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Posted

yeah no documentation unfortunately though I did get confirmation from baron that its being worked on. Luckily its dotnet so visual studio just automatically decompiles all the reference objects for me and worst case scenario you just have to trace the code back enough to figure out how it relates to base unity objects. definitely daunting work if you're not used to reading code in unfamiliar spaces but I find it much simpler and easier to write a script than to use unity UI to access all those event linker functions. Granted I say this with 3 script projects that are almost done but I got distracted by other things. Still, gonna try out your scripts in a moment on the assets I already have. I was contemplating doing the custom armor workaround most modders are doing rn but that just seems silly

Posted

I did load it up in VS and browse the list of methods and properties, but that's still not a lot to go on for me. I just barely know how to use Unity, and had to spend a lot of time in its API documents just to get the brittle script I did make working.

 

Also I forgot a very important step in my write up. There's a bug where if custom NPCs are pooled and then dismembered, they respawn with invisible limbs. I already made a bug report about it. Really, there's a lot of things I wanna do that are currently held up by bugs. Eye animation is bugged, pooling is bugged, cutting torsos in half is bugged (though someone made a mod that circumvents the bug, they haven't responded to me with how they did it).

 

I also want to make a component that tags a ragdoll part for easy slicing. I made a cyborg enemy with armor plates and glowing weak points. I want to script it so hitting the weak points immediately slices the ragdoll part for the armor plate. I tried making it work with linkers, but even with a developer trying to help me it wasn't working. It sucks because it's a cool effect if you turn on easy dismemberment, but that also means the head and limbs come off easily. Probably gonna have to dive into scripting for that.

Posted (edited)
On 9/13/2023 at 11:22 PM, mxwqtkl said:

I did load it up in VS and browse the list of methods and properties, but that's still not a lot to go on for me. I just barely know how to use Unity, and had to spend a lot of time in its API documents just to get the brittle script I did make working.

 

Also I forgot a very important step in my write up. There's a bug where if custom NPCs are pooled and then dismembered, they respawn with invisible limbs. I already made a bug report about it. Really, there's a lot of things I wanna do that are currently held up by bugs. Eye animation is bugged, pooling is bugged, cutting torsos in half is bugged (though someone made a mod that circumvents the bug, they haven't responded to me with how they did it).

I think pooling is just buggy in unity and BAS in general, e.g. I have a script that links to a new weapon when its spawned and I had a bug for a while where it wouldnt properly disable along with the object so the next time I saw the same kind of weapon I wouldnt get the script. forget what the workaround was or if it applies here


 

Quote

I also want to make a component that tags a ragdoll part for easy slicing. I made a cyborg enemy with armor plates and glowing weak points. I want to script it so hitting the weak points immediately slices the ragdoll part for the armor plate. I tried making it work with linkers, but even with a developer trying to help me it wasn't working. It sucks because it's a cool effect if you turn on easy dismemberment, but that also means the head and limbs come off easily. Probably gonna have to dive into scripting for that.

 

I was gonna say I can take a look at that bc one of my mods is already intercepting the slice method but if a dev doesnt even know then I dont like my chances. Then again a lot of them started as modders too so they're probably not quite as familiar with the codebase as a typical dev

Edited by xcrunner15
more response
Posted (edited)
42 minutes ago, xcrunner15 said:

I was gonna say I can take a look at that bc one of my mods is already intercepting the slice method but if a dev doesnt even know then I dont like my chances. Then again a lot of them started as modders too so they're probably not quite as familiar with the codebase as a typical dev

They were trying to walk me through using the weird in editor linker system instead of a proper script. I've been doing some more tinkering with the code and I'm sure it's doable with a little more knowledge. I accidentally made a gun that shoots people in half while trying, so that's progress.

 

Also someone made a better alternative to my script, so check that out if you wanna make some enemies: https://github.com/loukylor/BasSDK/tree/CreatureSDK

Edited by mxwqtkl
  • 3 weeks later...
Posted
On 9/16/2023 at 1:32 AM, mxwqtkl said:

They were trying to walk me through using the weird in editor linker system instead of a proper script. I've been doing some more tinkering with the code and I'm sure it's doable with a little more knowledge. I accidentally made a gun that shoots people in half while trying, so that's progress.

 

Also someone made a better alternative to my script, so check that out if you wanna make some enemies: https://github.com/loukylor/BasSDK/tree/CreatureSDK

yeah they're a bit weird about that. I've seen people in the discord go to absurd lengths with the event linkers to avoid writing very easy code. Shooting people in half sounds good, made any progress since? and thank you for the link to the new script. I've been afk for a couple weeks but back at my pc and back to BAS modding now

Posted
On 10/4/2023 at 4:44 AM, xcrunner15 said:

yeah they're a bit weird about that. I've seen people in the discord go to absurd lengths with the event linkers to avoid writing very easy code. Shooting people in half sounds good, made any progress since? and thank you for the link to the new script. I've been afk for a couple weeks but back at my pc and back to BAS modding now

Yeah I was able to accomplish what I wanted with a combination of event linker + a few lines of script. I've since started working on my own VR project from scratch though, since there really doesn't seem to be a lot of interest in BaS modding, at least not in making new enemies.

  • 2 weeks later...
Posted
On 10/5/2023 at 4:46 PM, mxwqtkl said:

Yeah I was able to accomplish what I wanted with a combination of event linker + a few lines of script. I've since started working on my own VR project from scratch though, since there really doesn't seem to be a lot of interest in BaS modding, at least not in making new enemies.

That's kind of funny. The last guy who made NSFW BAS mods (lilhusky) also went on to make his own project. Good luck with yours!

 

If you're done with BAS would you be down to upload your WIP project files so I can see what you did beyond the guides you posted?

  • 2 weeks later...
Posted
On 9/13/2023 at 11:04 PM, mxwqtkl said:

What if I told you porting Skyrim assets over was relatively simple? People are sleeping on modding this game.

20230913-170043_arena.jpg

 

Did you upload this somewhere?

  • 1 month later...
Posted

Definitely disappointing that there hasn't been an uptake in NSFW Blade and Sorcery mods. But what can you do? Wait for eternity and hope.

Posted (edited)

It really just comes down to the base models being rather low detail. I patched out the glue on undies and tried using an old nude mod but the texture res was awful. So I tried taking the vanilla texture without any nips or gens but there simply aren't enough polys in the crotch to avoid a seam. If we can get high poly models onto the current rig and use dismemberment and all the other base code for the human creature then that opens it up but based on the earlier experiments discussed it seems like that's a rather difficult taks through official means. The nude patch I have and most likely the method we'd need here is to use a harmony patch or use an actual asset bundle editor. Option 1 I just haven't bothered to try. Option 2 is easier but we cant redistribute anything

 

I think it's very doable but the mod scene is small and the game is already excellent in its niche so when I work on mods for this Ive been focussing on stuff I can actually share. Also while the physics are good enough you could probably code a full on sex sim if motivated, realistically any nsfw mods are gonna look at enabling torture/bdsm/guro which is much more niche than just getting some titties out in a less visceral game

 

That said there is a mod on Nexus that lets you remove peoples clothes so even just simple gameplay with that would be amusing provided there's something decent to look at underneath. I tried it with my patch and ended up wanting to put the clothes back on the NPCs LOL

 

 

Honestly some face gens or even hairstyles would go a long way and make this set of mods more appealing. Haven't tried importing from Skyrim yet but might be worthwhile. Especially now that 1.0 is approaching and we have a story based queat framework on nexus

Edited by xcrunner15
  • 2 months later...
Posted

big news guys I welded a dick onto the player character, haven't tried in-game yet but should work

 

I'm gonna go ahead and at least bring in high poly nude females that work with the ingame systems. Not sure how far I'll go, sex is theoretically on the tablet

 

There's been two real efforts at bringing in adult elements before, each with different approaches. The first guy used harmony to replace textures for nudes and adjust some behaviors for his shackles mod. Last year I went and directly modified the asset bundles to load in his mod bc it was quicker but the problem immediately encountered is that the poly count just isn't there to even get a half decent texture, let alone physically modeled anything down there. I could return to using harmony and replace the meshes entirely instead of only the textures. I'd have to also refit all the clothes and underwear and use harmony to patch those as well and make underwear removable. It's doable but it's a lot of work and I'm unsure what steps I'd need to take to make a custom mesh replacer work with expressions and dismemberment

 

The more recent attempt used custom creatures entirely which is totally fine with thunderroad API and would be the way the devs prefer we add any kind of custom enemy. The issue here was dismemberment and likely cloth fitting as well due to not having the manikin sdk. I've looked at the library in dnspy and might be able to make that work but it's hard to say. 

 

Then the final option and the easiest is something other modders already do for sfw mods and that's to have the custom mesh as an armor piece that they rig and manually specify cuts for with an easy template file. I started with this and already got a model rigged, but I'll probably redo with one that matches vanilla proportions. No expressions but gets it in the game fast. I can write a simple event listener without even needing harmony to equip appropriate naked armor to anyone who has their armor unequipped. Currently I think the only way for NPCs to have that happen is with the hj_armorswap mod but this would future proof us.

 

From there I think I would go ahead and start incorporating harmony if I feel like continuing. Prepping the armors already does 90% of the work to do custom mesh replacers so I can try that. If it gives issues with dismemberment ill stick with armors but maybe I could do a custom mesh for just the head and get expressions.

 

 

Harmony will also be needed for any kind of jiggles as I don't believe we even have boobbones and certainly not a dick bone. There's a v11 mod I can look at for guidance when we cross that bridge. Or I could get fancy and try a procedural mesh VFX graph on the armor which is hella overkill but could also work for custom face expressions and would be cool enough to make me a hero in the sfw side as well if used for animated weapons/body augments like a chainsaw, either held or transformed into like chainsaw man. Never done it but I know the theory. If anything I'd start with it for weapon mods and then see if it can do animation. I've seen people using that tech to do MMDs and shit entirely on the GPU instead of importing them in unreal. It's also very likely I never get around to this but I was planning to come back to modding the game anyway after developing a few script mods that never saw the light of day and need to get finished

 

I may as well also try the custom creature approach since there's an easy script for it but I'd rather not split the community with two different humans meshes if I were to work out the issues and it caught on enough for people to add custom armors for my mod

 

A lot of talk for someone who only has a couple half finished blender projects and still has to load any of this ingame, but i figure worst case I at least left a good road map for any other challengers

  • 3 weeks later...
Posted
On 2/5/2024 at 4:19 PM, xcrunner15 said:

big news guys I welded a dick onto the player character, haven't tried in-game yet but should work

 

I'm gonna go ahead and at least bring in high poly nude females that work with the ingame systems. Not sure how far I'll go, sex is theoretically on the tablet

 

There's been two real efforts at bringing in adult elements before, each with different approaches. The first guy used harmony to replace textures for nudes and adjust some behaviors for his shackles mod. Last year I went and directly modified the asset bundles to load in his mod bc it was quicker but the problem immediately encountered is that the poly count just isn't there to even get a half decent texture, let alone physically modeled anything down there. I could return to using harmony and replace the meshes entirely instead of only the textures. I'd have to also refit all the clothes and underwear and use harmony to patch those as well and make underwear removable. It's doable but it's a lot of work and I'm unsure what steps I'd need to take to make a custom mesh replacer work with expressions and dismemberment

 

The more recent attempt used custom creatures entirely which is totally fine with thunderroad API and would be the way the devs prefer we add any kind of custom enemy. The issue here was dismemberment and likely cloth fitting as well due to not having the manikin sdk. I've looked at the library in dnspy and might be able to make that work but it's hard to say. 

 

Then the final option and the easiest is something other modders already do for sfw mods and that's to have the custom mesh as an armor piece that they rig and manually specify cuts for with an easy template file. I started with this and already got a model rigged, but I'll probably redo with one that matches vanilla proportions. No expressions but gets it in the game fast. I can write a simple event listener without even needing harmony to equip appropriate naked armor to anyone who has their armor unequipped. Currently I think the only way for NPCs to have that happen is with the hj_armorswap mod but this would future proof us.

 

From there I think I would go ahead and start incorporating harmony if I feel like continuing. Prepping the armors already does 90% of the work to do custom mesh replacers so I can try that. If it gives issues with dismemberment ill stick with armors but maybe I could do a custom mesh for just the head and get expressions.

 

 

Harmony will also be needed for any kind of jiggles as I don't believe we even have boobbones and certainly not a dick bone. There's a v11 mod I can look at for guidance when we cross that bridge. Or I could get fancy and try a procedural mesh VFX graph on the armor which is hella overkill but could also work for custom face expressions and would be cool enough to make me a hero in the sfw side as well if used for animated weapons/body augments like a chainsaw, either held or transformed into like chainsaw man. Never done it but I know the theory. If anything I'd start with it for weapon mods and then see if it can do animation. I've seen people using that tech to do MMDs and shit entirely on the GPU instead of importing them in unreal. It's also very likely I never get around to this but I was planning to come back to modding the game anyway after developing a few script mods that never saw the light of day and need to get finished

 

I may as well also try the custom creature approach since there's an easy script for it but I'd rather not split the community with two different humans meshes if I were to work out the issues and it caught on enough for people to add custom armors for my mod

 

A lot of talk for someone who only has a couple half finished blender projects and still has to load any of this ingame, but i figure worst case I at least left a good road map for any other challengers

Oh no why are people actually finding and reacting to this I haven't done anything yet lol. Still finishing up something different before I can move onto BAS but if anyone else is working on stuff I'm down to help even if I can't give full attention yet. I think full release should be announced any day now basically so I definitely want to be actively modding when that releases

  • 2 months later...
  • 1 month later...
Posted
On 2/22/2024 at 1:22 PM, xcrunner15 said:

Oh no why are people actually finding and reacting to this I haven't done anything yet lol. Still finishing up something different before I can move onto BAS but if anyone else is working on stuff I'm down to help even if I can't give full attention yet. I think full release should be announced any day now basically so I definitely want to be actively modding when that releases

9c1cb11b80215e59daf7fcd93ef5b2e40e1fa598c3eaf84df466a4287febe039_1-1.webp.7262955a08a2bbaca1b2145ca60b173e.webp

Posted (edited)

Look man version 1.0 is out so I wanna play the game again but I got a lotta other shit to go through. I have some good models and I think I can get them rigged to the bas models easily enough with weight paint matching. But God I can't stand unity or the lack of any documentation in the sdk

Someone get the ball rolling and share the files and I'll make something happen. Bepinex/harmony worked on previous versions I think despite having an sdk we should probably opt for a harmony based mod so we can change the base game models which is what will be present in story mode. I mean even aside from nudes I want more head models to use and higher detail skin and what not.

 

If any warrior wants to have a go please check out naelstrof on github. He has a dynamic mesh penetration library, jiggle physics, and some model swap examples (lethal company sdk) as well as a full open source game in early wip using these. However you must be okay with seeing weird dragon penises cuz that's what this guy is into 👍

 

Btw you can easily use asset studio to get models for u11 custom avatar framework. They should theoretically already by mapped somewhat correctly and presumably it's the code underneath that's the issue not the model. For instance I got all the ow characters. Sfw versions for now but I have nude ones from smutbase i can quickly weight transfer to

Edited by xcrunner15
Posted

>> Guide written by Palpatine
So in order to get a animation. I recommend using websites like https://www.mixamo.com/#/ or https://assetstore.unity.com/3d/animations.
***Mixamo guide***
Now while in the SDK. Click new folder and name it whatever you want.
Drag and drop the FBX
Now go to the animation tab. Go find the 3 dots and click it and go to add tab and click animation
Click the animation file inside the FBX and drag it over everything.
Then CTRL + C to copy and paste it.
Then add a new animation file. it should be Right click - Create - Animation
After that go to the animation tab again and click on your new animation file.
Once you did that do CTRL V on the animation and it should  work.

***Unity guide:***
The Unity guide is more simple. Find the animation you want then download it.
After that go to the Package Manager Here's how to get it Windows- package manager
Click on it and it should show the files
Export it to your project and do these steps. same as before.
Click on the FBX firstly and the arrows to find the animation clip.
Click on the animation clip while having the animation tab open
Go find the 3 dots and click it and go to add tab and click animation
Click the animation file inside the FBX and drag it over everything.
Then CTRL + C to copy and paste it.
Then add a new animation file. it should be Right click - Create - Animation
After that go to the animation tab again and click on your new animation file.
Once you did that do CTRL V on the

Guide written by Palpatine
So in order to get a animation. I recommend using websites like https://www.mixamo.com/#/ or https://assetstore.unity.com/3d/animations.
***Mixamo guide***
Now while in the SDK. Click new folder and name it whatever you want.
Drag and drop the FBX
Now go to the animation tab. Go find the 3 dots and click it and go to add tab and click animation
Click the animation file inside the FBX and drag it over everything.
Then CTRL + C to copy and paste it.
Then add a new animation file. it should be Right click - Create - Animation
After that go to the animation tab again and click on your new animation file.
Once you did that do CTRL V on the animation and it should  work.

***Unity guide:***
The Unity guide is more simple. Find the animation you want then download it.
After that go to the Package Manager Here's how to get it Windows- package manager
Click on it and it should show the files
Export it to your project and do these steps. same as before.
Click on the FBX firstly and the arrows to find the animation clip.
Click on the animation clip while having the animation tab open
Go find the 3 dots and click it and go to add tab and click animation
Click the animation file inside the FBX and drag it over everything.
Then CTRL + C to copy and paste it.
Then add a new animation file. it should be Right click - Create - Animation
After that go to the animation tab again and click on your new animation file.
Once you did that do CTRL V on the animation and it should  work.

and it should  work

 

From the discord. There's a unity package attached

 

Posted
On 6/28/2024 at 10:18 PM, Survival_R said:

glad theres atleast a chance we can finally get a functioning nude mod, havnt had one since u11

I easily recreated that one by manually patching the asset bundles but never released it because the models are so bad. Bro literally drew a pussy on the most low poly crotch I've seen and didn't even color the nips right. Honestly the characters are so fuckin ugly it's hard to play this game. I might just go ahead and do it soon but I need assets. I guess I can grab daz characters or something from smutbase but I'm not really trying to put in a known character, needs to be modular and generic. There's no 1.0 sdk yet but I want to replace the base game NPCs so I'll use harmony or manually patch the asset bundles I think. Anyone have any base character models in mind? I guess there's always Skyrim.

 

No shape key support but custom head and hair meshes seem easy. I might give it a quick try today.

Posted
1 hour ago, xcrunner15 said:

I easily recreated that one by manually patching the asset bundles but never released it because the models are so bad. Bro literally drew a pussy on the most low poly crotch I've seen and didn't even color the nips right. Honestly the characters are so fuckin ugly it's hard to play this game. I might just go ahead and do it soon but I need assets. I guess I can grab daz characters or something from smutbase but I'm not really trying to put in a known character, needs to be modular and generic. There's no 1.0 sdk yet but I want to replace the base game NPCs so I'll use harmony or manually patch the asset bundles I think. Anyone have any base character models in mind? I guess there's always Skyrim.

 

No shape key support but custom head and hair meshes seem easy. I might give it a quick try today.

yeah theres plenty of generic nude characters on smutbase to use 

Posted (edited)
On 7/2/2024 at 2:10 AM, xcrunner15 said:

I easily recreated that one by manually patching the asset bundles but never released it because the models are so bad.

Anything would be already great! A model like from Nier for example would be ideal, it has roungly the same proportions of the base model in B&S and without the hair and clothes it is pretty generic https://smutba.se/project/ec1767a0-cec8-468f-8f55-a40aa44db858/

Edited by mgjggfkhfj
  • 2 weeks later...
Posted
On 7/8/2024 at 4:39 PM, mgjggfkhfj said:

Let me know if I can help. I can't wait for a mod!

 

If you guys could get this done you'd be absolute legends, especially with the 2b mesh above! 

  • 3 weeks later...
Posted

I'm very preoccupied on like 10 different genshin/wuwa skin mods lol so still haven't got to this but I have the dumped in-game assets all ready to go as fbx. Am currently facing weight painting issues which is perfectly because it means when I get to this I'll be able to quickly handle weights.btw I realized I can use daz content easily and I also have sculpting brushes that can easily make anatomy on a non lewd model although these are too ugly and low detail to be worth it

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