Minecraft titties mod + Blockbench modeling DYI kit/tutorial There are 2 files, the minecraft sex resource pack and the blockbench kit. inside the blockbench kit is a whole resource pack template for 1.16.5 with all of the default 1.16.5 mob textures, as well as instructions on how to make or edit models and implement them into the game. so you can use this to edit my resource pack, or make your very own! have fun with it. I dont ask of you to credit me in the models, or resourcepacks you create because, I gave you the tools, not the initiative. you have the initiative. Contact me for info or help with my discord tag (Rock#1428) my discord tag will never change, so if that tag doesnt work i have been banned from discord, or my account was deleted. Submitter HornyFurryTime Submitted 06/21/2021 Category Misc Adult Mods Requires Curseforge 1.16.5, and the optifine 1.16.5 modification
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Today’s Oblivion how-to is how to do icons in GIMP, both basic item icons as well as quest icons. There are two good icon tutorials that I’m aware of. One for Photoshop is here, and one for GIMP is here. Both cover inventory items, but not quests. Inventory Icons: Before you do anything else, fire up GIMP or Windows Texture Viewer, and have a look at a few of the icons for whatever item you’re making. You can find them in Textures/Menus/Icons/. Most items are positioned a certain way, and it’s best to mimic that when creating your icon. Having done that, let’s make an icon. 1. Open up GIMP if it’s not already open, then open up the .nif file for whatever you’re making the icon for in Nifskope. 2. In Nifskope, zoom out until you can comfortably fit the entire item in the view window. Rotate it around until you have it in the proper pose. Make sure that your background color is something that contrasts with the item, but not too strongly. Grey is usually good. High contrast colors are bad, because it’s hard to get all traces of, say, magenta out of the picture you’re going to take, leaving a halo or noise around the item. If you have the axes, havoc, or anything else showing, turn it off under the Render menu. 3. Hit Printscreen to take a picture of your item. Switch over to your empty GIMP window and hit Ctrl+V to paste. You now have a snapshot of your desktop. 4. Using the box select tool (top left corner of your toolbox), select a perfectly square area around the item. This should be exactly how you want your icon to look – don’t leave extraneous space, make rectangles, or cut the item off. It doesn’t particularly matter how big the selection is, since we’ll be resizing it later anyway. You should end up with something like this: The green box is my selection, the red arrow is the precise size in pixels of said selection. Don’t worry about framing the selection perfectly, as you can click and drag to move it around once you get the size right. Once you have a selection that you want, Ctrl+C to copy, Ctrl+Shift+V to paste as a new image. You’re done with the other image, and you can close it now. Note that if you’re making icons for multiple items, there’s a handy trick you can use. Open several Nifskope windows, scale them and pose them the same (middle mouse button makes this easy), then line them all up in a row. After you screenshot the entire screen, go through this step, but don’t close the window after pasting the new image – go back to the screenshot, and simply move your selection box over to the next item and repeat the process, then stash the windows you want to work on later out of the way until you want them. 5. Now, in the new image, click the magic wand tool (second from the right in the top row of the toolbox), then click the grey area of the image. Hit Delete, and everything that was grey should be replaced by the checkered pattern GIMP uses for transparency. You should have this: So far so good. Now, go to Image/Scale Image. Change the height and width to 64×64 pixels (just change one, the other should change automatically). Hit the Scale button. Your image just got really small. 6. Next, over in the Layers, Channels, Paths toolbar, right click under your current layer (probably called Pasted Layer), and click New Layer. Make sure it’s 64×64 pixels and transparent. Hit ok. If it appears above the layer with your image on it in the list, drag it below. Then switch back to the image layer by clicking it. 7. Now, go click your foreground color in the toolbox to bring up the color picker dialogue. Where it says HTML notation, change whatever’s there to EFE7AD, and hit ok. Now select the magic wand tool, and click the transparent area to select it. MAKE SURE YOUR IMAGE LAYER IS SELECTED, or you’ll get unhappy results. If a dotted line appears around the image, things are going well. 8. Now go to Select/Invert to invert the selection – now you have the item and just the item selected. Then, go to Select/Grow, make sure it’s set to 1 pixel, and hit ok. Now, and this is important, go over to the Layers toolbar and select your new layer, which is probably called New Layer. 9. Select the Pencil tool (looks like a pencil), and change the brush to something really big. Now color in the entire area under the item. You should see an outline appear around the item. 10. Now go back to the Layers toolbar, right click it, and select Merge Visible Layers with the default settings. Hit Merge. What you have should look like this (mine is zoomed in): 11. Now save the image. Icons MUST go somewhere in Textures/Menus/Icons/. Accepted practice is to make a folder with the name of your mod (or one with your name, then another folder with the name of your mod), and then organize your icons however you like in there. Call it some descriptive name and make sure you’re saving as a DDS file. When you hit Save, a menu will pop up with options. Icons should be saved as DXT3, WITHOUT mipmaps – if your icon has mipmaps, the CS will complain loudly. Hit ok, and you’re almost done. We just need to create the Menus80 and Menus50 versions. 12. To create a Menus50 icon (32×32 pixels), go to Image/Scale Image, and change width and height to 32. Hit scale. Now, save it in the precise same spot you saved your icon before, only instead of under Textures/Menus/Icons/, you’re going to put it in Textures/Menus50/Icons/. Make sure you get the right directory, or this won’t work. Also make sure to not save over your 64×64 icon. If you DO save over your 64×64 icon, just keep hitting Ctrl+Z until you get back to it, then save again. 13. Now hit Ctrl+Z to undo the scale change. It’s time to make the Menus80 icon. Same deal as the Menus50 icon, except a different location and a bit more annoying. 14. Use Image/Scale Image to change the size of the icon to 51×51 pixels. Then, go to Image/Canvas Size, and change things back to 64×64 pixels. Your image should now occupy the top left corner. This is good. Hit Resize. Now go to Layer/Layer to image size. If you don’t do this, you’ll get an error when saving. Now save the image. Same deal as before, but it needs to go under Textures/Menus80/Icons/. Now you’re done. It should be noted that it’s not entirely certain if you really need to go through the motions of creating the Menus80 and Menus50 icons, but it doesn’t take long, and won’t hurt anything. Quest Icons: Rather unlike the inventory icon process, creating quest icons is a lot more of an art form. What this means is that while I’m going to tell you some things here, you should treat them as guidelines or helpful suggestions, rather than laws of the land. That having been said, to start with, open up GIMP, and load up a good 3-4 quest icons, which live in Textures/Menus/Icons/Quest/. The Settlement Quest icon is particularly good for this because it has a nice border we can steal. 1. With Icon_Settlements_Quest_Icon selected, go to View/Zoom and pick something nice and big like 4:1. Now, using the box select tool, select the area inside the border, roughly like this: Note that the dark area around the border is NOT included in my selected area. 2. Now, use Select/Invert to invert the selection, Ctrl+C to copy, and Ctrl+Shift+V to paste to a new image. This will one day be the border to our icon. 3. Still in Icon_Settlements_Quest_Icon, select the eyedropper tool (second from the right on the second row), and click somewhere in the sort of medium blue area near the top to change our foreground color, which we’ll need in a second. 4. In your new untitled image with just the border, create a new transparent layer, and make sure it’s under the Pasted Layer. Select the bucket fill tool (looks like a bucket), and with the new layer selected, click to fill it. Everything will go blue, and you should have something like this: This is going to be our base image. We’ll come back here later. For now, we need something to put in the center. There are a couple of rules of thumb here: – You want a balance between blue and tan in the image. Too much empty blue space looks bad, but so does too much tan. Pick something that will be able to balance these out. – At the same time, don’t get too intricate. This is a 64×64 icon, and you simply can’t get a lot of detail at this resolution. 5. That having been said, go find some stuff you want to make up your image. There’s no particular need to draw anything here – symbols from in-game, clip art, and the like can be combined to make a good icon image. For our purposes, we’re going to use .nif models – ARStatue01 and ARArch02. Just like you did for the inventory icons, open up your model in Nifskope, get it to a zoom distance and angle that you want, and Printscreen and Ctrl+Shift+V to get an image. Then copy out the bits you want and magic wand + delete to get rid of the background. Unlike inventory icons, it’s not overly important to make things precisely 64×64 – if you need something smaller, bigger, rectangular, whatever, do it so long as the image you wind up with will fit in a roughly 55×55 interior area. As you create and resize new images, go back to your base image and use Edit/Paste as new layer to paste things in. Reorder the layers in the order you want them to appear in. You may have to do this a few times in order to get something that looks ok. What I wound up with was this: Make sure to keep all your old image windows open all during this process, because there’s a good chance you’ll need them again. 6. Now you’re going to create a whole bunch of new transparent layers. For each actual image you paste in as a layer, you’re going to need 3 transparent layers, organized like so: – Transparent Layer #1: this will eventually be for blue detailing. – Transparent Layer #2: this will be for making a tan version of your image. – Your pasted image. – Transparent Layer #3: this will be for dark blue shadowing later. If it helps, you can rename layers by double clicking their names in the Layers bar. You can also hide layers by clicking the eye icon next to a layer. This will become important later. When you get done, you should have something like this: This looks like a lot, but taken in steps it’s not bad. 7. Now, hide everything except one of your image layers and its tan layer. In the statue layer, use the magic wand to select the transparent area, then Select/Invert to invert the selection. Now switch to the tan layer. Remember this bit from the inventory icons? Yeah. Now, change your foreground color to some sort of tan – e9d6b0 works well enough, or click somewhere in the brighter tan area of one of the icons you opened for reference with the eyedropper tool, and give yourself a nice large paintbrush with the paintbrush tool. Color in the entire selected area over your image. If you get any color outside the area you want, use the eraser tool to fix it. 8. Now, use Select/Grow to grow the selection by 1 or 2 pixels. Use the eyedropper tool to select a pretty dark blue from one of the shadowed areas of another icon (but not the darkest blue), then change to the paintbrush tool. Change the opacity to 50 or 60. You want a small brush for this, Circle 05 or so. Now switch to the shading layer under the image (make sure to unhide it), and outline the image with blue. It’s ok to have some fading and blotches in spots, but try to keep things reasonably uniform. Now repeat the process for the other images. When you get done, you should have something like this: So far so good, but that’s way too much tan. We can fix that by adding in detailing. 9. Pick an image, either image. Hide the tan and shadow layers, make sure the image is visible, and unhide and switch to the details layer. Switch to the paintbrush tool at a very small brush size (usually 1) and 80 opacity or so. Find dark, regular areas of the image. Joints between bricks, wooden posts, anywhere you can break up the tan. In my case, I’m going to be using the arch joints and the wing feathers of the statue. Run the brush a pass or two over the areas. Try not to make entirely straight lines – click a couple of times along the sides to make things uneven if you need to. Every so often unhide the tan layer to see how you’re doing. And here’s our mostly complete image. Still a bit too much tan in the arch though. We can be a bit more subtle in fixing this. 10. Create a new layer, and position it between the tan and details layer. In this case, I’ll put it between the arch tan and details layers. Hide the tan layer and switch to your new layer. Go to the color picker tool and get a slightly darker tan shade. Then, get a mid-sized paintbrush (Circle 05 or 07 work well) and change to 50 or so opacity. Then find areas in the original image you might create a few blotches, and do so. In my case, the mossy areas of the arch are perfect. You may want to use the magic wand to select the transparent parts of your tan layer, then invert the selection to use as a guide. Sometimes you just have too big of a tan area and need to rethink what you’re doing, but for the moment we’ll believe otherwise. Ultimately, your final icon might look like this: From here, make sure all layers are visible, merge visible layers, and save as .dds in Menus, Menu80, and Menus50. Remember to do the Layer/Layer to image size command, or you’ll encounter problems. You might also wish to save a copy with layers unmerged as an .xcf file somewhere OTHER than Menus so that you have a backup you can work on if need be.
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Porting 7.5 Models to VX By arse22 APR 2021 Intro Up until version p of VX, model porting was sort of a problem, since models were missing some sliders and would require manual editing. Though it’s more or less fixed, there seems to be some confusion on the matter nonetheless and I am writing this guide to provide some 1:1 steps to ensure proper conversion. Even if you are experienced in this, it may serve as a good reminder of steps to take. Pre-Requisite -Old model to port -Installed VX -EMFS, recommended, will come in handy but you may not end up needing it. Checklist of a Port -Is the model an EMFS model or base model? -Did you use a replacer in your install? -What skin did it use? H5, H4 or none? You must find: Head Replacer Body Replacer Active Mod Skin possibly Base Body/Base Morph (explained later) How to Use EMFS to Locate Model Skin One of the most important aspects is having the correct skin. If you have a big ActiveMod folder of skins, on 7.5, you are pretty much stuck painting a marker on the skin and Alt+R every skin until you find the one on your model. That is unless you use EMFS to simply look it up: After you load in your model, look at details and find this entry. The stuff about dress etc is irrelevant, if it’s a skin you know, you will recognize the name of the folder in that entry. This gives you terms to easily search your ActiveMod folder for. You can do this for any model but sadly you cannot assign the skin from here. How to Find Base Model If the model is a base model, all you need to know is the replacer used, if any. You will need to get the body and face replacer for VX and then assign them in-game to the model. Other than that it’s a straight forward drag and drop to VX model folder, if there was none used, it’s ported automatically. You can always check by looking into the model folder, check the file Base.id, and verify against a base model list. !!!Basic Game Model Numbers.rar1.85 kB · 0 downloads If it’s an EMFS model and used an EMFS replacer, again you just need stand-alone versions of the face and body replacer that were combined by EMFS. If you are not familiar, EMFS tool was only really used to combine a custom body + custom head in a new mod which was then given a new unique base id. Info About Base Morph/Base Body There is one key difference between models that use a replacer and those made with EMFS, is that a model that used a standalone replacer is ALSO affected by base model morphs. I don’t know the proper name but that is what I will call it here to avoid confusion, the proper name is something like Base Body, but it’s basically morphs that get applied to a model. The base id of the model essentially tells the game which ones to apply. In EMFS, you can locate it here, under AvLook tab of the model details. That may be pretty confusing, because those are just a list of morphs and doesn’t really tell you much if you are not familiar. Here is a good file to check: EMFS_DefaultTypes.rar1.64 kB · 0 downloads EMFS models all use a default base body/morph for the most part. You can find it in …/EMFSTool/Data/Face/Female/[your_replacer]/AcBodyLook.bs file: The first entry FGmeshfile is the .tri file of the head replacer, while the one I highli ghted is the “base morph.” In most EMFS they look something like default 01. In VX, you can find similar info in Archives/2.158.001/Scripts.zip/Scripts/Luder/[Person XX]/AcBodyLook.bs : Where Person XX is the base id of the model you are looking up, it will tell you which “base morphs” it uses. In the same directory the AvLook.bs file will tell you the exact morphs that were applied (same as they would look in EMFS.) But basically, as you can see in the screenshot in VX it tells you which base model number correspond with the “base morph” set name. It’s the same name used when you look at the dropdown in VX: The ones used by EMFS are here in the list too. But here is the truth: You don’t need to do this most of the time, it’s actually automatic. It only becomes relevant when you port a model which used a base model with some morphs on it AND a non-emfs standalone head replacer, even then it should convert on it’s own since the base id of such a model will be one that already applies the morph in VX. If for some reason the model looks wrong, you can try to reapply it from the menu, using the above info to look up the one you need. Extract Body from EMFS file Since we covered info about heads, I should note that all that EMFS model has inside is a custom body that it assigns to a head in a big head pack by unique name. So you can get the head by looking through EMFS, but you can actually get the body directly from the EMFS file and make a new replacer. So you can see if you extract the .b*b file from that directory, and convert it to .bs, all you would have to do is rename it “body01” and you have created your own VX body (02 for male, 03 for shemale.) You would delete all the other folders and files, and rename the folder to avoid confusion, before drag and drop into addons. Tips and Other Relevant Factors There are many things that can drastically change your models look. Using exact parts like hair, hair texture, eyes , eyebrows, etc and using the correct lighting and same hook settings. A level def of a room can drastically impact how a model looks. But at the very end of the day, you can know for a fact that the model is the same one as long as you use the same body file and the same .tri head. But now you know how to get the skin and even look into which base body/base morphs was used if it becomes necessary, 90% of the time it’s either irrelevant or automatic. Conclusion That’s about it. There is no way to know if you model used a non-EMFS replacer unless you wrote down the info or it’s provided by the model author, as far as I know. Porting models in VX version p is very straightforward other than that, EMFS tool is still very useful to look up all the necessary info about base model or an EMFS model.
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guide Guide: Porting 7.5 Models to VX
Arse22 posted a topic in The Klub 17: Klub Exile Portal's Help
Porting 7.5 Models to VX By arse22 APR 2021 Intro Up until version p of VX, model porting was sort of a problem, since models were missing some sliders and would require manual editing. Though it’s more or less fixed, there seems to be some confusion on the matter nonetheless and I am writing this guide to provide some 1:1 steps to ensure proper conversion. Even if you are experienced in this, it may serve as a good reminder of steps to take. Pre-Requisite -Old model to port -Installed VX -EMFS, recommended, will come in handy but you may not end up needing it. Checklist of a Port -Is the model an EMFS model or base model? -Did you use a replacer in your install? -What skin did it use? H5, H4 or none? You must find: Head Replacer Body Replacer Active Mod Skin possibly Base Body/Base Morph (explained later) How to Use EMFS to Locate Model Skin One of the most important aspects is having the correct skin. If you have a big ActiveMod folder of skins, on 7.5, you are pretty much stuck painting a marker on the skin and Alt+R every skin until you find the one on your model. That is unless you use EMFS to simply look it up: After you load in your model, look at details and find this entry. The stuff about dress etc is irrelevant, if it’s a skin you know, you will recognize the name of the folder in that entry. This gives you terms to easily search your ActiveMod folder for. You can do this for any model but sadly you cannot assign the skin from here. How to Find Base Model If the model is a base model, all you need to know is the replacer used, if any. You will need to get the body and face replacer for VX and then assign them in-game to the model. Other than that it’s a straight forward drag and drop to VX model folder, if there was none used, it’s ported automatically. You can always check by looking into the model folder, check the file Base.id, and verify against a base model list. !!!Basic Game Model Numbers.rar If it’s an EMFS model and used an EMFS replacer, again you just need stand-alone versions of the face and body replacer that were combined by EMFS. If you are not familiar, EMFS tool was only really used to combine a custom body + custom head in a new mod which was then given a new unique base id. Info About Base Morph/Base Body There is one key difference between models that use a replacer and those made with EMFS, is that a model that used a standalone replacer is ALSO affected by base model morphs. I don’t know the proper name but that is what I will call it here to avoid confusion, the proper name is something like Base Body, but it’s basically morphs that get applied to a model. The base id of the model essentially tells the game which ones to apply. In EMFS, you can locate it here, under AvLook tab of the model details. That may be pretty confusing, because those are just a list of morphs and doesn’t really tell you much if you are not familiar. Here is a good file to check: EMFS_DefaultTypes.rar EMFS models all use a default base body/morph for the most part. You can find it in …/EMFSTool/Data/Face/Female/[your_replacer]/AcBodyLook.bs file: The first entry FGmeshfile is the .tri file of the head replacer, while the one I highli ghted is the “base morph.” In most EMFS they look something like default 01. In VX, you can find similar info in Archives/2.158.001/Scripts.zip/Scripts/Luder/[Person XX]/AcBodyLook.bs : Where Person XX is the base id of the model you are looking up, it will tell you which “base morphs” it uses. In the same directory the AvLook.bs file will tell you the exact morphs that were applied (same as they would look in EMFS.) But basically, as you can see in the screenshot in VX it tells you which base model number correspond with the “base morph” set name. It’s the same name used when you look at the dropdown in VX: The ones used by EMFS are here in the list too. But here is the truth: You don’t need to do this most of the time, it’s actually automatic. It only becomes relevant when you port a model which used a base model with some morphs on it AND a non-emfs standalone head replacer, even then it should convert on it’s own since the base id of such a model will be one that already applies the morph in VX. If for some reason the model looks wrong, you can try to reapply it from the menu, using the above info to look up the one you need. Extract Body from EMFS file Since we covered info about heads, I should note that all that EMFS model has inside is a custom body that it assigns to a head in a big head pack by unique name. So you can get the head by looking through EMFS, but you can actually get the body directly from the EMFS file and make a new replacer. So you can see if you extract the .b*b file from that directory, and convert it to .bs, all you would have to do is rename it “body01” and you have created your own VX body (02 for male, 03 for shemale.) You would delete all the other folders and files, and rename the folder to avoid confusion, before drag and drop into addons. Tips and Other Relevant Factors There are many things that can drastically change your models look. Using exact parts like hair, hair texture, eyes , eyebrows, etc and using the correct lighting and same hook settings. A level def of a room can drastically impact how a model looks. But at the very end of the day, you can know for a fact that the model is the same one as long as you use the same body file and the same .tri head. But now you know how to get the skin and even look into which base body/base morphs was used if it becomes necessary, 90% of the time it’s either irrelevant or automatic. Conclusion That’s about it. There is no way to know if you model used a non-EMFS replacer unless you wrote down the info or it’s provided by the model author, as far as I know. Porting models in VX version p is very straightforward other than that, EMFS tool is still very useful to look up all the necessary info about base model or an EMFS model. -
guide Guide: Using and Modifying Prylipala Sliders
Arse22 posted a topic in Official The Klub 17's Help
Using and Modifying Prylipala Sliders By arse22 APR 2021 Intro This will be a small guide to using and base modifying Prylipala sliders. It’s a powerful mod that allows you to morph the head further than the base game would allow. I will also briefly describe how to modify the head used in the mod, without the need for any 3d knowledge or programs, exponentially increasing the possibilities in your TK modeling. Pre-Requisite -Installed VX -Installed Prylipala Sliders Installing Prylipala Sliders Installing this mod is very simple, in VX it is an add-on head, that adds a new sliders which can morph into other heads, but also in any combination and anything in between. Basically, it replaces the useless asymmetry sliders into something much more practical. Download Prylipala sliders somewhere, if you dont already have it. Locate Custom.Prylipala_AltAsymFull.FaceSlider folder and place it into your AddOns. Then, in game you select it like so (the tool tip in the top left will tell you if its the right mod:) Reload the room or customizer, that means exit to title screen and load it up again. The model you did this to should have additional sliders under the second face tab. I am using Maya, which is a base model that was commonly used before and even quite some time after head replacers. Using Prylipala Sliders Here, is Prylipala sliders applied to a very no-frills default Maya at their max and minimum range to show what is possible and maybe a handy reference for some: Base_Maya_Prylipala_Min_Max_Big_Pic.rar 27.24 MB · 0 downloads Base_Maya_Prylipala_Min_Max_Individual_Pics.rar 28.99 MB · 0 downloads Modifying Prylipala Sliders There is a couple of things worth noting here. First, VX does not support HiPoly heads, the sliders for HiPoly heads (labelled HP,) are only the morphs from my understanding. Second, there is no way to add additional morphs to the base mod, as far as I know (the author of the mod, did not support a VX port or further development.) So, if you find that the pre-selection of sliders is limiting (which it is,) what you can do is replace the base head (.tri) file in the mod. As long as it is not a HiPoly (HP) head it will work with the sliders. I will show this example. First locate the head mod you would like to use as your new base: So, that is the head mod of EiraV. It is the only file in the mod, a .tri file. The best practice would be to copy and pase the folder of Prylipala, “Custom.Prylipala_AltAsymFull.FaceSlider” and rename it like “Custom.Prylipala_AltAsymFull.FaceSlider_EiraV.” This is just for organization. Then you go to the same directory and replace fg_head.tri with the one from the mod you want to use. If you are using a EMFS headpack that looks like this: All you need to do is select the .tri file of the head you want to use and rename it fg_head.tri, before moving it into your Prylipala custom mod. (You can also do head02 for male and head03 for shemale.) Heads To Use I was going to post about this on MG right before it died, since I haven’t seen anyone doing this, and it’s quite easy, greatly increasing the potential face types you can get into the game. Not all are great as you see from the previews, in fact I would not recommend using the maximum or minimum of any sliders when creating a model. Some head replacers are very generic and work really well with the sliders, while others strive for a very unique shape and may create poor results with most sliders, so on such heads it’s still useful to do this to fine-tune some parts to your liking. Examples of versatile heads that are good to make a Prylipala mod for: GE, Female Head Normal or Younger, Hybrid, Realistic Nose, Aaron More unique ones that will give mixed results: Daz-like head, Widowmaker, WaxHead, HurkV Conclusion Of course if you are capable, the absolute best is still just making your own head in a 3d program and adding it in as a replacer, but even such a head could easily benefit from the vast number of morphs provided by this mod for in-game tuning. It’s a shame HiPoly version of this mod was not made. I believe RK created some 2x (hipoly) versions of standard used head replacers in a package on MG, which I still have. From what he explained it is a simple process of doubling some value, but I personally do not know what value to modify to make Prylipala sliders work with it and certainly no clue how to add it to VX. This aside though, there isn’t much to using this and it is as good as it gets for TK face customization. -
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