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Dwarven Modular Automaton + Automated NPCs

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Dwarven Modular Automaton

A Robotic Body Outfit System

 

 

Lore

 

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In the last decades of the Dwarven race, the Dwemer of Skyrim found themselves in a war. The remnants of the conquered Snow Elves revolted against the cruel masters who had blinded and enslaved them centuries before, and the Dwemer were forced to face an implacable enemy deep within the heart of their workings. Seeking a new weapon to beat back this rebellion, a certain clan of Dwarven researchers built upon earlier experiments to find a way to combine the signature achievement of the Dwarves, the Automaton, with the combat talents of the Falmer's natural enemy, the Nords.

 

The pinnacle of this effort was the Modular Automaton design, a model of humanoid construct featuring interchangeable body parts to allow for a wider variety of fighting styles than existing automatons were capable of, with the minds of the Dwarves' human test subjects implanted into them to take advantage of their more flexible tactical thinking. Plans were made to seize warriors from the human cities and use them as the basis for whole armies of these brass soldiers, and after using them to sweep the tunnels clean of the wretched Falmer perhaps the Dwarves would have returned them to the surface as conquerors. 

 

Fortunately for the Nords of Skyrim the Battle of Red Mountain put an end to every Dwarven scheme. Only a few prototype production lines had been constructed before the Dwemer vanished from Nirn, with only a small number of unfortunate test subjects left behind in the empty laboratories. And perhaps due to the inclinations of the researchers behind the project every one of these test subjects was a woman. The designs for the male warriors were never produced, and only this initial 'Maiden' series was completed before the end. 

 

No one knows where these lost projects were hidden. Few even had a hint that they ever existed. But recently, something happened to change that. The last soldiers of the Dwemer are finally seeing the light of day. 

 

...And new ones are being built. 

 


Design Features

 

The Dwarven Modular Automaton is a body-replacing outfit that can be used to turn players or NPCs into robotic constructs. It uses Skyrim's basic outfit slot system to accomplish this in the most straight-forward way possible. 

 

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Head Systems

The subject's head can be implanted onto the Automaton body directly, or further supported by a neck frame (slot 45) and enclosed within a glass dome (slot 31). Alternatively the brain itself can be removed and encased within glass or armored capsules in a replacement head structure (slot 30). It is also possible to copy the subject's mind into one of an array of crystalline matrices (slot 43) and mount that into a purpose-built frame. Faces copied from ten of the original test subjects were produced for the replacement heads, with fifty different expressions in three materials- flesh, cast brass, and stone- for one hundred and fifty available options (slot 44). A 'null' face consisting of just the eyes is also provided, along with two animal-based masks, a pair of featureless faceplates in brass and steel, and a wide array of head coverings.

 

Core Systems

The upper torso (slot 32) functions as the foundation of the construct, containing a Heart crystal that binds the Aetheric Body that provides motive power to the machine, the processing elements for the magi-magnetic joint system that allows the construct to exercise a wider range of motion than it would physically be able to employ, and mana storage tanks to replace the magicka pool of subject's original body. A variety of models were produced in differing armor designs and capacities.

 

Pelvis and Limb Types

The lower torso and hips (slot 49), arms (slot 33), and legs/feet (slot 37) are divided into three main types with two limb sub-types. Alternate versions of the pelvises are provided to allow for a degree of interchangeability between leg types, as well as legless 'unassembled' versions for decorative purposes.

  • Type B -  Based on Nisetanaka's Dwarven Bikini Cyborg, this type's pelvis features a skeletal design for more inhuman Automatons. It comes in Model B for use with the Type B legs and Model E for use with Type E-based legs. Both versions of the original Bikini Cyborg design's legs are available, as well as a new 'short' type without the height adjustment. The 'disassembled' option lowers the character's height to the level of the Model B leg caps, allowing for legless locomotion. Several combinations of normal and weapon arms are provided.
  • Type E -  Based of Edhildil's Dwemer Cyborg sets, this type adapts the Dwarven Centurion's pelvis for a bulky, robotic design. The Model A version uses the original design's Centurion-based legs, with assorted feet provided for them. The Model E version is based on the updated design, with skeletal legs connected to a mid-thigh cap. Versions of these legs with the different foot options are available, as well as a 'disassembled' option set to the Model E height. 
  • Type G -  Based on Vicn's Dwarven Gynoids, this type features a pelvis and lower torso elaborately built up into a stylized humanoid shape to pair with the original design's human-like legs on the Model A version. The various original Gynoid feet are available for use with this model, as well as a new high-heeled design built for use with either this or the Type E legs. The model B and E versions of this pelvis also feature more humanized proportions. Additional swappable armor pieces are provided for use with the Type G arms and Model A legs. 
  • Type CR -  Animal-themed limbs based on the Dwemer Dog and elements from the Dwemer Steam Horse models, for use with the Model E pelvises. Come in Beast and Pony versions, and are paired with matching tails (slot 40) and animal-based masks. 
  • Type DD -  Based on MaikCG's Dwarven Devious Cuirass, and arm and leg set for use with the Model E pelvises. Has a matching Core unit taken from the same design. 
  • Type HV -  Based on Gigadeux's Dwarven Heavy Armor, providing a more practical humanoid design. Comes in both the normal and 'ebony' texture variants. The matching helmet has been modified with glowing eyes, and can be used in conjunction with the slot 30 head frames. 
  • Type NULL -  These tokens block off the head, hand, or foot slots, allowing you to have headless or limbless automatons without the original human body parts appearing. Does not block any actions.

 

Weapon Systems

Invisible 'style' versions of the Dwarven one-handed weapons are provided for use with the Type B and CR weapon arms. A full set of duplicate vanilla Dwarven weapons is also available, these have had their speeds raised to simulate the physical boost provided to an Automaton. 

 

 

Type XXX Body

Brass-Jointed Dolls

 

 

Lore


Years ago a mildly infamous researcher of Dwemer automatons vanished following the collapse of his dig site. As it was not uncommon for either digs into Dwarven ruins to collapse or for automaton researchers to fall victim to the subject of their studies, this event largely passed without comment. However, some concerns were raised by the contents of a damaged journal found in the burnt-out remains of his encampment. The final legible lines stated simply:

 

"I understand it now. It all makes sense."

"The Dwarves were perverts."

 

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Design Features

 

The Type XXX Body is a collection of humanoid bodyparts mounted in mechanical fittings that utilize the Modular Automaton outfit system. These can be used to create mechanical Doll or Statue outfits, or mixed with the robotic DMA parts.

 

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Core & Pelvis Systems

Replicating the human torso, these parts are offered in a collection of [FW] (Fixed-Weight) and Variable styles. The [FW] models are pre-built to a variety of body shapes from the UUNP family, and will display as-is regardless of the body settings of the character they are equipped to. The Variable models work with BodySlide to replicate the user's body presets, and are compatible with mods that use Bodymorphs to change body shapes. All parts are nude by default, but can be equipped with removable 'modesty plates' or bikini sets using slots 48 and 52 matched to each part. A selection of pelvises designed to work with the Type B and E legs from the robotic DMA sets are also included, while the Variable pelvises and some of the UNP sets include versions with the full Type G legs. Two '/A' model torsos are available, incorporating a breastplate for some slight additional protection.

 

Limb Systems

Bare and high-heeled feet are offered in both Fixed-Weight and Variable versions. The Variable type's primary feature is a Bodyslide-capable cuff at the point where the foot and body models join, allowing these to be used with regular human bodies. Variable versions of the arms are not offered due to some limitations in the way the mechanical shoulders work, so these are only available in High and Low weight versions based on the UNP preset. A variable version of the hand by itself was possible, and this is also offered for use on regular human bodies.

 

Materials

These bodyparts are available in four materials: D (Doll, regular flesh), S (Statue/Stone in a bright white marble), M (Metal, polished Dwarven brass), and R (Rubberized, a slightly shiny black coating). The D models will reflect the skin tone settings of the characters they are applied to, while the rest will replace them with their own surfaces. D and R models feature full Beast Race support, but S and M versions do not at this time. D, R, and S versions are available for all Core and Pelvis models, but the M material is restricted to the Variable set and the pelvises equipped with Type B or E leg adaptors, as well as a selection of chest units intended to be used with them. D and R models feature full body physics, while M and S have had their 'bounce' bones removed to reflect the more solid materials they are made with. Modesty plating matched to each bounce type are provided, but the bikini sets are restricted to the D and R models.

 

Head Systems

To better interact with the humanoid neck shape, new bases for the DMA head equipment had to be designed. These are included as the 'Doll Type' Heads and Neck Frame. Unlike the previous set these can not be used on their own with regular human bodies as they do not cover the gap left at the base of the neck when removing the original head. To rectify this the Doll Collar is also included; this is a copy of the neck cap from the Type XXX Cores with BodySlide capability and head weighting added, set to use slot 45. This allows it to be used as a collar on any humanoid character, as well as a base for the Doll Type heads or as a full head remover when used with the existing NULL head token. Using the character's existing head on the Type XXX bodies is also possible, as the built-in neck caps fully cover the seam. If further separation is desired the Doll Type Neck Frame can be used, or a slightly modified copy of the Dwarven Bikini Collar III is available for a more streamlined look. 


Extras

Some additional parts developed during the process of building the Type XXX Bodies:

  • Horror heads, a selection of replacement heads built with the Skull clutter model. The skull has been reshaped to fit into most headgear. Offered in Brass, Rubber, Stone, and the original bone textures. Also includes a pair of robotic eyes that can be placed into the empty sockets. Can be used in conjunction with the PK faceplates, but not the Subject faces.
  • Model MC Cores, robotic chests with humanoid breasts mounted on them. Offered as a Variable type and a fixed-weight 'expanded' shape both with and without a 'milking' apparatus, in material types D and R.
  • Phalluses, a collection of snap-on tools for various sorts of hard work. Set to slot 51, and can be used with both the Type XXX and the robotic pelvises.
  • Pedestals, non-humanoid pelvis units for characters that don't need to get around very much. Intended for use with other mods that can force a fixed pose onto a character.
  • Wigs, a large assortment of hairdos sourced from the Apachii, KS, and Holiday hair set mods. Also come in stone and brass versions.

 

 

Full Ground Model Support

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All body parts can be dropped into the game world.

 

 

Automated NPCs

The Experiment Is Still Running

 

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Lore


Rumor speaks of strange happenings south of Old Hroldan, of Dwemer constructs with the faces of women being seen roaming the back-country at the foot of the mountains. What their purpose is or where they came from no one can say, but a witness swears that he recognized one of them...

 

 

Design Features

 

The Automated are a large group of characters that have been rebuilt with Modular Automaton parts by a mysterious Dwarven machine. Trapped for centuries within the halls of their Facility, they have only recently regained access to the outside world.

 

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Specifications

Functionally, the Automated are normal NPCs that have been physically rebuilt for the DMA system. Their head meshes have been modified to produce a 'mask' effect, and their default 'nude' bodies have been replaced with versions of the Doll Type head frames set to slot 59, maintaining their robotic forms even if stripped of their DMA bodyparts. A subset of the group is set up as a new Automated-specific race with null head and mouth meshes, which allows them to use the head-replacing slot 30 head frames and mask parts without coming into conflict with those meshes, as is sometimes the case when using them with Vanilla races. 

 

Roles

Dozens of Automated have been produced by the Machine over the centuries. Many of them are willing to explore the outside world with you as your followers, and have a variety of skill sets to use in battle. Others have gone rogue and can be found in various places outside of the Facility, where they may object to your presence should you intrude upon them. Between these two groups are a number of neutral citizens who don't really care about you either way. One thing all Automated share, however, is a programmed-in hatred of the Falmer. 

 

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The Facility

The Automated call these ancient Dwarven chambers home, and have done their best to maintain them. They may serve as a convenient base for your adventures, with a teleportation system that allows you to instantly return to them from anywhere. Physical access is more treacherous, with the only routes being a one-way drop in or a long struggle through a nearby Falmer-infested cave. The drop is probably easier. This entrance isn't marked, but if you look around the top of the cliff behind the Dibella shrine you're sure to find it.

 

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Character Parts

Several variant body parts with the intent for use with specific Automated characters have been grouped as 'DMN' parts. These include but are not limited to burned, muscular, patchwork, and icy skin variants of specific parts, weighted but not Variable versions of the D2 and MC torsos built to the UNPB body type with matching chest coverings, and a set of modified 'clothed' bodies. Also included is the XV series of faces, built from Vanilla meshes, consisting of many faces also used for the Automated along with a selection of notable Vanilla NPCs. 

 

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Quest

This mod does not have a quest. There is an implied storyline, largely spelled out in a series of journals that can be found in the Researcher's bookcase, but no actual quest elements or objectives exist. The Automated serve mainly as a showcase for the DMA system and a source of followers. No expansion upon that is planned at this time. 

 

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*Experimental* Automated Player Option

An optional file is available to download which will replace the default female head mesh and face textures with ones modified to display the mask effect, which will then apply that effect to the player. Used in conjunction with an appropriate head frame and DMA body parts, this will give a female player character the same appearance as an Automated. Non-Automated NPCs with properly generated FaceGen meshes will not display these changes, but ones lacking a FaceGen, who can be identified by the 'grey face' bug they will also be displaying, will have their heads rendered as a face floating in mid-air over their body. This initial experiment consists of the Vanilla head mesh paired with a modified copy of the Fair Skin face texture, but other variants may be considered if there is demand for them. 

 


Installation and Use

 

Due to the increasing scale of the mod eclipsing LL's upload limits, the full download has been consolidated to one file and moved off-site. Download the text file and use the link within it to access the full file on Mega. Install as normal from there.

 

Pre-generated versions of the Variable models built with my personal moderately customized UNPB-based preset are included to avoid the 'invisible body' issue. Please remember to run these parts in BodySlide to conform them to your own preset. They can be found in the 'DMA - BodySlide Parts UUNP' group.


Some texture paths are reused from Dwarven Cyborg Collection and SeXtreme Loading Screens, so you may be prompted to overwrite some files if those mods are installed. A change was made to the statue texture, please allow this to overwrite to get the brighter white marble color. Otherwise the textures are unchanged.

 

XPMSE is required as some parts of its extended bone set are utilized. Racemenu is required for the NiOverride height system. 

 

Examples of (probably) all of the items added by this mod can be found in respawning containers within the Facility. In-game crafting is not provided, for various reasons. Can be searched for in the console under 'DMA', but the number of results absolutely will exceed the console's backscroll. Use of AddItemMenu is advised. 

 

For the SE version, the appropriate versions of those mods will be required instead: XPMSSE, Racemenu SE, AddItemMenu SE 

 

To change an existing character into an Automaton, a Core Unit must first be equipped to replace their original body. From there the pelvis and limbs can be added. Floating hands and feet will be visible until parts using those slots are equipped. Parts are not intended for use without a Core equipped, and will look messy if used so. Head elements, however, can be used independently from the body system if desired, although the masks are intended to be used only with the replacement head units and will look even more messy without them. 

 

'NoStrip' keywords are applied to all primary body parts, while 'AlwaysStrip' is applied to the modesty plating and bikini sets for proper functioning during scenes. The 'SoS Revealing' keyword is applied to all torsos to allow for proper use of the slot 52 parts.

 


Sure-To-Be-Asked Questions

 

SE version?  Yes, with thanks to Holzfrau for the conversion. Only covers the first release version of the mod at present. Updated version TBD.

 

What body does it use?  As a complete body replacer, Dwarven Modular Automaton is effectively body-agnostic and can be used with any installed body type. The Type XXX bodies do complicate this a bit, however. While they are built using the UUNP HTD and Special body meshes, their textures have been re-pathed to an isolated location which will allow them to be used independently of the user's installed body texture, side-stepping the main point of conflict between the UUNP and CBBE bodies. The Fixed-Weight models should be usable by anyone right out of the box, but the Variable sets are currently only built using the UUNP sliders which may cause some issues for CBBE users. 

 

Can they put some clothes on?  A qualified No. For the Fixed-Weight Type XXX models it's mostly impossible, as the game treats them as outfits themselves and not bodies. The result of this is that any clothing applied to them will be conformed to the character's original body shape, not the shape of the Fixed-Weight part. The Variable models do conform to the character's original body shape, so they are capable of some clothing use. However this is complicated by three things: First, slot 32 must be occupied by a DMA core for the system to work, so normal outfits are unusable. A top that uses an alternate slot such as the cyborg-use Dwarven Bikinis must be used instead. Second, several bones were removed from the upper torsos to avoid clipping and distortion on the mechanical parts, which also results in clothing that expects those bones to still be there to potentially clip through the body in various ways. The removal of the bounce effects from the M and S versions causes and even more extreme version of this problem. Third, The various mechanical parts and gaps added into the body severely limit the number of clothing designs that could be used without having bits of machinery clipping though them or shoulder straps hanging in mid-air. Designs that can account for all that are hard to come by.

 

Male versions?  Due to the mods the majority of parts were sourced from being female-only, male-use options are not provided. 

 


Known Issues

 

  • There is a known major conflict with an element of Devious Devices that may result in the Pelvises appearing to vanish or fail to equip. This is caused by DD's 'Device Hider' function, a feature that is intended to remove the model of a device from the character to prevent it from clipping through when the character is also wearing 'normal' clothing, which it broadly assigns as anything using slot 32. Unfortunately this function is turned on in DD by default, and given the large number of slots DD uses this tends to play havoc with other multi-slot outfits. The specific conflict with the Pelvises is that they use slot 49, which is also used by DD's chastity belts. My personal recommendation is to turn the Hider off entirely unless it's a feature that you actively use. To do so, go into DD's MCM and open the 'Devices Underneath' tabs, then find any entry that has a slot assigned and change it to 'None'. This seems to turn itself back on when starting a new game, so check it after exiting Helgen or the Live Another Life cell. 
  • An additional conflict with Devious Devices is possible in the case of the Automated-specific head frames. The default version of these used as the 'nude body' of most Automated is set to slot 59, which is also used by DD's arm cuffs. As such anything that force-equips arm cuffs may displace the head frame, leaving the Automated's face floating over their body. Alternate versions of the head frames set to slot 50 are included that can be used if needed. The theory here is that the DMA arms aren't particularly compatible with arm cuffs anyway, while the vaginal piercings on slot 50 might see some use with the Type XXX pelvises, but really DD just uses so many slots that it's impossible not to run into it somewhere. 
  • Updating the mod mid-save can cause a minor but irritating error with the SoS 'revealing' system. A keyword was added to all DMA torsos to mark them as 'revealing' by default in order to insure that they would work with the slot 52 modesty options, but evidently the SoS system only registers the presence of that keyword when an item is first encountered during a game. If it has already seen an item prior to the keyword being added and has it marked as 'concealing', it will continue to treat it as such. The problem with this is that the pre-set outfits on most of the Automated include a slot 52 element, and if SoS thinks that their torso should be 'concealing' it will displace either the slot 52 element or the torso piece. While the former isn't that big of a deal, unfortunately it usually seems to do the latter instead. So if the first time you encounter an Automated they're just head and limbs floating around an empty space, this is probably the cause of it.
  • Bodyslide support is offered with the Variable models, but results are not guaranteed. The mechanical parts involved only offer so much flexibility, and more extreme presets are highly likely to experience issues with scraps of skin mesh clipping through or distortion of the mechanisms.
  • Beast Race support has been added, but it has some limits. Khajiit and Argonian head shapes are difficult to make masks of, so they do not have the full Automated effect at this time. It is recommended to use them with the D2 torsos due to the complications caused by their necks. When using the R bodies, the texture on the character's original tail does not change. The R tails are provided to rectify this. Please also note that the majority of parts use the Feminine series of Beast textures. Feel free to swap them out for your preferred texture sets. 
  • The D models do conform to the character's skin tint settings, but they use an isolated copy of the Fair Skin texture set which may result in the colors not matching well between the D model's skin and the character's original head should it be retained due to differences between how the texture mods parse the tint. In addition to this the flesh versions of the SeXtreme masks do not color match to the character's skin tint at all, as they are built in a completely different way from the Vanilla Skyrim faces. New faces matched to the preset skin tints are planned, release TBD.
  • Skyrim seems to have some limitations on overlays applied to the skin textures that may affect the Type XXX bodies. Tattoo-style overlays appear to only be applied to parts on the main body, hand, and foot slots (32, 33, 37), and as such do not appear on the Type XXX pelvises or upper arms, which use slots 49 and 34 respectively. Bloodspray decals also appear to pool on the upper torso and hands.
  • The Stone pelvises have noticeable texture seams at the hips; this is due to replacing the skin texture with a solid 'block' texture that is not mapped specifically to the skin mesh. Customized skin textures would have to be created to rectify this, which is a bit outside of my skill set. 
  • The Type XXX arms are internally split into two pieces using slots 33 and 34 due to the hand and arm textures being in different files, and Skyrim refusing to apply two different skin textures to different meshes on the same model. As a result of this, the Type XXX arms are not compatible with the Type G forearm armor, which also uses slot 34. Neither can be changed to a different slot, as models not using slots 33 or 34 do not show up in first-person view. 
  • The Type XXX Pelvises include a vagina model, primarily for anatomical correctness. Unfortunately the collisions or some other element needed to maintain the functional animations appear to have been lost at some point in the build process, and I'm afraid I don't know enough about how they work to restore them. 
  • While they are not hard requirements, it is recommended to have all the standard DLC installed as some parts do source their textures from them. 
  • Parts were arranged to minimize clipping and distortion, but all possible poses or animation sets could not be accounted for. Some oddness may occur in more extreme positions. 
  • The Facility is very overstuffed with NPCs and decorations. Weaker systems may have some difficulty with it.
  • Follower pathing in the lower area of Gloomreach is screwy. Something prevents them from entering properly into the lowest part of the second cave and causes them to run off trying to find another route, leaving you behind. 
  • The teleportation spell to return to the Facility has been inconsistent about moving followers. In testing it has not been depositing them at the landing point with the player, as intended. Instead they enter the cell via a physical entrance and run over, or sometimes get lost. I'm unsure why this is happening, as I used the same teleportation script in a different mod years ago and never had any similar problems with it. I intend to try an fix this in the future, but recommend using a follower tracking mod in the meantime just in case. (And in general, they're useful.)
  • Some changes were made to the Dibella shrine south of Old Hroldan. These may conflict with other mods that change this area, particularly any that add a statue to the plinth. 
  • Don't enter the Cistern. It's not done yet. In the least.
  • The Pony mask is malfunctioning in the SE conversion. Cause unknown at this time.

 


Credits


Face models sourced from azmodan22's 

SeXtreme Loading Screens

 

Limb elements sourced from

The Amazing World of Bikini Armour!

Edhildils Dwemer Cyborg BBP

Edhildils DMRA Store

Vicn Creature Pack

Gynoid credits:

Enhanced Character Edit by ECE Team
DIMONIZED UNP female body by dimon99
Hair packs of TES IV Oblivion for Female Only by Radioragae
REN
Peggy
NewSea
SKS

Dwemer Dog Follower

Dwemer Steam Horse

Dwarven Devious Cuirass

Girl's Heavy Armors

 

Armor sourced from

UNP Spice Gear Collection

Remodeled Armor

Sexy Vanilla Female Armor

BD UUNP Dragonborn Armor Replacer

Peacekeeper Armour

 

Type XXX meshes and textures

BodySlide and Outfit Studio

Fair Skin Complexion

Feminine Beast Races

 

Additional elements from

Clockwork (Clockwork Castle)

Nova Catsuit

Dwemer Over Technology Resources

Ghogiels Brain Remastered

Static Mesh Improvement Mod

DG High Heels

Skyrim Strap Ons

Sexy Nixy & Sexy Dwemmy

 

With special thanks to Holzfrau

 

...And viewers like you


  • Submitter
    AVS
  • Submitted
    03/29/2019
  • Category
  • Requires
    Racemenu, XPMSE
  • Special Edition Compatible
    Yes

 

Link to comment

This is an offshoot of my previous project, the Dwarven Cyborg Collection. It developed into something a bit different than what I expected when I started on it, so I spun it off into its own thing.

 

A general devblog for this and my other work is available HERE.

 

Holzfrau has graciously been working on an NPC/Follower mod using these models. It can be found here, or here for SE. And further thanks for providing the thumbnail image.

 

It's probably arguable whether this is actually Adult or not, but I'm filing it as such to give myself leeway for possibly adding more explicit elements in the future, should I manage to work out the issues I ran into on the concepts that ended up cut from this mod.

 

Contains robot nudity, I guess?

 

Explicit elements: ADDED.

 

Note on the Type XXX update:

 

This isn't quite the update that I had intended to release. As chronicled in my devblog, the original plan included a number of new faces designed to compliment the Type XXX bodies, based on the Charmers of the Reach head mesh and playing into an overall 'Living Statue of Dibella' theme.

 

Unfortunately the permissions the COR Team were working under were pulled right about the same time that I finished work on those faces, rendering them unreleasable, and as such they had to be removed from the mod. Since I had no immediate way to replace them and because the work on the rest of the mod was already mostly done, I decided to go ahead and publish the finished portion as this Type XXX Body update pack rather than withholding it until an alternative for them could be found. A future update will feature whatever I manage to come up with to replace the lost faces, along with the a number of wigs meant for use with the Type XXX bodies and some themed parts I had developed, all as an 'Aspects of Dibella' pack.

 

The current timeline for this is TBD, as I am waiting to see what happens with COR Team's intended replacement for the pulled Charmers mod before committing to development of the new faces.

 

The Type XXX bodies do several things that the game's engine does not really expect outfits to do, which can cause some oddities and limitations. Please refer to the Sure-To-Be-Asked Questions and Known Issues sections of the main post for more information.

 

Oct 2019-b update:

 

Re-uploaded the files with fixes for various issues brought to my attention so far, along with a couple of new things. The majority of the fixes are for mis-pathed textures; this incorporates the fix for the PK faceplates and a proper fix for the rubberized hands still pointing at the old DCC texture file. The 7B xF H-D chest managed to get its texture set pointed at the hand textures, this is now changed back to the body textures. Also the models for the Centurion Core head insert should now use the textures re-packed into the DMA folders as intended, instead of still using the original SMIM paths. That's actually needed fixed since the first version, but I kinda completely forgot about it. 

 

Tempering was added for all of the weapons included in this mod. The recipes for the sped-up versions of the Vanilla weapons are unchanged, but the required material for the 'style' weapons intended for use with the weapon arms has been changed to Dwarven Oil. Please note that this was only added to the weapons, not the body parts, and that it is just for tempering, not crafting. The UI in the Creation Kit for making these is a bit obnoxious, so I'm not hugely inclined to put much time into this.

 

Also added were a handful of new body parts. The 'D2 Variable' were a request, and are copies of the Variable chest with the neckplates removed and the textures reset to their default pathing, allowing you to use them with a character's 'natural' head without a neckseam. This does cause the D2 parts to potentially not match the other 'skin' parts should you be using a texture mod other than Fair Skin, but they will pair well with the robotic limbs and pelvises. Not offered in the alternate material types for obvious reasons. Also, please note that using the default textures makes these very much UUNP-only. Unfortunately this is an unavoidable result of the UNP/CBBE texture conflict.

 

The 'Engel' parts are new fixed-weight chests and pelvises built using a couple of Bodyslide presets that I particularly liked and that I felt filled a niche that was a bit lacking. More FW parts might get added in the future should I find other presets that fit those criteria. 

 

A slightly higher compression setting was used on these, so the packed file size is a bit less than the previous versions. 

 

Jan 2021 Update:

 

Things got a little out of hand.

 

This originally was just going to be an update to finally implement the hair sets, add in the Vanilla-based faces I made to replace the Charmers ones, add Beast Race support and restructure the Type XXX bodies with removable modesty plates instead of permanent versions. Which was all still plenty to do, but probably would've been done months ago.

 

Then I stumbled over the method for making modified versions of existing head meshes that let me make mobile, 'living' versions of the cyborg masks. Things kinda ballooned from there.

 

With the way the game's built, the effect can only really work when it's permanently applied to an NPC, so to show it off I had to start making NPCs. But it's also really easy to to, so I ended up making a lot of NPCs. Then I needed someplace to actually put them, so I had to figure out how to build a whole big facility for them. And then I wanted to integrate that facility and the headcanon I'd built up for all of this into the world to some degree, and that added more work, and so on, so on, so forth. Every time I turned around there was something else I could add in.

 

So this has gotten very overstuffed. Three pages of items in AIM. Dozens of NPCs. A whole little Dibellan sub-plot. More stuff that I kinda wanted to do but couldn't be bothered with. A few things that're just left unfinished. 

 

And a couple things that I very actively did not do, including adding a questline for all of this. There's an implied storyline that you can find in the Researcher's journals, but I have no inclination to do anything more than that. A quest would suit this, but figuring out how to build it is entirely too much work of exactly the kind I hate doing, so no. Similarly, these are not especially customized NPCs outside of their appearance. They have their own factions, and there's a few custom spells and one very specific custom idle package for a few of the incidental characters, but no new dialog and nothing requiring scripting. In function, they're pretty much Vanilla. Most of them, particularly the followers but also the enemies, are set to level with the player with the intent that can be more or less in-scale with you regardless of what your level is when you approach this content. Some of them are definitely going to be stronger than you.

 

This is the first time I've shared an NPC mod, but I'm fairly sure I've got it built right and have all the FaceGen stuff going where it's supposed to go. None of the face effects are going to work if it doesn't, so it should be pretty obvious for you all if I fucked up. Feel free to let me know!

 

One unfortunate knock-on effect of adding all the NPC stuff in was that it made it very difficult to extract this down to separate packs like I did last time. There's just so much that I had to add in to get those working that pulling it all back out again to make a Base Pack would've been a nightmare, so I just left it as the full consolidated pack. That does put the size well past LL's upload limits, sadly, so we're going with the 'text file with a mega link' method for the download for now. 

 

The Automated Player add-on is, as stated, very experimental. From everything I've observed in my own use it works, but I don't really understand why it works, specifically why the existing NPCs continue displaying the modified face texture as if it was unmodified. But I've never run into any with a properly generated FaceGen that don't, so *shrug*. Also, since this add-on does replace the default head mesh and texture it will be applied to all of your female player characters, so be aware of that if you're running multiple concurrent games or something. Using a mod that implements player or race-specific texture paths may prevent this from working at all; I don't use anything like that so I can't really say.

 

As stated this initial experiment only has the Vanilla head mesh paired with the modified Fair Skin face texture, but it is possible to do the same effect with other skin textures, provided that they are edited properly, and with any head mesh that uses the Vanilla texture mapping. I did find that the edges got a bit more janky on the two high-poly Vanilla heads I'm aware of, however, apparently due to some variances in how they stretch the textures outside of the face. 

 

This process can also be applied to literally any female NPC with a generated FaceGen, as detailed in my blog post here. This means that you can use it to turn followers or characters from other mods into an Automated, provided you can find their FaceGen. Just throwin' that out there. 

 

 

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Guest AthenaESIV

This mod looks pretty incredible. Any addons that populate environments with NPCs and parts laying around from this mod? Would make for some creepy af ambiance.

 

EDIT nvm someone just posted something, lol. Always things to be found here!

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2 minutes ago, AthenaESIV said:

This mod looks pretty incredible. Any addons that populate environments with NPCs and parts laying around from this mod? Would make for some creepy af ambiance.

Yes, I just got it up: Dwemermatron.  It will let you customize your own dwemerbot follower, and adds random encounters to Skyrim's world map.

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Guest AthenaESIV
36 minutes ago, Holzfrau said:

Yes, I just got it up: Dwemermatron.  It will let you customize your own dwemerbot follower, and adds random encounters to Skyrim's world map.

 

So since this is pretty twisted I thought maybe this is an idea that might fit this mod, lol:

 

I made a custom version of an old mod called Absolute Necro (link), it's about player death and resurrection, but instead I redid all the text where the body that drops to the ground is unconscious, and the player is shocked out of their body in astral form. And the player has to have someone have sex with the body to end their astral walk and reenter their body.

 

Anyway it has some good scripts and events for a mod idea I had:

 

Early in the game you find a lab, with weird vats and tubes, etc... You meet or learn about an NPC there who experiments with cloning, and maybe get the option to start a quest or enable the possbibility of reanimating after death.

 

So when the PC dies, they are sent into spirit form like in AbsNec and have to find their way to the lab. There maybe the NPC had already created a clone of the player and had it in storage, so they can be animated into that new body.

 

Now mix it in with some of the stuff from your site, and maybe later that same NPC collects the player's old body, and uses stuff from your mod to reanimate it as an automaton. This could eventually be used as a follower, or could become an enemy.

 

Enough deaths, and the old bodies could be animated all across Skyrim waiting to attack or help.

 

Anyway, the NPC could in the meantime be making the player's clones for the player to use themself, or for his own nefarious purposes including SD slavery and SL prostiution in general.

 

Thought it could make for some interesting kink if you were at all interested, but I know it would be a lot of work and you're unlikely to be interested so no biggie! 

 

Thanks for the mod! o/

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Great mod!!!!!!! Only thing needed is compatibility patch for BAF from dwarvn cyborg collection. Or some other way to mask limbs since I like my character with mech limbs and flesh torso. I tried making a BAF body with no limbs and tried to couple it with this mod. But BAF didnt allow any attachment. 

 

AAAANNNDDD those face masks are SUPERRRRRR!!!

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22 minutes ago, YourFriendlyDragonborn said:

Great mod!!!!!!! Only thing needed is compatibility patch for BAF from dwarvn cyborg collection. Or some other way to mask limbs since I like my character with mech limbs and flesh torso. I tried making a BAF body with no limbs and tried to couple it with this mod. But BAF didnt allow any attachment. 

You can get close to what you want using Dwarven Augmentation's system, at least for the arms.  Setting up your BAF body with the 'bare hands' setting will allow you to equip items to the hand slot, which is what DMA uses for its arms.  Only issue is that you'd have floating human hands if you don't use any arms, but you can work around that by flipping the hand setting to 'no hands' as needed.  No way to cheat in the DMA legs and lowers, though.

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6 hours ago, HermausMoron said:

All the pelvises are invisible :(

 

Most likely reason is that you have Devious Devices with the device hider functions turned on. That part of DD is turned on by default, but it does not play well with multi-slot outfits so unless it's something that you actively use I'd recommend turning the whole thing off. Just go into DD's MCM under the devices underneath tabs and change anything with a slot assigned to 'none'. 

 

4 hours ago, sinola said:

Nice work :) but one question 

is there a way we see the heads like the animals with a latex texture and the puppet face in the Cursed Loot mod ?

 

I'm not familiar with how Cursed Loot does things, but unless it does something particularly weird with them any headgear ought to have some degree of compatibility with the replacement heads. They're designed to exist more or less within the bounds of the default head shape, so just about anything should fit over them. Headgear models that fully replace the head mesh in the style of the vanilla 'full face' helmets will obviously displace them, of course, but those should also be usable with the neck plates of the replacement bodies.

 

3 hours ago, YourFriendlyDragonborn said:

Great mod!!!!!!! Only thing needed is compatibility patch for BAF from dwarvn cyborg collection. Or some other way to mask limbs since I like my character with mech limbs and flesh torso. I tried making a BAF body with no limbs and tried to couple it with this mod. But BAF didnt allow any attachment. 

 

The DMA limbs should be somewhat usable with a torso built with -BAF- as long as you are using one of the build-your-own entries and not one of the pre-built limbless bodies from there or the rest of the DCC. The limbless pre-builds have the hand or foot slots masked off to prevent floating-hand syndrome, so trying to equip DMA limbs onto them will displace the body. The build-your-own system can't mask those slots and relies instead on the use of the Null limb sets to remove the vanilla parts, but it's entirely possible to use the DMA limbs which utilize those slots instead. The problem there is that the DMA limbs are not built to align with the variable bodymorph settings of Bodyslide-built bodies, and the shoulders on the DMA arms are designed for a connection point much deeper into the torso than is available using the -BAF- options. As such, clipping abounds. 

 

1927301171_ScreenShot03-29-19at11.55PM001.jpg.30562e5de41a0bd1b238494572e8deba.jpg1119032547_ScreenShot03-29-19at11_56PM.jpg.eae3bcdeae7e81b9e81671bd428ed6a1.jpg

 

The legs can be alleviated if you use a body preset close to the base UUNP shape that most of the DMA parts are built with, but there's not much that can be done about the arms. The fact that it works at all is more coincidental than intentional, honestly. 

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18 hours ago, AVS said:

 

Most likely reason is that you have Devious Devices with the device hider functions turned on. That part of DD is turned on by default, but it does not play well with multi-slot outfits so unless it's something that you actively use I'd recommend turning the whole thing off. Just go into DD's MCM under the devices underneath tabs and change anything with a slot assigned to 'none'. 

 

That did the trick :)

 

Out of curiosity, why hasn't this been integrated with BAF? Mod list load aside, it's a tad confusing trying to keep your mods straight now.

 

On a slightly related note, I love what you've done with the rings. Any chance of seeing arms with those?

 

Idea: Full Devious Dwarven Cuirass, ie DDC core with folded arms, pelvis/legs with folded legs, collar with lots of soul gem doodads.

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On 3/30/2019 at 12:32 PM, Nazzzgul666 said:

Not really my fetish but it looks really good, i'm quite impressed by the work you (and others) did on this. Where is the horse head from in the screenshots, though? I guess with some retexturing we could have a horse guy which would be more to my taste. ;)

 

The horse head is one of the two beast-styled masks available in this mod. It's literally just the horse model's head excised from the rest of the mesh, with the primary texture and a couple of texture settings change to give it a Dwarven metal appearance, and with various mesh and skeleton settings converted for human use. 

 

It's also currently broken in the SE version for unknown reasons. Somehow the Dwemerizing process that worked fine on the sabercat head in both versions has gone weird here, and I'm not currently sure how to fix it. 

 

(As an aside, digging around in the textures for both this and my previous UNP Bikini project made it abundantly clear to me that not only was this game worked on by multiple people, but that they did not have any real consistent style guide that they followed as far as how to actually put things together goes. It's really amazing how often things will be built one way on one model and then a completely different way on another.)

 

On 3/30/2019 at 3:26 PM, HermausMoron said:

Out of curiosity, why hasn't this been integrated with BAF? Mod list load aside, it's a tad confusing trying to keep your mods straight now.

 

 

Various reasons, one major one being that it didn't exactly fit into the same niche as the -BAF-. The initial impetus for this mod was simply building full-robot bodies using the new parts introduced in the -BAF-, with my original plan being to build full-body 'outfits' like the earlier full-robot bodies in the DCC. I hadn't decided on exactly how those would be released though, with either rolling them into the DCC or splitting all the collected robot bodies off into their own mod being the most likely candidates. The 'modular' idea didn't come until after I had started work on that initial plan, and with the new designs and various features that came with it- particularly the body agnosticism- it just made much more sense to make the DMA completely stand-alone. 

 

The main problem, however, I touched on in  my previous post. The cyborg side of all this is completely reliant upon Bodyslide, both for the basic functionality of how it builds the limbs into the models and, probably more importantly, for the various add-on outfit parts to actually work. If the bodies and the add-on parts aren't built to the same Bodyslide preset, it's just a disaster of clipping. With the robot bodies, however, having Bodyslide functionality would be the disaster. The program was not really intended to handle the kinds of fiddly mechanical designs I've been building, especially as far as the torsos go, and trying to introduce it to them produces a complete horror show of distortion. Building the robot bodies as single-weight, non-morphable models eliminates all that potential for distortion, but it does also mean that the robot bodies are effectively incompatible with anything built to a Bodyslide preset; hence the Gynoid armor bits and the like being duplicated sans-Bodyslide in DMA. 

 

On 4/7/2019 at 5:59 PM, SVE said:

I see a lot of effort was put into making ground models which makes me wonder: is it possible to make the automatons collapse and break into pieces (like skeletons) when they die?

 

Would be neat but probably isn't feasible, I'm afraid. The enemies that fall apart when they die, like skeletons or the regular Dwarven automatons, don't collapse into ground model elements. Instead it appears that the actual creature models get disarticulated. How exactly this is accomplished I don't even begin to know, but I expect it's somehow built into the creature's skeleton, and given that the DMA bodies use the regular character/NPC skeleton which doesn't do a whole lot of falling apart I don't think there's any particular way to get them to do that. On top of that is the fact that these are built as outfits. I doubt there's any way to introduce that kind of a function via an outfit. Seems like something that would have to be baked in at the character type level, given how the game's engine usually does things. 

 

...Y'know, come to think of it, I've never decapitated a character equipped with a full DMA set. I'm not at all sure what would happen, there. 

 

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33 minutes ago, thomas00126 said:

i wonder if there ever will be a quest asociated with this

Depends what kind of quest you want.  There aren't any quest mods to turn yourself or your followers into dwemer robots, but there is the Dwemermatron mod that lets you build a custom robot follower using the parts from this mod.  Check it out in my signature if that sounds like something you might like.

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1 hour ago, Holzfrau said:

Depends what kind of quest you want.  There aren't any quest mods to turn yourself or your followers into dwemer robots, but there is the Dwemermatron mod that lets you build a custom robot follower using the parts from this mod.  Check it out in my signature if that sounds like something you might like.

Well i would be looking for a quest that turns our pc's into dwemer automatons could be very interesting with a dwemer like AI that kidnaps the player and in a sense brain washes them and over time they become more and more mechanical having different frames for different jobs aka the more organic ones for infiltration some for combat etc.

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  • 4 weeks later...

Type XXX update is now live. Build your own Living Dolls and Statues out of yourself or your friends with DMA-compatible humanoid bodyparts.

 

791679696_zScreenShot10-27-19at08_26AM.jpg.4b373f9487b1011f78d163e12c3ccae3.jpg

 

Should be mostly usable for CBBE users, see main post for more details. Updates are LE-only at this time, SE version TBD.

 

(So very tired)

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