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MuST - Multi-Stage Transformation Framework


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Posted

This kinda gives me an idea for a dwarven automata bodypart replacer where the PC is slowly changed into a dwemer automaton whenever they take damage in dwemer ruins. I wonder if your framework would be a good starting point to learn how to mod?

Posted
40 minutes ago, NoirXiaoba said:

This kinda gives me an idea for a dwarven automata bodypart replacer where the PC is slowly changed into a dwemer automaton whenever they take damage in dwemer ruins. I wonder if your framework would be a good starting point to learn how to mod?

Sure, try it!

Posted
7 hours ago, donttouchmethere said:

Thx!

This realy motivates to try more.

 

tried the color settings, but they don't work with every slavetat. If the tat is incompatible to a color change it shows as pink (same as missing texture, that's why I think something went wrong from my side).

Careful, it could be confirmation bias and I did something wrong.

Need to test that again.

 

Some textures are un-colorable. Some, like many tats in the SlaveTats,  on the contrary, are fine to color.

 

You can try to adjust the glow color too.

 

And, make sure you know what color you want to attach. You need to convert the hex number to decimal.

 

1 hour ago, Aki K said:

Making a tat have color change is easy if you want to adjust it.  Just open the .dds file of the tat in GIMP/photoshop (don't load mipmaps when asked, or this will take a bit longer).  Go to "colors" choose "colorize" and click the colored bar.  For the html notation put the number "444544" and hit okay.  The color should switch to grayish black, but it's actually a sort of empty color that let's you change things.  You may need to adjust lightness if it looks too dark.  Too much lightness will make the glow very bright though.  Then export as a .dds over the old version (or a new version with an adjusted json) and select the option to generate new mipmaps while saving.  Done.  It's a quicker process than this paragraph makes it look.  Can be done for any tat.

 

If you accidentally loaded mipmaps when opening either close out and open again, or change each one individually the same way.

This mod is designed to have the capbality to apply color to textures too, through json. 

Posted
1 hour ago, huanrenfeng said:

Some textures are un-colorable. Some, like many tats in the SlaveTats,  on the contrary, are fine to color.

 

You can try to adjust the glow color too.

 

And, make sure you know what color you want to attach. You need to convert the hex number to decimal.

I use this to convert hex to decimal:

https://convertingcolors.com/decimal-color-14540253.html?search=Decimal(14540253)

Didn't researched for long, so you might know something better.

(this alone made me learn something new, I think your mod is great to motivate ppl to look into al the modding stuff)

Also interesting that you can change much more with your mod than just the color (also brightness and glow)!

 

I wonder what happens if I add DD items that come with their own animation like Ponyplay boots and petgirl suit in combination with the sneak animation from being a doggy. Guess I need to try.

This also means you can be nearly everything with being a doggy/MuST combo =D

 

The modification of sound effects via Json right is one effect too far right?

Posted
11 minutes ago, donttouchmethere said:

The modification of sound effects via Json right is one effect too far right?

???

 

What do you mean? The MuST mod does nothing about sound yet.

Posted
47 minutes ago, donttouchmethere said:

I just tried to subtle point that out =D

Well, it is possible.

 

I'm also considering applying animations through json, which is possible too.

Posted
2 minutes ago, huanrenfeng said:

Well, it is possible.

 

I'm also considering applying animations through json, which is possible too.

Amazing, Mind-boggling!

Would make your mod more than "just" a transformation framework.

It's more like a Multitool.

Posted
2 hours ago, huanrenfeng said:

 

This mod is designed to have the capbality to apply color to textures too, through json. 

I understand that.  But if the tat was initially applied with a specific color, it will always have that color to some extent unless you change the .dds file's color itself.

 

 

3 hours ago, huanrenfeng said:

 

Some textures are un-colorable. Some, like many tats in the SlaveTats,  on the contrary, are fine to color.

Any texture can have it's color changed.  I've been learning how to do so with armors recently, but for tats (especially slave tats) it's much easier to make them colorable.  You just need to adjust the color of the dds file in GIMP to be 444544.  Then any tat can be custom color in slavetats or likely Must as well.

 

In addition, I have personally tried taking non slave-tats textures and turned them into custom color slavetats through this method.  The concept itself works, although it can cause a loss of quality sometimes.  Overlays are easy.

 

It's when the texture is attached to a specific armor or mesh that it becomes tricky.  Like trying to change the color of a bound weapon mod to use red flames, or making an armor have inverted colors.  That requires a bit of work in nifscope.  But it can 100% be done with any texture in my experience.

Posted
3 hours ago, Aki K said:

I understand that.  But if the tat was initially applied with a specific color, it will always have that color to some extent unless you change the .dds file's color itself.

 

 

Any texture can have it's color changed.  I've been learning how to do so with armors recently, but for tats (especially slave tats) it's much easier to make them colorable.  You just need to adjust the color of the dds file in GIMP to be 444544.  Then any tat can be custom color in slavetats or likely Must as well.

 

In addition, I have personally tried taking non slave-tats textures and turned them into custom color slavetats through this method.  The concept itself works, although it can cause a loss of quality sometimes.  Overlays are easy.

 

It's when the texture is attached to a specific armor or mesh that it becomes tricky.  Like trying to change the color of a bound weapon mod to use red flames, or making an armor have inverted colors.  That requires a bit of work in nifscope.  But it can 100% be done with any texture in my experience.

 

Thanks for your sharing of experience!

Posted
3 hours ago, huanrenfeng said:

 

Thanks for your sharing of experience!

It's relatively recent experience lol.  But if it helps with the modding. ^-^

  • 2 weeks later...
Posted
On 1/5/2020 at 12:36 AM, huanrenfeng said:

Some of your path is wrong. Path Textures\\actors\\character\\stage1\\femalebody_1.dds is right, but Textures/actors/character/stage1/femalehead.dds etc. is wrong. we need \\

 

Did you make sure you have these texture files in the corresponding path?

 

Make sure you delete the invalid paths, and try again.

 

Do you have any trace files? I'd like to see them. It is Users\YourUserName\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log

 

If not enabled , you need some extra steps to enable it.

Hey, sorry for the wait. Still trying to get everything to run properly. I've attached the part of my papyrus log that i believe is the part corresponding to the non-functional texture call. Anything unusual to see? (json is attached) Thanks for your work :)

Spoiler

[02/09/2020 - 10:20:29PM] must_q,Alisoria,OnTransformEvent
[02/09/2020 - 10:20:29PM] must_q,ga failed1
[02/09/2020 - 10:20:29PM] must_q,ga failed1
[02/09/2020 - 10:20:29PM] must_q,gbt no TToRemove
[02/09/2020 - 10:20:29PM] must_q,Alisoria,tryAttach Hand Textures\actors\character\evol\femalehands_final.dds
[02/09/2020 - 10:20:29PM] must_q,NodeCount Hand 3
[02/09/2020 - 10:20:29PM] must_q,Alisoria,try node Hand [Ovl0]
[02/09/2020 - 10:20:29PM] must_q,Alisoria,got NodeTexture(empty means ok) textures\actors\character\overlays\default.dds
[02/09/2020 - 10:20:29PM] must_q,Alisoria,tryAttach face Textures\actors\character\evol\femalehead_final.dds
[02/09/2020 - 10:20:29PM] must_q,NodeCount face 0
[02/09/2020 - 10:20:30PM] must_q,Alisoria,tryAttach BODY Textures\actors\character\evol\femalebody_final.dds
[02/09/2020 - 10:20:30PM] must_q,NodeCount BODY 6
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl0]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl1]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl2]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl3]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl4]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl5]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,n weight,100.000000
[02/09/2020 - 10:20:30PM] must_q,Alisoria,o weight,25.000000
[02/09/2020 - 10:20:31PM] must_q,Alisoria,n height,1.000000
[02/09/2020 - 10:20:33PM] ERROR: Cannot call GetValue() on a None object, aborting function call

 

 

evolution_testing.json

Posted
7 hours ago, thanatos0 said:

Hey, sorry for the wait. Still trying to get everything to run properly. I've attached the part of my papyrus log that i believe is the part corresponding to the non-functional texture call. Anything unusual to see? (json is attached) Thanks for your work :)

  Reveal hidden contents

[02/09/2020 - 10:20:29PM] must_q,Alisoria,OnTransformEvent
[02/09/2020 - 10:20:29PM] must_q,ga failed1
[02/09/2020 - 10:20:29PM] must_q,ga failed1
[02/09/2020 - 10:20:29PM] must_q,gbt no TToRemove
[02/09/2020 - 10:20:29PM] must_q,Alisoria,tryAttach Hand Textures\actors\character\evol\femalehands_final.dds
[02/09/2020 - 10:20:29PM] must_q,NodeCount Hand 3
[02/09/2020 - 10:20:29PM] must_q,Alisoria,try node Hand [Ovl0]
[02/09/2020 - 10:20:29PM] must_q,Alisoria,got NodeTexture(empty means ok) textures\actors\character\overlays\default.dds
[02/09/2020 - 10:20:29PM] must_q,Alisoria,tryAttach face Textures\actors\character\evol\femalehead_final.dds
[02/09/2020 - 10:20:29PM] must_q,NodeCount face 0
[02/09/2020 - 10:20:30PM] must_q,Alisoria,tryAttach BODY Textures\actors\character\evol\femalebody_final.dds
[02/09/2020 - 10:20:30PM] must_q,NodeCount BODY 6
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl0]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl1]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl2]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl3]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl4]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,try node Body [Ovl5]
[02/09/2020 - 10:20:30PM] must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds
[02/09/2020 - 10:20:30PM] must_q,Alisoria,n weight,100.000000
[02/09/2020 - 10:20:30PM] must_q,Alisoria,o weight,25.000000
[02/09/2020 - 10:20:31PM] must_q,Alisoria,n height,1.000000
[02/09/2020 - 10:20:33PM] ERROR: Cannot call GetValue() on a None object, aborting function call

 

 

evolution_testing.json 1.44 kB · 0 downloads

According to your trace file, I think you already have many tatoos on your character?

 

7 hours ago, thanatos0 said:

must_q,Alisoria,got NodeTexture(empty means ok) Actors\Character\Overlays\Default.dds

Look at this line. I wrote empty means ok, but the path isn't empty; it is Actors\Character\Overlays\Default.dds .

 

Have you tried to use a clean save? (like start a new game. It's not too hard if you are using life another life. ) 

Posted
3 hours ago, huanrenfeng said:

According to your trace file, I think you already have many tatoos on your character?

 

Look at this line. I wrote empty means ok, but the path isn't empty; it is Actors\Character\Overlays\Default.dds .

 

Have you tried to use a clean save? (like start a new game. It's not too hard if you are using life another life. ) 

Alright, that DID work (mostly)! I had suspected it had to do with taken tattoo slots from the file and changed every texture to "Default" in the racemenu, BUT the "Default" (capital letter) that you can set seems to be different from the "default" that's there from a vanilla start.

Now I've got the specified texture on the body, but the face and hands are still unaffected. I presume it might be because of the preset textures that are all applied from the start, but are fully transparent. Do you know a way of forcing the textures onto the first slot for example? Like, not looking for a free slot, but changing the textures on the first slot the mod finds? That might be a way to make application easier for ongoing saves.

Posted
50 minutes ago, thanatos0 said:

Do you know a way of forcing the textures onto the first slot for example?

I'll see what I can do in the future.

  • 2 weeks later...
Posted
2 hours ago, donttouchmethere said:

Would it be possible to have the transformation preset split onto male/female?

Some outfits that look gorgeous on females might look a "bit" off on males xD

emm, you could do it yourself, like making 2 preset, one for male and one for female.

Posted
2 hours ago, donttouchmethere said:

Would it be possible to have the transformation preset split onto male/female?

Some outfits that look gorgeous on females might look a "bit" off on males xD

Oh, I get it, it's not perfect even if you make 2 preset as the mod BaD only adopt one preset. I get it. I'll see what I can do in the future.

Posted
17 minutes ago, huanrenfeng said:

Oh, I get it, it's not perfect even if you make 2 preset as the mod BaD only adopt one preset. I get it. I'll see what I can do in the future.

yes sorry, should have hinted that I use Must with B.A.D right? ^^

 

poor mage, hope my follower has pity on him

Spoiler

1001251104_enb2020_02_2009_54_18_40.jpg.75c2aa7070dc1f0d6d9f24d5469f630f.jpg

 

Posted
3 hours ago, donttouchmethere said:

Would it be possible to have the transformation preset split onto male/female?

Some outfits that look gorgeous on females might look a "bit" off on males xD

In fact, in the BaD patreon version, you can choose preset for each doggy dynamically. 

Posted
1 hour ago, huanrenfeng said:

In fact, in the BaD patreon version, you can choose preset for each doggy dynamically.

Then you're way more creative than me just trying to get mods working together on my setup and by luck seeing something that could be better ?

  • 4 months later...
Posted
14 minutes ago, skullgirls_ said:

is the latest version compatible with SSE?

 

or i need to simply save it in CK first?

In my test, 0.261 works just fine in SE. (at least it's true for basic armor equipping feature)

  • 2 months later...
Posted

Greetings!
First of all, amazing thing you wrote here.
The question I hae: How do I best find the IDs of racedata?
Im trying to get the halfkajiit race (this one https://www.nexusmods.com/skyrim/mods/98031?tab=posts) as an option into BaD and into Must for testing, by swapping the esp name and IDs from your lykaios example. It  seems to not work with the ids I got from skyedit tho.

Thanks for your time,
have a nice day

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