prideslayer Posted July 29, 2012 Author Posted July 29, 2012 sen4mi, user29, let me start over from the top.. These files *work* -- they look correct when installed normally. They are the body suits directly out of breezes. In the default configuration, which works fine in game, the file structure is meshes\armor\bz\bodysuits\OutfitMErect.nif meshes\armor\bz\bodysuits\OutfitMSoft.nif textures\characters\male\upperbodymale.dds textures\characters\male\upperbodymale_n.dds textures\characters\male\upperbodymale_sk.dds (note the texture files are the same ones used by the actual breezes body, hence the locations, which is another reason I'm doing this -- I don't want installing roberts to 'break' the sexout bodysuits, but it will if it overwrites the textures.) All I'm trying to do is copy them into a new structure. Just moving the files to new directories and renaming them causes the texture issue, which I assume (I may be wrong) is due to the texture path/filenames inside the NIFs. So I opened up just the erect nif in nifskope and changed the texture entries where I found them to the new path -- and they still don't work. So the question is 'why?'
Guest Loogie Posted July 29, 2012 Posted July 29, 2012 I don't know if this is the source of the problem because I don't know what appreciable difference, if any, there is betweeen a body suit and armor. But when it comes to flesh, the game will ALWAYS use the default skin texture for a race regardless of where you point the nif. I ran into this issue for a custom mod where I made Cass and Veronica custom races so they had different body types - I tried pointing the nifs to their body textures and quickly found the race settings in the GECK control that. There is no way to get an actor to use any other skin texture than what is assigned to their race that I know of if they're wearing something with the skin shader flag.
prideslayer Posted July 29, 2012 Author Posted July 29, 2012 It could certainly be doing that. Time to make a texture set in game, assign it to the armor, and see if that gets me anywhere.
prideslayer Posted July 29, 2012 Author Posted July 29, 2012 Well that doesn't seem to be doing it either. I wonder if in the NIF the skin needs changed from 'SKIN' to some other material type in order for the geck to use the texture set I'm telling it to. You certainly don't have to make a new race every time you create a new piece of armor, and that's all a bodysuit is -- armor that looks like skin.
TX3 Posted July 29, 2012 Posted July 29, 2012 Well that doesn't seem to be doing it either. I wonder if in the NIF the skin needs changed from 'SKIN' to some other material type in order for the geck to use the texture set I'm telling it to. You certainly don't have to make a new race every time you create a new piece of armor' date=' and that's all a bodysuit is -- armor that looks like skin. [/quote'] This is correct. Every race has their own body texture assigned, and any mesh using the SKIN label will have their texture overridden by the race's texture. By default, this will very likely NOT be one compatible with Breeze's. Female body replacers are mostly all based on Type 3's UV map so these are a bit easier to get right.
prideslayer Posted July 29, 2012 Author Posted July 29, 2012 Well that doesn't seem to be doing it either. I wonder if in the NIF the skin needs changed from 'SKIN' to some other material type in order for the geck to use the texture set I'm telling it to. You certainly don't have to make a new race every time you create a new piece of armor' date=' and that's all a bodysuit is -- armor that looks like skin. [/quote'] This is correct. Every race has their own body texture assigned, and any mesh using the SKIN label will have their texture overridden by the race's texture. By default, this will very likely NOT be one compatible with Breeze's. Female body replacers are mostly all based on Type 3's UV map so these are a bit easier to get right. So just changing that to any nonsense name other than skin will fix this, or do I need to give it a specific name?
Guest Loogie Posted July 29, 2012 Posted July 29, 2012 It's not the material name, it's the skin shader flag in nifskope. If you uncheck the flag, it'll use your texture, but will not adjust to the skin tone of the NPC wearing the body suit.
Guest user29 Posted July 29, 2012 Posted July 29, 2012 It's not the material name' date=' it's the skin shader flag in nifskope. If you uncheck the flag, it'll use your texture, but will not adjust to the skin tone of the NPC wearing the body suit. [/quote'] doesn't facegen set the skin tone?
prideslayer Posted July 29, 2012 Author Posted July 29, 2012 Thanks loogie, will try that. I'm fine with everyone looking like the same guy, including race, if using the built-in bodysuit. The only way around it is for me to put the textures in the normal place (conflicts with other male replacers) or somehow try to detect race and switch to an appropriate bodysuit. If others think I should just install them in the default place I can do that as well. Does anyone know if Roberts UVmap matches the vanilla one? If so I could try to make a roberts bodysuit instead.
Guest Loogie Posted July 29, 2012 Posted July 29, 2012 The problem with race you'll run into is that their head will still be their original skin color and look really silly - like how ESP added NPCs look.
Guest user29 Posted July 29, 2012 Posted July 29, 2012 I hate having to make every single one of my npcs deathly white because of that glitch.
prideslayer Posted July 29, 2012 Author Posted July 29, 2012 Right. I can live with that for the bodysuits, they aren't intended to be the main way to get people naked, just "a way" if you haven't installed any body replacers yet. I've only got a few options and they all kinda suck. 1. Non-skin bodysuits. Everyone gets the default breezes caucasian body with whatever head, hands, and feet they already have. 2. Skin bodysuits with no texture. Colors/tones are right, but UV mapping is wrong (breezes does not match vanilla). This is the problem it has right now. 3. Install textures to the 'correct' place. Everything looks fine. Install conflicts with any other body mod though. Keep in mind the solution has to work for females too! 4. No built-in bodysuits. This is actually the one I prefer, but I'm getting a bit of 'pushback' trying to eliminate them fully.
KainsChylde Posted July 29, 2012 Posted July 29, 2012 I vote option 4. Anyone who doesn't have a nude body replacer and tries to use a mod like sexout deserves the glitches they get. Pushback all they want, there's only so much you can do. Both major male replacers (Breezes and Roberts) have erect options, just have a call to use the male upperbody-erect.nif (or whatever its called) during sex so every nude male, dead or alive, isn't stuck with permaboner. Give instructions on how to install properly and let us all sink or swim.
srayesmanll Posted July 29, 2012 Posted July 29, 2012 I agree with doing #4, but with a way for the user to specify an erect version similar to what AP/wsex does. If I remember correctly, the erect version just had to been named with a specific name like Upperbody-erect.nif, and in the prefs you just set whether there is an erect version to use, or use base body. This allows the user to use Breezes or Roberts, or in my case the Kendo version of the Breeze body. Unfortunately this doesn't make it easier for the new user. [Edit]Kainschilde209 - copycat...posted before I could
prideslayer Posted July 30, 2012 Author Posted July 30, 2012 Thanks for the support guys. Previous versions of sexout did #3 for both males and females, so you had to be careful when installing or it would overwrite your male and female bodies and textures. This is, for me, an unacceptable situation. Here's my plan: 1. Duplicate the bodysuit in the ESM, one for breezes and one for roberts. Even though the armor item can have different NIFs for male and female, i'm going to make them different armor items anyway, with no male NIF set on the female one, and no female NIF set on the male one. This will make it easier to do more 'weird' stuff later like adding a female dickgirl NIF bodysuit. I don't want to get mired in making dozens of bodysuits to cover every possible male+female NIF combination. 2. MCM will gain an option for you to tell it which body you have installed for both male and female. I need this anyway in order to do alignment of animations for breezes + t6m, roberts + t3, and all the other possible combinations. 3. The bodysuit option for males will be a simple yes/no setting instead of picking a body -- if set to 'yes' it will simply use the bodysuit (from your installed body setting) that points to the correct mesh for that body. 4. The bodysuit option for females will disappear entirely, for now, since it basically makes no sense. Later on, it may return, to allow you to choose other bodysuits that may be created (type3 UVmapped of course) with different genitalia and so on. How's this sound?
KainsChylde Posted July 30, 2012 Posted July 30, 2012 I still say the only option you should have is erect.nif, otherwise we're on our own. No bodysuits. Though the options for hermaphrodites or whatever do sound nifty.
prideslayer Posted July 30, 2012 Author Posted July 30, 2012 After all this I can't even *find* an erect roberts mesh. There's not one included in the normal download.
prideslayer Posted July 30, 2012 Author Posted July 30, 2012 Somebody has to have one. There's no way people have been asking me to support roberts and even offering to do the alignment work required for it just to have mr. flaccid pretend-humping. It may be that the mesh supports the BX penis bone, which means roberts could be supported on the same day that I manage to get dynamically resizing breasts and facial expressions working.. which may be never.
DoctaSax Posted July 30, 2012 Posted July 30, 2012 Somebody has to have one. There's no way people have been asking me to support roberts and even offering to do the alignment work required for it just to have mr. flaccid pretend-humping. Maybe those people assumed you would make one. Here's my plan: ... How's this sound? Like more than good enough? It can't be up to NG to provide meshes & especially textures for every possible body out there. Letting users specify which bodies they use & having different offsets for them is already a nice bit of work cut out for somebody.
Eradawn Posted July 30, 2012 Posted July 30, 2012 I readed that the german version doesnt work. That would be the proof why my game isnt working at the start of sex after the update of the Entire last month. Hmm, Is there are solution to get it to work with all new updates of NG ? If yes how ? Thanks for help and for the updates. Edit :ok I have readed the technical support and front page. uncut patch doesnt work because its already installed via Steam. Does it work with The UK version ? Or ultimate Edition UK Import ? A north america import would be a bit to expensive. Thats why I ask.
KainsChylde Posted July 30, 2012 Posted July 30, 2012 I seem to remember someone in the tech support forum having a similar problem. If I remember correctly a UK version worked fine for him.
srayesmanll Posted July 31, 2012 Posted July 31, 2012 prideslayer: Can you verify for me how using a specific animation should work with the NX calls? I tried various methods: 1) CraigBooneREF.NX_SetEVFl "Sexout:Start::anim" 201 without setting "IsOral/IsAnal/IsVaginal" - this caused a completely random animation to run. Console show message stating random sex act selected. 2) CraigBooneREF.NX_SetEVFl "Sexout:Start::anim" 201 and CraigBooneREF.NX_SetEVFl "Sexout:Start::IsOral" 1 - this caused a random oral animation to play. Nothing in console. 3) CraigBooneREF.NX_SetEVFl "Sexout:Start::animA" 201 without setting "IsOral/IsAnal/IsVaginal" - this caused a completely random animation to run. Console show message stating random sex act selected. 4) CraigBooneREF.NX_SetEVFl "Sexout:Start::animA" 201 and CraigBooneREF.NX_SetEVFl "Sexout:Start::IsOral" 1 - this caused the correct animation to play, but only 1 party performed their animation. 5) The only way I got the specified animation to play was: CraigBooneREF.NX_SetEVFl "Sexout:Start::IsOral" 1 CraigBooneREF.NX_SetEVFl "Sexout:Start::animA" 201 CraigBooneREF.NX_SetEVFl "Sexout:Start::animB" 201 I took a quick look at the code and it seems to verify what I found. 1) IsOral/IsVaginal/IsAnal must be set or a random animation will always play. 2) then AnimA must be set or it will randomize based on #1. 3) the code appears to try to set the AnimA/AnimB variable to Anim in the effect script I believe, but is failing for some reason (did not see exactly why). Also, the current API just mentions setting "anim", not "animA/animB". I gave that try before actually looking the GECK in the sexout scripts since other calls had A/B/C specifiers on some of the calls. Side question: How can you set a version on an esp? Is it done through GECK? I looked through there but didn't see it (probably missed it). Currently I just set a variable in code to the version, but I'd like to set a version # so it will appear in FOMM/NMM, like you've done with the Sexout-Data/Core.
prideslayer Posted July 31, 2012 Author Posted July 31, 2012 prideslayer: 5) The only way I got the specified animation to play was: CraigBooneREF.NX_SetEVFl "Sexout:Start::IsOral" 1 CraigBooneREF.NX_SetEVFl "Sexout:Start::animA" 201 CraigBooneREF.NX_SetEVFl "Sexout:Start::animB" 201 I took a quick look at the code and it seems to verify what I found. 1) IsOral/IsVaginal/IsAnal must be set or a random animation will always play. 2) then AnimA must be set or it will randomize based on #1. 3) the code appears to try to set the AnimA/AnimB variable to Anim in the effect script I believe' date=' but is failing for some reason (did not see exactly why). [/quote'] I will look into this, it should just be the first thing you tried, simply Sexout:Start::Anim. You need to set isoral/anal/vaginal as well though, in order for the sex act to be counted for stats and so on. Also, the current API just mentions setting "anim", not "animA/animB". I gave that try before actually looking the GECK in the sexout scripts since other calls had A/B/C specifiers on some of the calls. AnimA/B/C are more for debugging, forcing an anim. I use that to test new pairings to see if they can work, like the male have of 100 and the female half of 200. This is how I made the first 3ways as well. If I find alternate combinations that work then I can setup the pairing and assign a new anim #. Side question: How can you set a version on an esp? Is it done through GECK? I looked through there but didn't see it (probably missed it). Currently I just set a variable in code to the version, but I'd like to set a version # so it will appear in FOMM/NMM, like you've done with the Sexout-Data/Core. Two different things. In the FOMM package manager, the version comes from the fomod XML file. The version in the ESM/ESP you see when you click it in the load order manager is put there via FNVEdit. Open the sexout ESM in FNVEdit and you'll see it on the same screen where you set the ESM flag.
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