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Horse Futa equipable Cock (1/4/2013) With esp!


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Posted

Try adding a spec map. make a greyscale version of your texture' date=' and adjust the contrast and brightness of it to be about how shiny you want it. It could be that the mesh isn't being lit properly.

[/quote']

 

yeah I'll try that, I'm just wondering how I can put add it to Nifscope from there, but I'll still definitely try.

 

Add it as part of the texture set. That way the game will add it after the fact and not rely on the model itself.

Posted

Try adding a spec map. make a greyscale version of your texture' date=' and adjust the contrast and brightness of it to be about how shiny you want it. It could be that the mesh isn't being lit properly.

[/quote']

 

yeah I'll try that, I'm just wondering how I can put add it to Nifscope from there, but I'll still definitely try.

 

Add it as part of the texture set. That way the game will add it after the fact and not rely on the model itself.

 

I just tried, added _d first, then _n... the i added the defused map for shine, and still comes up black >.< so frustrating.

  • 3 weeks later...
Posted

Try adding a spec map. make a greyscale version of your texture' date=' and adjust the contrast and brightness of it to be about how shiny you want it. It could be that the mesh isn't being lit properly.

[/quote']

 

yeah I'll try that, I'm just wondering how I can put add it to Nifscope from there, but I'll still definitely try.

 

Add it as part of the texture set. That way the game will add it after the fact and not rely on the model itself.

 

I just tried, added _d first, then _n... the i added the defused map for shine, and still comes up black >.< so frustrating.

 

Just tried making a skin for it also... yours is a mostly black skin, isn't it. because mine was a mostly pink skin, mottled with black spots, but the entire thing became the base shade of pink. So I used an analysis texture on it, a multicolored grid of numbers used to identify key parts of a model for texturing, and it turned a wierd purple color. Something went afoul when converting it from an oblivion .nif, to a skyrim .nif. It is coloring itself from the very edge pixels only. I don't know why, however.

Posted

I suggest you open up your model and a regular armor nif of similar complexity, side by side in nifskope, and cross-check the settings of each node.

I had the same issues of almost entirely black textures, and after a while of nifskoping i found that in my particular case it was the has-vertex-colors = no setting of the NiTriShape node which caused it. Once i set it to yes it worked.

It does not make much sense from a logical point of view, because vertex colors and textures are something completely different. Sometimes trial and error is the only way to get there, good luck!

Posted

I suggest you open up your model and a regular armor nif of similar complexity' date=' side by side in nifskope, and cross-check the settings of each node.

I had the same issues of almost entirely black textures, and after a while of nifskoping i found that in my particular case it was the has-vertex-colors = no setting of the NiTriShape node which caused it. Once i set it to yes it worked.

It does not make much sense from a logical point of view, because vertex colors and textures are something completely different. Sometimes trial and error is the only way to get there, good luck!

[/quote']

 

I'll definitely try this thank you, I'm at the end of the line with no more ideas :/

Posted

It's texture wrap is set to clamp. Changing it to wrap makes it display somewhat properly in in Nifskope, but it still misbehaves in the CK.

Posted

Seems like I cant get it to work, (and I'm not a total noob to skyrim mods) downloaded, copied etc and went to a forge but it wont appear under "Hide", does it require a specific version of skyrim? blacksmithing skill? or specific spot on the load order? running 1.1 and I tried it through NMM still no success.

Posted

I had time to take a closer look now and see for myself. It also took me a while of messing around until i figured out the following things (and got it working).

 

Friskychicken, the texture paths in your file are incorrect, they lack the "textures\" prefix (relative to skyrims "data" folder)

That is fixed in the repack of mastercchris but the textures would still not show up for me.

Following changes to the BSLightingShaderProperty got it working, not sure if all of them are necessary:

set the UV scale for x and y to 1 instead of 0

added shader flags 2 selections: Vertex_Colors, Soft_Lighting

 

 

But i just read that you already changed a lot of things so maybe you are now experiencing different problems. If you share those files i might be able to help.

 

 

May i suggest that in the CK you assign the model as male instead of female, that way both genders can make use of the tool, and while you're at it you could also give it a more precise name ;) i wonder how one could carry a horse in the inventory :P

Posted

I had time to take a closer look now and see for myself. It also took me a while of messing around until i figured out the following things (and got it working).

 

Friskychicken' date=' the texture paths in your file are incorrect, they lack the "textures\" prefix (relative to skyrims "data" folder)

That is fixed in the repack of mastercchris but the textures would still not show up for me.

Following changes to the BSLightingShaderProperty got it working, not sure if all of them are necessary:

set the UV scale for x and y to 1 instead of 0

added shader flags 2 selections: Vertex_Colors, Soft_Lighting

 

 

But i just read that you already changed a lot of things so maybe you are now experiencing different problems. If you share those files i might be able to help.

 

 

May i suggest that in the CK you assign the model as male instead of female, that way both genders can make use of the tool, and while you're at it you could also give it a more precise name ;) i wonder how one could carry a horse in the inventory :P

[/quote']

 

Smurf,

 

Thank you so much for looking at this mod and took the time to fix it.

 

I can pretty much understand that everything about this mod looked like scribbles and is unorganized. I do plan on changing the names in the CK later on... This was pretty much super alpha mega stage.

 

Again, thank you for looking into this mod and helping out, god knows I wouldn't of been able to... About once every few days I reopen this mod and tinker with shit... good to know some one got it working... as a request, please upload what you've done.

 

(actually, hell. I'm just going to do what you suggested. I'll let you know if I got it working or what not). Thanks

Posted

Yup... Yup yup.... It's working... how freaking awesome...

 

Was actually starting to give up on this, but thank you smurf.

 

I no need to alter it so its not so shiny (when i know how to) but all in all HOLY SHIT IT HAS A TEXTURE!

 

I'll re-upload a new working file tomorrow, and give you credit smurf.

 

Again, thank you Smurf

Posted

You're welcome, glad i could help!

No need to give me credit, i didn't do anything ;) However i was thinking about "fixing" the model as it has some quirks especially regarding the smoothing groups and the UVs which are layouted for a full body texture and kinda sloppy.

 

You mentioned you already did some of that so i figured improving an outdated version doesn't make too much sense.

I was also going to ask what you think about inclusion of this model in the mod i am talking about in the "animated penis" thread. This wouldn't be anytime soon anyway, but once it's done it might be fun :)

Posted

I don't think it would be possible to animate it without building an entirely new skeleton, but we could do it the Second Life way, and make a few more models using the same uv map, and have a script of some sort that makes the game equip the next stage of the penis, with only the flaccid one being marked playable. This way, when the game equips it to your character, you still only have the one in your inventory. I have gone in to mine and made a head part, so that it is always on, even when nude. It is set as a scar, so that I can still select hair and facial hair also. But doing it this way means that you cannot give it to a follower to use either.

Posted

You're welcome' date=' glad i could help!

No need to give me credit, i didn't do anything ;) However i was thinking about "fixing" the model as it has some quirks especially regarding the smoothing groups and the UVs which are layouted for a full body texture and kinda sloppy.

 

You mentioned you already did some of that so i figured improving an outdated version doesn't make too much sense.

I was also going to ask what you think about inclusion of this model in the mod i am talking about in the "animated penis" thread. This wouldn't be anytime soon anyway, but once it's done it might be fun :)

 

Feel free to mess around with any of the mapping, I seriously did it quite sloppy for test purposes and not for a final design. So please feel free to do as you see fit. I think If you create or fix anything then upload we can kind of tennis it back and forth til we see fit for stopping.

 

Making it animated I believe is way out of my scope of practice, though, enabling it to change from flaccid, semi, ultra torqued maybe possible.

 

----------------------------------------------------------------------

I don't think it would be possible to animate it without building an entirely new skeleton' date=' but we could do it the Second Life way, and make a few more models using the same uv map, and have a script of some sort that makes the game equip the next stage of the penis, with only the flaccid one being marked playable. This way, when the game equips it to your character, you still only have the one in your inventory. I have gone in to mine and made a head part, so that it is always on, even when nude. It is set as a scar, so that I can still select hair and facial hair also. But doing it this way means that you cannot give it to a follower to use either.

[/quote']

 

H3xx,

 

I do believe this now is a more stable version, and now your textures will appear. So feel free to create textures using the DDS map I attached at the bottom. I believe looking at the file you'll be able to tell what is what.

Dick map LulZ.zip

Posted

Is it just me or is the new mod archive a bit weird? There's no .esp file and the folder structure is odd.

 

Thanks for the mod none the less :)

 

the new one is labeled HorseDick... and if you want an alternate texture, download textures file....

 

 

So basically the first file is the meat an potatoes, and the extra textures are just... extra.

Posted

Hey, thanks for the mod it looks really greate :)

but I think you forgot to upload the .esp file (there is a .nif file instead of a .esp file in the folder)

Posted

Hey There!

 

First off, I wanted to thank you for putting the time and effort into such an awesome mod :) I'm super excited to see where it goes from here, and have picked up trying to scale the size up or down using Nifskope to possibly add more variety to the this mod. I'm a complete noob with this, and in trying to scale its size, I've come across a bit of a stopgap.

 

Utilizing Nifskope, I've found the only way to edit the scale (to where it will show up in game) is via Transform/Scale Vertices. However, changing the Z axis sets it off with the pelvis bone, and results in it being higher or lower than the attended position. With that said, If anyone had any ideas or pointers to shoot my way, I would be more than happy to post some of the variants up.

 

Additionally, if its a lost cause trying to do Nifskope, the knowledge of such would be fantastic. I've read its more than likely only possible with a program like Blender so if thats the case, I'll just have to buckle down and try and learn that.

 

Thanks for Reading!

Posted

Hey There!

 

First off' date=' I wanted to thank you for putting the time and effort into such an awesome mod :) I'm super excited to see where it goes from here, and have picked up trying to scale the size up or down using Nifskope to possibly add more variety to the this mod. I'm a complete noob with this, and in trying to scale its size, I've come across a bit of a stopgap.

 

Utilizing Nifskope, I've found the only way to edit the scale (to where it will show up in game) is via Transform/Scale Vertices. However, changing the Z axis sets it off with the pelvis bone, and results in it being higher or lower than the attended position. With that said, If anyone had any ideas or pointers to shoot my way, I would be more than happy to post some of the variants up.

 

Additionally, if its a lost cause trying to do Nifskope, the knowledge of such would be fantastic. I've read its more than likely only possible with a program like Blender so if thats the case, I'll just have to buckle down and try and learn that.

 

Thanks for Reading!

[/quote']

 

Hey Highenergy10,

 

Alright so, I think the only way to actually change the size variant would be to use 3ds Max or the Blender Tool. If you can do it from nifscope, I don't know how unfortunately.

 

3ds Max is a free program and it's what I use. I seriously have only been doing this for about a month, and there is great tutorials online to learn how to do these sorts of things.

 

http://imgur.com/nLosd

 

that's what I'm currently working on. (I did borrow meshes from oblivion mods) but once you get the hang of it, this whole process gets way easier.

Posted

Umm.. there is no .esp file?

 

When I download it then extract it' date=' I see this... what do you see..?

[/quote']

 

There aint 5 people telling you the same thing for no reason :rolleyes:

 

Seriously there is no excuse for using the windows explorer option "hide known file extensions" as a modder! But still, if you look very closely at your screenshot it also says "Bethesda Art File" . . . though one could argue that messing with the CK to produce working ESP files is an art, i honestly doubt that this would be the official label of the file type ;) The file size being 158 times larger is also a good hint.

 

Now fix it already :P

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