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19 hours ago, DocClox said:

Whoops!

 

The file are

 

Equippable Bikini High Heels Stockings and Gloves (CB Bikini) Fusion Girl BodySlide Conversion (Zero Sliders)

 

and

 

F-Me Shoes - CBBE-HHS-AAF

 

Long story short: I had variant mods for CBBE (the F-Me shoes) and FG (the CB Bikini) and in my zeal to consolidate all the half dozen little esps I'd collected, I seem to have rolled them both back into the main mod. I'll see about getting the dependent content hived back off again.

 

Long story long: The F-Me Shoes mod should not be a dependency at all. There were just a set of quite nice heels that I added to an AAF nostrip file. The idea was to have something that could hold a bodyslide shape (since the tops and bikinis don't) and I was experimenting with the idea that this kit had nano powers that could tiurn previously svelte raider girls into over-endowed sexual caricatures of their former selves.

 

Then I switched to Fusion Girl. There was no F-Me version for FG and the High Heels mod I'd been using didn't work either, so the Chain Bikini stuff gave me heels and stockings and they were moddable at the armor workbench. So I pulled that in and tried to make a single garment that could be modded to be any configuration (Tank Top, Bikini Top, Topless, Tattoo, No-Tattoo) and ultimately reconfigurable with a hand held controller, so you'd be able to change a girl's outfit without stripping her down and going back to the armor bench. That all foundered when I could get the AA index mods to work and I eventually gave up and worked on something else.

 

 

Did you ever tryhttps://www.nexusmods.com/fallout4/mods/30006?

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1 hour ago, rennex said:

Yeah, but only after I'd already used the CB stuff. I confess, I never thought of using the heels. Doesn't have any stockings though.

 

That said, I wish I'd remembered that thigh belt. I could have done with looking at that when I was trying to work out how to weight the SttumpZ X-TremE.

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1 hour ago, DocClox said:

The stumpz should have a bodyslide file. In fact all of the wearables should have. Just build them for your CBBE preset.

 

If that doesn't work, sing out and I'll see what I might be missing

I tried building them in bodyslide but the bodies don't change. Not sure if i'm doing something wrong or there's a step i'm missing. 

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On 7/29/2020 at 11:48 AM, Karna5 said:

Hi, DocClox :) I just tried your very impressive mod because it has very many clever elements in it, but as soon as it started up it sent some of my children away. For the last several playthroughs I've made a point of not using the Recruiting Antenna but only populating my settlements through breeding and the occasional captured raider/gunner.

 

Is there a way for me to disable the children removal so they can have a chance to grow up?

 

 

I only just got around to looking at this. Open the console and type

 

set rrs_adopter_enable to 0

 

That should stop the adoption script from scanning for children. If you want it back again, set it to one, and the adopter script will resume adopting.

 

 

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1 hour ago, DocClox said:

 

 

I only just got around to looking at this. Open the console and type

 


 

set rrs_adopter_enable to 0

 

 

That should stop the adoption script from scanning for children. If you want it back again, set it to one, and the adopter script will resume adopting.

 

 

Thank you sooo much, DocClox! I really appreciate it. I've been playing around with your mod lately, and it's got a ton of really impressive features and outfits and the like!

 

There's a few minor issues with some of the bodyslide files which might confuse other people, but they work fine for me with tweaking. For instance, the sky hook defaults to having a body, but it needs it zapped. So people need to click the zap body when building it, but that's not an issue.

 

The skyhook 2 in game doesn't seem to have any mesh; but the sky hook 1 works fine.

 

The empty head isn't pointing to the default head skin textures, so people with 2k face textures will get black face. Not a big deal in general, but I figured I'd mention it :)

 

The indoctrination headset doesn't have that issue, and it's friggin gorgeous, haha.

 

The tattoos which in theory switch between fertile and breeder don't switch automatically if you don't switch cells, but if you leave and come back they switch. I think that's actually fine as it means there's less/no performance hit checking 30+ settlers in a cell to see if they're pregnant:)

 

The limbless stuff is friggin' gorgeous, too. I love them. I'd made some limbless outfits for myself over the years, and yours are beautiful :)

 

You have a stand designed for putting limbless people against a glass wall, but it's kind of small, so I noticed clipping through the shoulder blades on even moderately buxom builds, but that's solved easily by building your outfits to more slender shapes. Just figured I'd mention that :) I really love that device.

 

Some of the tank tops don't fit the body properly, and I noticed the reference body used in BodySlide doesn't quite conform properly. So that might be a left over from when you were using CBBE instead of Fusion Girl, but I was able to fix it easily enough by re-adding the Fusion Girl reference but keeping the existing sliders, then doing Conform All. That kept the zap reference slider but fixed the shape.

 

I haven't done a whole lot of testing yet (mostly because I was waiting for the fix on the adoption stuff, which you've just offered--thanks! ), but as I said, this is really impressive so far! :) Thanks again.

 

 

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44 minutes ago, Karna5 said:

I haven't done a whole lot of testing yet (mostly because I was waiting for the fix on the adoption stuff, which you've just offered--thanks! ), but as I said, this is really impressive so far! :) Thanks again.

Thanks for the careful testing. That's going to be really useful. I'll try and get a bugfix release out by the weekend.

 

If I do, this is going to be in it:

 

image.png

 

Comes with its own running lights so you can find it at night.

 

image.png

 

image.png

 

The lights get more interesting when you assign someone to the thing

 

image.png

 

I'm looking for a better name for this beast, by the way. Currently I'm calling it the "Hang And Spread Machine", which while descriptive, doesn't exactly roll of the tongue. They again, maybe "hangspread" will end up entering the collective LoversLab vocabulary.

 

 

image.png

 

I'm still experimenting with the lighting. There's five lamps, one at ground level up front, two behind mounted on the cutouts, and two overhead.  I know, I know. I'm sure the first thing you thought when you looked at that picture was "I wonder where the lights are  placed."

 

image.png

 

I want to bring the overhead maps out a little more, and I'm not sure the mid level lamps are lighting up with the color I told them to use.

 

Eventually, I'd like to make this configurable like the little StumpZ stands. but where you can set each lamp individually

 

image.png

 

I want to do something about that left arm as well. I think I rotated that collar bone further than it was supposed to go.

 

I was quite pleased with the hook and eye construct at the top. (I know, not a porny picture, there's only the one).

 

image.png

 

It makes me want to do things like have the cuffs lying on the bottom of the platform and move them into place when the furniture is used. I can do that with the same script that turns the lights on and off  as it happens. Really easily.

 

I might make the side rails that anchor the leg cuffs retract too. The don't currently have any collision, and it's hilarious to see the girl walk through them on her way to the hook.

 

I don't suppose anyone knows a howto for making moving furniture? It would be really cool to have that hook winch down.and back up again.

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Oh, I forgot to mention, there's a bodyslide file for a shelf apparatus which looks amaaaaaaazzzzing, but I couldn't figure out how to find it in game. I'll find it later by reading your ESP file, of course, but I figured other people might have trouble finding it, too. I was also confused why it had a body with legs and arms cut off but no caps on the amputations, so I wasn't sure how it would work in game. It had a body, so presumably it uses slot 33, but it didn't have caps. It might be fine as I didn't figure out yet how to use it, but I just wish to mention the confusion. It's a brilliant idea, and I can't wait to see it in action, hehe.

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Well, originally the StumpZ Double E-TremE setup included a head amputation.

 

image.png

 

And the idea there was that they'd kept her brain in a jar, and it was still connected to her body via a data cable, but the brain was sitting on a shelf above the body. But doing it all in one didn;t work as well as I'd hoped, so I undid the head zap and planned to make the brain into a hat. But I never quite got back to it. Also, I could never get the material on the jar to give me the translucent green effect I wanted. It was either opaque or invisible.

 

The shelf was part of the outfit because I had problems getting it to stick to the board in the right place. It was spooky as hell when she'd rotate her brain to follow you as you walked past.

 

I'll get back to it at some point, but it's not in-game at the moment.

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I was playng around a bit more with the Hangspread Device. I like that, by the way. "The Hangspread Device, created win the years immediately prior to the Great War by Dr. Milton D. Hangspread, an eccentric genius with some deeply controversial ideas about education..." I think I may have finally found the Raider Reform School equivalent to Korneum The Objectionable.

 

Anyway, I separated out the side rails from the main device, added a hinge and catches to the leg cuffs, and then made an open version of the same. The main assebley went into main.nif, the mounted hook, cuffs  and side rails into active.nif, and I created a passive.nif the hook and open cuffs just dumped on the floor of the device. I threw in some wasp striped panels to cover the holes where the rails were.

 

So this is what it looks like when not in use.

 

image.png

 

The red floor light is just because it wasn't working properly and  I changed the color so I could see what was happening. That said, I'm tempted to keep it like that.

 

image.png

 

That's the clutter in the base. And I've just now noticed that the floor panels don't fit the holes. It looks like the pair of them got rotated as a unit through 180 degrees. Easy fix, if so.

 

And here's the hook, sans cuffs. And I really need to smooth that or something. I added a bevel modifier to the whole mesh, which works really well in most places, but in a few it's been far more trouble than it was worth. Oh well, lesson learned.

 

image.png

 

But once she actually gets in the device:

 

image.png

 

There's no animation involved. One minute she's standing amidst the clutter, the next it's all mounted properly and is she, so to speak.  It's a small thing, but I feel quite proud of myself for figuring it out.

 

Hmmm. "The Hangspread Device". Now I want to make it do more stuff.,,

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2 hours ago, murf said:

Great stuff Doc. Looking good.

Thank you!

 

1 hour ago, MrCruelJohn said:

Curious question, is all the furniture you create for NPC only or can the PC sit on the furniture. Meaning if one plays with a female character,  can you use the equipment for role-playing purposes?

Nothing's restricted. The only limitation is that the first person view from some of the items is a bit weird. Nothing that can't be fixed by switching to third person and then pulling back, which is what I expect most people would want to do anyway, but still weird. Probably what I need to do is make some first person exports for the animations, but I'm not sure how to do that yet.

 

Apart from that, everything should work for the play, at least for RP purposes.

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@DocClox Your mod is amazing! 
Although I have a question, is it possible to have a "standalone" mod of only the furniture? I would like to use them on my main playthrough (I try to keep my main playthrough as vanilla as possible, so no script mods or mods that change the gameplay too much) and I think there might be others who would like that as well. 

The furniture you made are just too good to not use in the main playthrough ? 

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I'm starting to work through the bug list. I've separated out the F-Me Shoes and CB Bikini stuff into specific esps, as they should have been from the start. I;ve also removed the recipes for a lot of broken or experimental objects that either wouldn't build or wouldn't work. I'm working my way through the rest.

 

 

On 7/30/2020 at 9:21 AM, Narakesh said:

Just wondering if anyone here has converted the stumpz and cuffs to CBBE or knows how? Since most of the conversion guides/references are for CBBE to FG but not the other way around. 

I see what you mean. It'll load in bodyslide, but it doesn't change from FG Zero. I think I know how to sort that out.

 

On 7/30/2020 at 2:07 PM, Karna5 said:

There's a few minor issues with some of the bodyslide files which might confuse other people, but they work fine for me with tweaking. For instance, the sky hook defaults to having a body, but it needs it zapped. So people need to click the zap body when building it, but that's not an issue.

Fixed that.

 

On 7/30/2020 at 2:07 PM, Karna5 said:

The skyhook 2 in game doesn't seem to have any mesh; but the sky hook 1 works fine.

Yeah. There's a fair amount of experimental cruft in there. I've removed a lot of it.

Quote

The empty head isn't pointing to the default head skin textures, so people with 2k face textures will get black face. Not a big deal in general, but I figured I'd mention it :)

 

OK. The nif is pointing at

 

Materials\Actors\Character\BaseHumanFemale\basehumanFemaleskinHead.bgsm

 

Should it be pointing somewhere else? Or am I missing somethng from the esp? (This is my relative inexperience at modelling showing here)

Quote

The indoctrination headset doesn't have that issue, and it's friggin gorgeous, haha.

 

Thank you :D

 

Quote

The tattoos which in theory switch between fertile and breeder don't switch automatically if you don't switch cells, but if you leave and come back they switch. I think that's actually fine as it means there's less/no performance hit checking 30+ settlers in a cell to see if they're pregnant:)

 

Yeah, that's by design for that exact reason. There's supposed to be come events in FPE fro when an actor conceives, give birth and becomes fertile (in the FPE sense of the term). When they turn up, I'll use them and the transition should be instant. Meanwhile, leave the cell and let them unload their 3d, or wait five minutes and they should catch up by themselves.

 

Quote

The limbless stuff is friggin' gorgeous, too. I love them. I'd made some limbless outfits for myself over the years, and yours are beautiful :)

 

Thank you once again! :D

 

Quote

You have a stand designed for putting limbless people against a glass wall, but it's kind of small, so I noticed clipping through the shoulder blades on even moderately buxom builds, but that's solved easily by building your outfits to more slender shapes. Just figured I'd mention that :) I really love that device.

 

Yeah, I was testing with FG Zero for a while, and she's on the petite side. Still, it doesn't matter how long I make those connectors, there's always going to be some preset that will break it.

 

I just wish there was a way of doing the boobs-mashed-against-the-glass effect.

Quote

Some of the tank tops don't fit the body properly, and I noticed the reference body used in BodySlide doesn't quite conform properly. So that might be a left over from when you were using CBBE instead of Fusion Girl, but I was able to fix it easily enough by re-adding the Fusion Girl reference but keeping the existing sliders, then doing Conform All. That kept the zap reference slider but fixed the shape.

 

I'll take a look.

 

 

59 minutes ago, i213022 said:

Although I have a question, is it possible to have a "standalone" mod of only the furniture? I would like to use them on my main playthrough (I try to keep my main playthrough as vanilla as possible, so no script mods or mods that change the gameplay too much) and I think there might be others who would like that as well. 

 

Honestly, I don't really make any gameplay changes. Just Business and FPE do, but they're soft depends. You should be able to use the base mod without problems. Bt I'll have a think about it. Once I get through the bug fixing, maybe.

 

There are a couple of places where  I could use a hint or two, if anyone's in a position to do help: Firstly, I still can't figure out how to override the walk animation for the skyhook. I can change the walking animation for all cases, but doing it conditionally... It's got to be a behavior, but I can't find the damn thing.

 

Second, does anyone know the magic incantation needed to make a nif with two sub-meshes, each with its own collision? I'd like to stop feet sinking through the floor on the Hangspread device. I should really bite the bullet and work out how to do it properly.

 

In other news:

 

image.png

 

I was thinking that if you set someone to the Hangspread Device, and she's wearing a headset, I could hook her up automatically. That's lines there for nutrient, chems and data fpor the headset. I'm thinking I can weight the cables to the body as far as the wrists, and thenafter the wrist block, thelines are part of the device, spawned like the lights and the side rails. There's space high at the back for some tanks of goop to feed the poor girl, and I was wondering about having a montor mounted on the frame to show what's being projected through the headset. I'd like to go for a VOTW addon and show the pron you were projecting into her brain, but that's probably a tad ambitious

 

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OK. Got a bugfix release ready to go, but I want to give it a bit of a bashing before I let it out. Been deleting a lot of cruft for this one, and there's always the chance that I clobbered something I shouldn't have done.

 

But first, I want to have a drink and watch the Umbrella Academy. Maybe some food as well. It feels like it's been a long week.

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Hi, DocClox :) Thanks for the updates! I just downloaded them and will start the process now of building them in BodySlide (FusionGirl) and then testing. It'll take a while, though. If the empty head still gets black face I'll investigate as thoroughly as I can to figure out the culprit. I have some ideas where to look and what to check :)

 

As for the changing the walking animation, though, personally I LOVE the normal sassy "Don't Stop" animation walk with the stumpz and sky hook. It's very sexual and amazing, hehe. I don't think you need to remove the sassy capability, but it's your mod so up to you :)

 

p.s. And the Girly Animation (more girly 2.5) with the run is likewise amazing with that combination :)

 

p.p.s. I see the "RS Bikini FG" bodyslide file has the issue where the body doesn't conform to FG sliders. That's one you might want to check about re-adding the FG reference and conforming :)

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The Empty Head still gets bad blackface when used on a 2k Face, but the Indoctrination Helmet still is fine. So I looked in the ESP to find the answer, and I think it's this:

 

1. The Empty Head Armor Addon uses slot 32 (FaceGen Head)

 

2. The Indoctrination Helmet Armor Addon does not use slot 32.

 

So I think it's trying to use the nonmatching helmet textures in the head part and thus giving a texture mismatch.

 

There's probably two alternatives, then:

 

1. Just don't support 2k face textures for Empty Head (I think that's fine), or

 

2. For the empty head you can break it into two Armor Addon records, one for the helmet with a different one for the head part. Then you'd have the head-only part use slot 32, and the helmet part continue to use slots 30 and 31 but not use slot 32. In the Armor record you'd use both armor addon records and use slots 30, 31 and 32.

 

Armor records have no problem combining multiple armor addon records (I do that with skirts and wigs all the time). However, that's more work for you, and if you don't use 2k face textures I don't think you need the hassle :)

 

post script: Option #2 might be extra difficult for you as you "might" need matching TRI or morph files. I don't think you would need them, but without testing it's not certain. Personally I recommend option #1 for you (just don't support 2k face textures).

 

p.p.s. Here's a photo of your amazing stumpz with the indoctrination headset and sky hook. When rebuilding the bodies I went with the curvier preset even though it clips the shoulders in one furniture type. I think it's worth it to get a body which looks as good as possible upright :)

 

c0MvyUE2_o.jpg

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