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Posted

I think what you could do is write some documentation about how someone can replace a model in the game. That's an approach I took back in Fallout 4 animation modding research days. I wasted a lot of time collecting information bit by bit about how to mod animations in Fallout 4, it was all scattered all over the place, with a lot of contradictions and outdated information, and plain wrong info based on assumptions of someone who did not know what they were doing. And all of that was just because I really wanted to get a sex animation in.

 

But then once I finally cracked it I realized I don't really have the time to do anything in terms of mods other than these few animations I made for myself. So instead I decided to focus on documenting everything I learned, gathering all that information into a single PDF file along with all the necessary base assets and scenes and config files and examples. I even went as far as writing some GUI apps for command-line scripts that were developed by other people for file format conversions. 

 

That's how F4AK was born, which seems to still be used in some form by F4 modding community.

 

Sorry if this is already something you've planned to do, I might've missed it while skimming through the thread.

Posted

Dumb question. I know they've had a nude mod in the game for a previous build. Would it be easier to try to update it to 1.0+ ? Curious if that might be a good start or at least easier to implement with limited time. 

Posted
On 8/13/2024 at 7:31 PM, Survival_R said:

if i remember correctly the way to implement them no longer works

 


I know there's a The Boys mod in game for 1.0 meaning there's still a way to import models/armors etc. so that's good at least. 

Posted
On 8/13/2024 at 4:09 AM, ShadeAnimator said:

I think what you could do is write some documentation about how someone can replace a model in the game. That's an approach I took back in Fallout 4 animation modding research days. I wasted a lot of time collecting information bit by bit about how to mod animations in Fallout 4, it was all scattered all over the place, with a lot of contradictions and outdated information, and plain wrong info based on assumptions of someone who did not know what they were doing. And all of that was just because I really wanted to get a sex animation in.

 

But then once I finally cracked it I realized I don't really have the time to do anything in terms of mods other than these few animations I made for myself. So instead I decided to focus on documenting everything I learned, gathering all that information into a single PDF file along with all the necessary base assets and scenes and config files and examples. I even went as far as writing some GUI apps for command-line scripts that were developed by other people for file format conversions. 

 

That's how F4AK was born, which seems to still be used in some form by F4 modding community.

 

Sorry if this is already something you've planned to do, I might've missed it while skimming through the thread.

I do intend to make a template and working example. I only just managed to get on BAS to fix my sfw mods and apparently missed that the 1.0 sdk dropped 3 weeks ago so I'm absolutely gonna go for it now. Before I would've had to use UABEA + harmony to bundle the meshes for the right version i think. I'll get the sdk today and fix up the old script which I was just reading, or maybe write a new one fresh. The big news with 1.0 sdk is that we have a facial animation rig now which honestly blows the doors wide open. Between that and the game update adding an actual friendly npc and story of sorts a modder could in theory create an actual interactive NSFW story now instead of just weird horny violence. If anyone attempts this maybe just grab dialogue from somewhere else and lipsync it lol 

 

I do still want to make a harmony/bepinex patch for the player shared assets like head and hair meshes bc I don't think there's a way to add to that list normally and not a single person will miss those assets let's be honest. But I don't expect everyone to know how to patch it and therefore would work on the framework for custom npcs after practicing getting animations and rigging done correctly by revamping the base NPCs. I have finally climbed out of the pit of despair with weight paints so I think this should go okay. I had already organized the dumped meshes. Sdk has the rigs but I guess it might help to have both.

 

If I get the ball rolling on this I think I'd make a club on this site and invite whoever joins and there I'll post some resources and perhaps a link for funding with the idea being not to paywall but rather that I can be commissioned or incentivized to prioritize a project because I mod like 6 different games on 3 different aliases LOL. Would definitely not ask for that until I've posted anything other than words here though just testing the waters on that really.

 

 

By the way for those who don't want to wait for me and want weird horny violence, Lilhuskyvr who is the modder responsible for all the old horny BAS mods, has launched his new game on steam. It's kind of a clone of BAS but emphasis on modding for people into weird horny violence. I think it's like $20, didn't get a chance to see if the gameplay is decent at all but maybe check that out. I know they got a nexus page with some free mods but I believe you have to pay extra/sub to his patreon to get a lot of the content which he's kind of split up as premade mods. He has like all the ryanreos characters and everything he ported into BAS. If anyone tries it maybe report back here and let us know how it is. I'm sorry I don't even know the name of the game, the early access demo I downloaded is literally called 1234 so just look up lilhuskyvr

Posted
5 hours ago, lusiphur said:


I know there's a The Boys mod in game for 1.0 meaning there's still a way to import models/armors etc. so that's good at least. 

as far as i know thats actually armor that completely covers the player

  • 2 weeks later...
Posted (edited)
On 8/15/2024 at 3:36 PM, xcrunner15 said:

I do intend to make a template and working example. I only just managed to get on BAS to fix my sfw mods and apparently missed that the 1.0 sdk dropped 3 weeks ago so I'm absolutely gonna go for it now. Before I would've had to use UABEA + harmony to bundle the meshes for the right version i think. I'll get the sdk today and fix up the old script which I was just reading, or maybe write a new one fresh. The big news with 1.0 sdk is that we have a facial animation rig now which honestly blows the doors wide open. Between that and the game update adding an actual friendly npc and story of sorts a modder could in theory create an actual interactive NSFW story now instead of just weird horny violence. If anyone attempts this maybe just grab dialogue from somewhere else and lipsync it lol 

 

I do still want to make a harmony/bepinex patch for the player shared assets like head and hair meshes bc I don't think there's a way to add to that list normally and not a single person will miss those assets let's be honest. But I don't expect everyone to know how to patch it and therefore would work on the framework for custom npcs after practicing getting animations and rigging done correctly by revamping the base NPCs. I have finally climbed out of the pit of despair with weight paints so I think this should go okay. I had already organized the dumped meshes. Sdk has the rigs but I guess it might help to have both.

 

If I get the ball rolling on this I think I'd make a club on this site and invite whoever joins and there I'll post some resources and perhaps a link for funding with the idea being not to paywall but rather that I can be commissioned or incentivized to prioritize a project because I mod like 6 different games on 3 different aliases LOL. Would definitely not ask for that until I've posted anything other than words here though just testing the waters on that really.

 

 

By the way for those who don't want to wait for me and want weird horny violence, Lilhuskyvr who is the modder responsible for all the old horny BAS mods, has launched his new game on steam. It's kind of a clone of BAS but emphasis on modding for people into weird horny violence. I think it's like $20, didn't get a chance to see if the gameplay is decent at all but maybe check that out. I know they got a nexus page with some free mods but I believe you have to pay extra/sub to his patreon to get a lot of the content which he's kind of split up as premade mods. He has like all the ryanreos characters and everything he ported into BAS. If anyone tries it maybe report back here and let us know how it is. I'm sorry I don't even know the name of the game, the early access demo I downloaded is literally called 1234 so just look up lilhuskyvr


For the good of the mission, I will go!

 

So I checked it out and his project is called Head Collector VR. It's actually got a posting on Steam now and is Early Access. Definitely some B&S vibes however very crude version of the physics still. It's a very early version, I think 0.2.6 or some such currently so take my criticism with that knowledge. Decapitations are clearly the focus here as they are frivolously easy. Even using the "grab" function from too far away basically rips the head off the characters and makes it fly to your hand. Same with other limbs unless you turn dismemberment off. Characters also seem to lack any weight as when grabbed they flop around in the air like a balloon. Gameplay is similar to B&S but much less refined. 
Having said that he does seem to be updating it constantly and seems very responsive in Discord etc. 

Also he has several rather "interesting" modes such as public executions and judgements where you determine the fate of prisoners which are far more adult oriented. 
With how dedicated he appears to be to the project I'd say it's worth the $20 however is not a direct B&S competitor. Definitely far more of an adult offering with some things you don't really see in other VR offerings. 

 

Having said that I'd be much more interested in the B&S mod allowing for nudity and chainmail bikini fantasy in a well developed game with a good combat system to scratch my Conan vs Red Sonja itch. One interesting feature I noticed in Head Collector VR is breakable armor which would be another cool addition to B&S if possible. Depending on quality and amount of content I would absolutely be open to chipping in a few bucks for the modders to thank them for their time and effort. 
Thanks in advance to you for being willing to work on it and bringing us hope that it's possible. 

Edited by lusiphur
Posted
On 8/15/2024 at 5:00 PM, Survival_R said:

as far as i know thats actually armor that completely covers the player

 

I know in some games people got around that by using a full "bodysuit" armor that looked like a nude body. That of course comes with it's own limitations as you wouldn't be able to couple it with destructible armor such as mentioned above but from the sounds of things a "true" nude is possible so I'll leave it to the experts to work their magic. It is fun to watch what kind of creative ways they find around all the blocks placed in their way. 

Posted

I mostly don't know what I'm doing so take all this with a grain of salt, but wanted to share a few things I've learned about modding new NPCs into B&S in case it helps others.

 

First, make sure to review the wiki for the B&S SDK (https://kospy.github.io/BasSDK/Components/Guides/), even though they don't have any documentation on how to add NPCs or replace NPC models a lot of the basics there are still relevant (how to create asset bundles, where to find example JSON config files for various types of game objects, etc.).

 

The SDK comes included with the full base character models as well as a "TestChar" prefab which is essentially a template for how a new character asset needs to be built in order to be brought into the game as an NPC. The "Ragdoll" section of the character is the most important to get right since it's what enables the game's physics to interact with the model rig, and it also seems to be the biggest hurdle to bringing a new character mesh into the game.

 

For my first try at bringing a new NPC model into the game I imported the rigged mesh, parented it to the TestChar example and went through the ragdoll and re-linked the RagdollParts to the appropriate bone in my new rig (don't forget to link the fingers). Also needed to update a couple other links in the parent Ragdoll object and in the overall parent's Creature script. With this method, I was able to get the new NPC to successfully load into the game, but the rig I had was too different from the game's base rig and the mesh came in super distorted.

 

I also tried another method which has been used to create NPCs in Boneworks and Bonelab (described here), where I parented my new mesh under the TestChar example, kept all the original links between the Ragdoll and the TestChar rig, and then aligned my new mesh as closely to the TestChar mesh as possible and parented bones from my new mesh under their appropriate counterpart in the TestChar rig. This actually worked significantly better than my first attempt surprisingly, though I still had a couple problem spots where bones didn't map cleanly and caused deformations in the mesh.

 

Overall I think the first approach I took is on the right path, but I think to make it truly work it would be best to take the rig they provide with the SDK and rig the mesh you want to import with that, to make sure everything maps cleanly to the game's Ragdoll system. I haven't gone down this route yet because I'm pretty new to Blender and don't know how to weight paint, but I think this is the way the devs likely intend for people to mod new NPCs into the game.

 

Other notes:
 - to add a new NPC you also need to include an appropriate Creature JSON config file in your mod folder. You can find all of the game's original JSON configs in: [Blade & Sorcery folder]\BladeAndSorcery_Data\StreamingAssets\Default\bas.jsondb . Copy the contents of the Creature_HumanMale or HumanFemale JSON into a new JSON in your mod folder, and change the "id" and "prefabAddress" fields to match the Creature Id and prefab address you specified for your model. Also, delete the contents of the "ethnicGroups" field so that it's just an empty list, the game uses this to dynamically assign textures to it's base mesh but it's not relevant if bringing in a whole new mesh and will cause the game to hang on initial load if not empty.

 - when importing a new mesh and textures, to get the textures to display properly you need to create a new material, then select the material and in the top toolbar select: ThunderRoad (SDK) > Tools > Lit To Moss , then apply your base map and normal map to the relevant fields. Then apply your material to the relevant section of the mesh you're working with and it should display properly in-game.

 - to debug issues during this process, it's helpful to check out the game's log file which can be found at [Blade & Sorcery folder]\BladeAndSorcery_Data\StreamingAssets\Logs\Player.log . If the game fails to fully start up when using a mod you've created or there's an issue with a modded NPC after you've spawned it into the game, usually there will be an error message in the logs that can at least point you in the right direction for a fix.

Posted

Gentleman I know I've kept you waiting and you'll have to wait a bit more but the light is fast approaching. I have fully rigged a daz body to the BAS skeleton with all deformation working in blender while preserving daz shape key (Slider) support not only in blender but even in unity. Actually I had it working so well that unity was importing it straight from the .blend file until a catastrophic failure occurred due to unity deciding it needs to take 30 minutes to read every blender autosave. Untangling that mess still but the actual rig should be pretty much ready. More on this later, will also very shortly be assuming a new name on here to match other platforms and have some info about patreon and stuff, not to paywall the mod on release but moreso to have a place for transparent dev updates and allowing members to set my priorities in order. thank you to those of you who weighed in on that topic. Will be doing initial tests replacing the VAM npcs with UABE, then harmony but I believe custom creatures should work with minimal effort. I also need to setup face rig but that should be fairly easy and I have daz expressions working so I think I could also just substitute animations. Unwinding the unity anim system may take a little bit but I'll prio the bodies and I'm taking this + a couple other small projects to learn unity asset replacement through practice not just theory as my plan is to be able to support just about any game with mods at request. In some cases that would be a one off skin, in this case it will be in form of some templates and project generators so others can bring in clothes, hair, and face morphs without needing to change my base foundation and this will go to LL first but tbh is looking like something that can make its way to nexus. Goal is for people on the level of tinkering like above user to be able to make a custom npc without feeling like they need to jump through so many hoops and study for months

 

I personally feel grimy even discussing money without media to share therefore I shall remedy that aspect before I return under my new alias AnimatedTiddy. this has risen in priority for me quite a bit now but I did genuinely need all this time as only the past 2 months I've been able to finally block out time to work on my blender skillset which is now adequate

 

jk I did find a couple screenshots showing the slider support: https://imgur.com/a/bDdEsAg

will look into full head morphs later but even the basic daz morphs can make a better looking face already

Posted
On 9/9/2024 at 12:33 AM, xcrunner15 said:

Gentleman I know I've kept you waiting and you'll have to wait a bit more but the light is fast approaching. I have fully rigged a daz body to the BAS skeleton with all deformation working in blender while preserving daz shape key (Slider) support not only in blender but even in unity. Actually I had it working so well that unity was importing it straight from the .blend file until a catastrophic failure occurred due to unity deciding it needs to take 30 minutes to read every blender autosave. Untangling that mess still but the actual rig should be pretty much ready. More on this later, will also very shortly be assuming a new name on here to match other platforms and have some info about patreon and stuff, not to paywall the mod on release but moreso to have a place for transparent dev updates and allowing members to set my priorities in order. thank you to those of you who weighed in on that topic. Will be doing initial tests replacing the VAM npcs with UABE, then harmony but I believe custom creatures should work with minimal effort. I also need to setup face rig but that should be fairly easy and I have daz expressions working so I think I could also just substitute animations. Unwinding the unity anim system may take a little bit but I'll prio the bodies and I'm taking this + a couple other small projects to learn unity asset replacement through practice not just theory as my plan is to be able to support just about any game with mods at request. In some cases that would be a one off skin, in this case it will be in form of some templates and project generators so others can bring in clothes, hair, and face morphs without needing to change my base foundation and this will go to LL first but tbh is looking like something that can make its way to nexus. Goal is for people on the level of tinkering like above user to be able to make a custom npc without feeling like they need to jump through so many hoops and study for months

 

I personally feel grimy even discussing money without media to share therefore I shall remedy that aspect before I return under my new alias AnimatedTiddy. this has risen in priority for me quite a bit now but I did genuinely need all this time as only the past 2 months I've been able to finally block out time to work on my blender skillset which is now adequate

 

jk I did find a couple screenshots showing the slider support: https://imgur.com/a/bDdEsAg

will look into full head morphs later but even the basic daz morphs can make a better looking face already

download.jpg.4cccd351315ea3d861fef56b1e45bd9c.jpg

Posted

This isn't really a contribution but I wanted to get this out, I think Warp Frog doesn't have an agreed on direction when it comes to encouraged NSFW modding. They seem to have clearly put barriers into implementing it as well as making prior methods nonviable, but you can also use the in-game mod search filters to filter by 18+ NSFW which to me feels like an endorsement and they themselves are just waiting for implementation. Nothing changes up when I try to use any of the filters so I can't tell you what there is out there under the tag right now, just that the tag exists.

  • 1 month later...
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  • 2 weeks later...
Posted

This is what they said on reddit: 

how has no one stepped up and just done it yet LOL
desktop mate got a mod in like 2 hours and its on the harder version of unity without an sdk
or rather what are the devs doing they said they'd have an example
Ok but all things aside I just didn't really know how to implement the unity side asset bundling and I still don't but I know how to jus bypass it and load VRM/gltf directly
so I can just do it now
the problem is I havent launched the game in like 9 months
 
AnimatedTiddy6:21 PM
I'm kinda busy writing custom model support for infinity nikki and unreal engine pretty universally and I'm actually supposed to be releasing futa mods for my patrons in wuthering waves and the thing is the higher tier of my patreon gets the right to bully me into doing what they want bc I took on too many things. no one is using that right tbh but if a few people sub and yell at me I'll fuckin do it live in a discord stream, its like that tier of difficulty I just have to do it
otherwise its a when I get to it situation
and feel free to like screenshot this or whatever lol I mean tbh its not like I collected money for it or anything but I also never like consciously decided not to do it
  • 1 month later...
Posted

just to repeat what I told one patron this week, I did find my blender file and worked a bit more on it. I'm not sure if there will be a way to dynamically slice the limbs so I went ahead and made drafts of that and redid some weight paints on the face. Tbh the main reason why I went from what maybe looked like being nearly done with the model in unity editor and all that to giving up was that unity can actually directly import from blender but because I had the blender file in my unity assets folder there was a never ending cycle of blender spitting out a random autosave, unity automatically loading it and then also autosaving, and then blender trying to reload because unity autosaved and each of those actions would cause multiple minutes of freezing. it was one of the most retarded deadlocks I've encountered and it drove up the file size for everythign to the point I could only salvage one file meaning I lost a nude male version and some hairs and cosmetics as well. Anyway the trick this time will be to just not fucking do the direct import. it worked great once, but never again. I'll just export to fbx whatever. The alternative if I just can't stand using unity will be to patch in a VRM/gltf loader like has been done in valheim and several other unity games. I have a couple other games I'm learning to do that with atm and its not terribly difficult. and ik vrm might make you think its only anime style characters but it can literally be any humanoid model, e.g. I can turn any ripped unreal engine character model into a vrm quite easily but of course it does also open up like mmd and such. The only issue is again the dismemberment probably won't work unless I somehow can do it dynamically 

 

and of course opening the game will be the big challenge for me. I've been almost exclusively playing VR only in the form of unreal engine vr modding the past year so I'm way more used to sitting gameplay

  • 5 weeks later...
Posted
On 9/13/2023 at 9:39 PM, mxwqtkl said:

Same person. I'm trying to drum up interest in modding enemies into the game since I think it's a great sandbox for that. The rigging process is simple enough since it's just Unity humanoid/mechanim. Grab the script I posted on Nexus to handle copying the bone information into the Unity components and a few other housekeeping measures and you can get human-shaped enemies up and running quickly. 

 

I've been poking at some of the event linker stuff they offer but haven't really looked at the scripts themselves due to a lack of api documentation. I'll get there eventually, probably.

 

On 9/13/2023 at 5:04 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

 

Edit: I've gone ahead and made a blog post on how to do this: 

 

Just wanted to say thank you for doing this.

I don't have VR, but I've been looking to get into this game for a while. It's on my list.

I've been in the market for a good VR game to do NSFW stuff with.

 

If you're telling me it's easy to port Skyrim assets to Blade & Sorcery, count me in. I have a lot of clothing and character mods I'd love to import. Clothing, weapons, etc.

 

I'm willing to help facilitate some of this, whatever I can do without presently owning a copy of it or having VR myself. I can put a very small amount toward a discord server.

Posted

yeah so sad the NSFW scene for this game came and went within a few months with how much possibility it has

hopefully it gets revived

Posted

Well I know it's an older game, but I'm willing to help.

 

Will be a bit before I can plunk down for VR and actually buy, but I'm willing to pitch in a little for hosting, discord.

 

What all do we need to get started?

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