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Posted

All we'd need is a Breeze erect nude armor which permission is given to make for Breeze's males that is weighted to the BE bones. The Body Extender male mesh is quite hulk-ish and doesn't work with Breeze's textures.

 

What about for the female side?

 

Will BNB painted meshes work if the animator was using the merged skeleton and animated the breast bones from BX (or mesh) by mistake? I'm thinking they wouldn't bounce at best with a normal BNB body, and that they'd have the infinite tits problem at worst.

Posted

Just saw your other post. That should probably be made clear in the description and so on. If an animator does use the BX skeleton to animate, and the end user has your merged skeleton with a BNB body, what's the result then? Animation is fine without the special bits, or will there be mesh glitches?

Posted

All we'd need is a Breeze erect nude armor which permission is given to make for Breeze's males that is weighted to the BE bones. The Body Extender male mesh is quite hulk-ish and doesn't work with Breeze's textures.

 

What about for the female side?

 

Will BNB painted meshes work if the animator was using the merged skeleton and animated the breast bones from BX (or mesh) by mistake? I'm thinking they wouldn't bounce at best with a normal BNB body' date=' and that they'd have the infinite tits problem at worst.

[/quote']

The skeleton is not designed to provide animators with a new tool. It's designed to provide mod makers with the ability to combine aspects of either BnB or Body Extender into their mods via body swapping so they have access to either set of animations.

 

Posted

Just saw your other post. That should probably be made clear in the description and so on. If an animator does use the BX skeleton to animate' date=' and the end user has your merged skeleton with a BNB body, what's the result then? Animation is fine without the special bits, or will there be mesh glitches?

[/quote']

 

Damn, I thought it was obvious but apparently not hehe :)

 

The point of a compatability skeleton is to allow disparate bits to work together. If someone does use this skeleton as the basis for an animation, they have to create a new body properly rigged/weight painted to it and new animations for that body AND new UV mapping/texturing if needed. Then they would list this skeleton as a requirement. Currently its only purpose is to allow 2 very different sets of bodies/anims to be used interchangably.

Posted

Added wording to the Nexus mod description spelling out that the skeleton is intended as a bridge, not to be used as the basis for new animations unless you're willing to also re-rig/weight paint the body and provide new uv maps/textures.

Posted

I understand what you're saying now, "animators, don't animate with this" but that isn't my question.

 

If I have your skeleton and a BNB body, you're saying a BX animation will work even though the body mesh I have isn't attached to the bones for the BX skeleton?

Posted

I understand what you're saying now' date=' "animators, don't animate with this" but that isn't my question.

 

If I have your skeleton and a BNB body, you're saying a BX animation will work even though the body mesh I have isn't attached to the bones for the BX skeleton?

[/quote']

 

No, it will not work, but it also won't send your boobs to infinity (and beyond!) because you'd need to swap the player body out to the BX body before running the animation. The animation will run fine, it just won't animate the parts not weighted to it. The existence of both sets of breast bones and both sets of penis bones means you won't get the infinity problem... the parts just don't move (because the underlying bone is still there, it's just not being animated).

 

All I've done is make the bodies/anims compatible with each other. They may not animate your body but they won't crash you or send parts to infinity.

Posted

I understand what you're saying now' date=' "animators, don't animate with this" but that isn't my question.

 

If I have your skeleton and a BNB body, you're saying a BX animation will work even though the body mesh I have isn't attached to the bones for the BX skeleton?

[/quote']

 

No, it will not work, but it also won't send your boobs to infinity (and beyond!) because you'd need to swap the player body out to the BX body before running the animation. The animation will run fine, it just won't animate the parts not weighted to it. The existence of both sets of breast bones and both sets of penis bones means you won't get the infinity problem... the parts just don't move (because the underlying bone is still there, it's just not being animated).

 

All I've done is make the bodies/anims compatible with each other. They may not animate your body but they won't crash you or send parts to infinity.

 

Ok, got it. Sorry for being dense!

 

At the end of the day, the player still has to decide what they want to see in game -- BNB animations (including BNBs and Sexouts), or BX animations (whatever those are, never used it!). They can't see both at the same time.

 

The users should stick with the BNB skeleton or yours, and the animators (for sexout) should stick to the BNB skeleton because special features made from the other one aren't going to work for the players who all have BNB weighted bodies.

Posted

How are facial animations coming along? Do you think you might implement them eventually or are there no plans. Because I'm thinking that's the single biggest thing that's missing for me at the moment. Doesn't have to be synced up or anything, but they shouldn't be 100% emotionless either.

Posted

i think it will be pretty hard, the tutorials are only for oblivon, the way it worked can't be used for fallout 3 and new vegas. I am not even sure how to work with tri files. but the command to export them from blender, don't recognise the way it was used for oblivion.

 

If there is very small well explained tutrial on how to do it. i have not found it yet. Other once require allot of reading. i tried one, from bethesda but quickly stopped because that did nothing.

Posted

i think it will be pretty hard' date=' the tutorials are only for oblivon, the way it worked can't be used for fallout 3 and new vegas. I am not even sure how to work with tri files. but the command to export them from blender, don't recognise the way it was used for oblivion.

 

If there is very small well explained tutrial on how to do it. i have not found it yet. Other once require allot of reading. i tried one, from bethesda but quickly stopped because that did nothing.

[/quote']

what about this?Not sure it works but sounds like it should.

http://wiki.tesnexus.com/index.php/Facial_expressions_in_custom_animations

Posted

How are facial animations coming along? Do you think you might implement them eventually or are there no plans. Because I'm thinking that's the single biggest thing that's missing for me at the moment. Doesn't have to be synced up or anything' date=' but they shouldn't be 100% emotionless either.

[/quote']

 

FAFF is something I am looking into putting into the skeleton as we speak... so yep, definitely trying to put facial anims into the mix. If I can get FAFF support in, we can use the anims from FAFF and play them at the same time as BnB anims. It *should* be a matter of replacing the Facial Anims block in the nif with the FAFF facial anims block. Importing the FAFF implementation from deedes THE skeleton would be safest since it's already NV compatible afaik.

Posted

That is really great to hear. This mod is so in depth and when it's missing something like that it kinda takes a lot out of the experience for me. More than it should but it's nice to hear people are on the case.

Posted

That is really great to hear. This mod is so in depth and when it's missing something like that it kinda takes a lot out of the experience for me. More than it should but it's nice to hear people are on the case.

 

I couldn't agree more, seeing animations is great, hearing voices...also great...no facial expression to match the activity or sounds...immersion killing.

 

 

Posted

Will it work just having them in the skeleton? I thought the upperbody mesh only went up to the start of the neck, and you had to use a different thing entirely to control the head?

 

If they can be worked into the anim files themselves that would be pretty awesome. If not, I was thinking it would be enough to get the lipsync files to go along with the moaning; wouldn't that let the engine handle it itself? Just need to find the right 'words' to make the o-face. ;)

Posted

I give up.

 

Now that I bought all this DLC, how do I stop it from getting preselected every time I open the GECK? Disabling them in FOMM doesn't appear to actually work either, is there a trick I'm missing?

Posted
Now that I bought all this DLC' date=' how do I stop it from getting preselected every time I open the GECK? Disabling them in FOMM doesn't appear to actually work either, is there a trick I'm missing?[/quote']It's annoying, yes, but in the GECK you'll just have to uncheck the DLC so it doesn't load in. As for the game, FNV seems to automatically load any official plugins regardless of whether they're listed as activated or not. If you want to force them to not load but don't want to uninstall the DLC, you could always move the plugins out of the Data folder.
Posted
Now that I bought all this DLC' date=' how do I stop it from getting preselected every time I open the GECK? Disabling them in FOMM doesn't appear to actually work either, is there a trick I'm missing?[/quote']It's annoying, yes, but in the GECK you'll just have to uncheck the DLC so it doesn't load in. As for the game, FNV seems to automatically load any official plugins regardless of whether they're listed as activated or not. If you want to force them to not load but don't want to uninstall the DLC, you could always move the plugins out of the Data folder.

 

I figured that was going to be the answer. Time for a new 'master save' @ the docs place on a new character that has already ticked off 'ok' to all those messages I guess.

 

Anyone can feel free to beat me with a shoe if I accidentally release a mod with the DLC set as a master.

Posted
I give up.

 

Now that I bought all this DLC' date=' how do I stop it from getting preselected every time I open the GECK? Disabling them in FOMM doesn't appear to actually work either, is there a trick I'm missing?[/quote']

I'd like to know that one too, I thought I did it somehow accidently once, no idea how. I played with Preferences to no avail.

 

 

Posted

V1.3.46 Plugins in the OP.

- Added second supermutant anim (1402) to random anim picker.

- Donkeys new FFM 3way animation needs gender checks.

- Stuffed an 'actor*.playgroup idle 1' in the conversation callback.

- Fixed a bug, actorC's dialog callback was being called on actorA.

- Backpack (slot 1) removal

- Weapons and Slot1 items can be added to the 'safe for sex' lists by mods.

- Fixed the raper/rapee flags for 3ways.

 

This version has two previous versions as .bak files in the zip. I think the next release might be an actual FOMOD so I can ask the user which version they want to install, defaulting to the most recent. May reduce some confusion.

Posted

I need people with backpack mods to test this one and make sure it's working for them. Also, let me know right away if there are any problems with the dialog callback 'fix' I added. I can't imagine there will be any, which means I probably broke them entirely.

Posted

Got the latest download, you guys are all awesome with how fast you put out updates, and started a new game, getting animation couldn't be picked, SexoutNGSAN: Aborting due to 9.2 as well as 8.1 when fighting geckos and Sexout Rapers combat rape is enabled. Also got 9.2 with feral ghouls as well.

 

 

Posted

Hi PrideSlayer,

Just wondering if you can leave the old SexoutNV Script 00SexoutQuestScript in when cleaning the old stuff out, I'm going to use it to add a message for people using old versions of SexoutNV, you could delete everything else in there except the version number bit if you wanted. Can you update it in your version to a stupidly high date number like 99999999 so we know NG is present?

Or any better ideas how to check this? I suspect if the Scripts aren't present the Checking script will lockup providing no message. I'm looking at running a seperat check quest for NG & NV and if they don't return something other than zero to my main quest I will show a message.

Posted

V1.3.46 Plugins in the OP.

- Added second supermutant anim (1402) to random anim picker.

- Donkeys new FFM 3way animation needs gender checks.

- Stuffed an 'actor*.playgroup idle 1' in the conversation callback.

- Fixed a bug' date=' actorC's dialog callback was being called on actorA.

- Backpack (slot 1) removal

- Weapons and Slot1 items can be added to the 'safe for sex' lists by mods.

- Fixed the raper/rapee flags for 3ways.

 

This version has two previous versions as .bak files in the zip. I think the next release might be an actual FOMOD so I can ask the user which version they want to install, defaulting to the most recent. May reduce some confusion.

[/quote']

 

Just to clarify, the rapers.esp has 3ways just like in brutal rapers where stalkers can initiate a 3way?

 

 

Posted

I give up.

 

Now that I bought all this DLC' date=' how do I stop it from getting preselected every time I open the GECK? Disabling them in FOMM doesn't appear to actually work either, is there a trick I'm missing?

[/quote']

 

In your data folder, there are files ending in the extension .nam. They should be named the same as the DLC files, and their only purpose is to tell the GECK to preload the DLC. If you delete them they will no longer be pre-selected.

 

If there are other mods you always want pre-selected, you can make your own .nam file for them by changing the extension on an empty txt file with the same name as the plugin you're working with.

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