Odessa Posted August 28, 2014 Posted August 28, 2014 This might be useful, all NX variables on the player. I'm using t6m.
Halstrom Posted August 28, 2014 Author Posted August 28, 2014 This might be useful, all NX variables on the player. I'm using t6m. Found a definite showstopper issue with Ant Egg Pregnancy, uploading a fix as soon as I check something else I just noticed in your NX_variables.
Halstrom Posted August 28, 2014 Author Posted August 28, 2014 Found an issue with Ant birthing, I missed a line when adding support for Breeder old Misc tokens. Update 20140828.1 Fixed some debugs to work off distance rather then GetInPlayerCell Fixed Ant Egg Birthing issue Added Preg swapping support for Deadman/DeadMoney Jumpsuit and DeadMoney Christine's wasteland Doctor Outfit Some improvements to Preg BodySwapping Blocking during Birthing Requires SCR 20140828.1 or later
emes Posted August 30, 2014 Posted August 30, 2014 This is a bit of a follow-up to my posts in the thread for the stable version of SO Pregnancy. Since there isn't an easy way for users to add their own versions of maternity clothes, I thought I'd see how difficult it would be to code. I successfully managed to make something similar for Oblivion a while back (based on the BreakArmor framework), but the GECK is still unfamiliar to me, so there's a lot I don't know how to do. Biggest stumbling block for me at the moment is just how to test what I've scripted. Is there any easy way to quickly run through the BodySwap scripts to verify that they work? I'd rather not have to put a character through the full pregnancy cycle just to test. I've attached an ESP with the edits if you're interested (I'd hoped to copy/paste the code so that anyone who knows what they're doing could laugh at me--or maybe point out my mistakes--but my browser is refusing to let me paste anything into this window). The general idea is that if you have an armor mesh named "BaseArmor.nif", the script will look for "BaseArmor_preg1.nif", "BaseArmor_preg2.nif", etc., and switch to those meshes when appropriate and available. Maternity Armor by Filename.esp
Halstrom Posted August 30, 2014 Author Posted August 30, 2014 Well not bad and would probably work with a few tweaks. But all the current Maternity folders are all over the place for names etc, and all that would need sorting first and there's inconsistencies of some outfits only having P3 some P6 and setting it to use the highest outfit available etc if it's larger, so the tightness modifiers can be applied etc. Unless a heap of new meshes were made, I don't see a point in changing things if I can avoid it as I usually break something when I change anything
RitualClarity Posted August 31, 2014 Posted August 31, 2014 Go here http://www.loverslab.com/topic/23279-maternity-clothes-rework-project/ That is where the maternity clothes is being .. or more precisely was trying to be reworked. If anyone has any ideas or abilities.. ( skills) they can help there. As Halstrom stated that needs to be cleaned up organized then we can start adding various files and such otherwise it will just get broken.
Odessa Posted August 31, 2014 Posted August 31, 2014 You could use strings to adjust the mesh name for preg sizes with increments, NVSE4 adds a host of functions to handle datafiles, and Lutana adds FileExists (would be cool if that was added to NVSE..) which would allow you to only equip meshes that are installed, or complain to user for not meeting requirements . You could also use a stringmap to workaround bad naming conventions for existing clothes: if eval !(FileExists "ArmorLeather_preg2.nif") let name := ConvertMeshNameArray["ArmorLeather_preg2.nif"] .. Would be a fair bit of work though... especially without actually having any new meshes to make a difference. Just my musings.
emes Posted August 31, 2014 Posted August 31, 2014 Would be a fair bit of work though... especially without actually having any new meshes to make a difference. Just my musings. The whole reason I got started on this was because I've been playing around with gerra6's clothing converter in the Modders' Resources section. Pregnant bodies are probably a bit outside of the intended scope of the tool, but it's worked fairly well on a lot of the meshes I've thrown at it. I've been doing a mish-mash of Type6M clothes for my personal use (grabbed from a lot of sources without permission, I'm afraid), so I've been trying to find a way of making it work in my game. I'd highly recommend checking out the clothing converter for anyone interested in making new meshes. While it doesn't do everything perfectly, I imagine it could make for a good starting point for anyone who knows how to edit and model. (Not me, I'm afraid. My exported NIFs never seem to work properly.) I'll attach the lattices I've made for anyone interested. By all means, check out the gerra6's Mesh Rigger for adding BB weighting to meshes that are missing it, too. Took a while for me to figure out how to get it to work, but the results have been impressive. Pregnancy_Lattices.7z
Halstrom Posted August 31, 2014 Author Posted August 31, 2014 You could use strings to adjust the mesh name for preg sizes with increments, NVSE4 adds a host of functions to handle datafiles, and Lutana adds FileExists (would be cool if that was added to NVSE..) which would allow you to only equip meshes that are installed, or complain to user for not meeting requirements . You could also use a stringmap to workaround bad naming conventions for existing clothes: if eval !(FileExists "ArmorLeather_preg2.nif") let name := ConvertMeshNameArray["ArmorLeather_preg2.nif"] .. Would be a fair bit of work though... especially without actually having any new meshes to make a difference. Just my musings. Yeah a lot of work and I'm currently already screwing around with enough on my plate, does that care which folder they are in, because I know it would be a problem with some of the current meshes folders have 3 different outfits all named just "P2.nif" but in different named folders.My biggest issue with the swapping still is Script size so not sure this would solve that. If someone makes T6 variants of all the vanilla meshes it's not hard for me to duplicate the T3Cali script and just call the correct one dependant on the actors body selection in the NX I have set up in SCR. I also need the names to reflect the body and boob size too, many outfits have Type3 D cup variations, hence anything not T3Cali is named something like "DressT6MP3B3" etc. Currently I do this in bodyswapping: Set iCurrBreastSize to rZActor.NX_GetEVFl "SCR:fBaseBreastSize" if iCurrBreastSize < 1 Set iCurrBreastSize to 3 endif Set iCurrBreastSize to iCurrBreastSize + ((rZActor.GetItemCount SexoutP1TokenBreastMilk) / 50) (haven't got back to lactation to NX it yet) if rZActor.NX_GetEVFl "SCR:fBodyType" == 2 Set iBodyBnB to 1 elseif rZActor.NX_GetEVFl "SCR:fBodyType" == 3 Set iBodyT3M to 1 elseif rZActor.NX_GetEVFl "SCR:fBodyType" >= 4 Set iBodyT6M to 1 endif if GetEquipped SexoutSLOutfitPrewarBusinesswear Set rSwapUpperBody to SexoutSPrewarBusinesswearP2B3 if iBodyT3M Set rSwapUpperBody to SexoutSPrewarBusinesswear3MP2B3 if iCurrBreastSize > 3 Set rSwapUpperBody to SexoutSPrewarBusinesswear3MP2B4 endif endif endif Yeah, I was hoping someone would pick up Gerra's Mesh Lattice thingy and make some meshes sooner or later, hopefully any vanilla ones we need and others with permissions.
Odessa Posted August 31, 2014 Posted August 31, 2014 Okay, I figured out a way to support every stage of pregnancy for any outfit without creating any more outifts in the GECK, for any number of characters with different stages of pregnancy: let rClothes := GetEqObj 2 let filename := GetBipedModelPath 1, rClothes if IsClonedForm rClothes let filename[-3] := filename[-3] + 1 ; P2 -> P3 for an clothing.. possibly might need to be $(#(filename[-3]) + 1) let filename[-1] := filename[-1]) + 1 ; B3 -> B4 else let rOriginalClothes := rClothes let rClothes := TempCloneForm rOriginalClothes let filename := call GetPathForArmor filename; UDF just compares path to a map that has the preg mesh folder path for outfits endif if eval FileExists $filename ; if a mesh +1 is available. Alternatively could keep track of meshes in string map if rOriginalClothes ;* if this is first swap NX_SetEVFo "SOP:OriginalClothes", rOriginalClothes ; * On GetGameRestarted, we need to reset them Ar_Append SomeQuest.ActorsWithSwappedOutfits, (GetSelf) RemoveItem rOriginalClothes, 1 AddItem rClothes, 1 EquipItem rClothes endif SetBipedModelPathEX $filename, 1, rClothes endif Thats it. Although, using clonedforms needs some handling. And... I haven't tested this
emes Posted August 31, 2014 Posted August 31, 2014 My biggest issue with the swapping still is Script size so not sure this would solve that. If someone makes T6 variants of all the vanilla meshes it's not hard for me to duplicate the T3Cali script and just call the correct one dependant on the actors body selection in the NX I have set up in SCR. I also need the names to reflect the body and boob size too, many outfits have Type3 D cup variations, hence anything not T3Cali is named something like "DressT6MP3B3" etc. I thought I read that Sexout didn't play well with different body types in the same game. (Not in the way that Oblivion does with those cool SetBody/AutoSetBody mods, even if no one's tackled the ridiculous task of making clothing and armor work with it.) If that's the case, it seems like it would be easier to do what you suggested in the other thread and just have people who want a different body type replace the T3Cali meshes with a set of their choosing. I wasn't aware boob sizes was a thing. Is that implemented in Sexout anywhere? I don't think I've come across it. Could be another good one for the Clothing Converter, as you can make a lattice for each size and run the existing meshes through it. You'd very quickly end up with a ton of meshes for each outfit, though.
RitualClarity Posted August 31, 2014 Posted August 31, 2014 My biggest issue with the swapping still is Script size so not sure this would solve that. If someone makes T6 variants of all the vanilla meshes it's not hard for me to duplicate the T3Cali script and just call the correct one dependant on the actors body selection in the NX I have set up in SCR. I also need the names to reflect the body and boob size too, many outfits have Type3 D cup variations, hence anything not T3Cali is named something like "DressT6MP3B3" etc. I thought I read that Sexout didn't play well with different body types in the same game. (Not in the way that Oblivion does with those cool SetBody/AutoSetBody mods, even if no one's tackled the ridiculous task of making clothing and armor work with it.) If that's the case, it seems like it would be easier to do what you suggested in the other thread and just have people who want a different body type replace the T3Cali meshes with a set of their choosing. I wasn't aware boob sizes was a thing. Is that implemented in Sexout anywhere? I don't think I've come across it. Could be another good one for the Clothing Converter, as you can make a lattice for each size and run the existing meshes through it. You'd very quickly end up with a ton of meshes for each outfit, though. Not much of a problem in reality. Most only use one body type at a time. The meshes could be packed up and distributed as say MaternityClothes-T3M. MaternityClothes-T6, MaterintyClothes-skinny, etc and so forth and so on. With tool and ability to make virtually any clothes match almost any body easier and more effective. One can just take what is there and convert them to their hearts content and re-upload them as different body armors. However that wont' solve the animations when the animation expects a penis to be here, and boobs to be out to there. SCR won't have to swap or script anything beyond the normal changes between pregnancy versions P1, P2, etc. It would also be smaller.
RitualClarity Posted August 31, 2014 Posted August 31, 2014 I am interested in this mesh thingy however I haven't even used blender yet.
emes Posted August 31, 2014 Posted August 31, 2014 I wasn't aware boob sizes was a thing. Is that implemented in Sexout anywhere? I don't think I've come across it. Could be another good one for the Clothing Converter, as you can make a lattice for each size and run the existing meshes through it. You'd very quickly end up with a ton of meshes for each outfit, though. Not much of a problem in reality. Most only use one body type at a time. The meshes could be packed up and distributed as say MaternityClothes-T3M. MaternityClothes-T6, MaterintyClothes-skinny, etc and so forth and so on. I was thinking along the lines of one base mesh and three to seven pregnancy versions for each breast size. So, at worst, you'd potentially have 8 X the number of boob sizes for each outfit. Well, unless I'm missing understanding how they're used. As for the clothing converter, Gerra6 designed it to be a standalone tool, so you don't need Blender experience. You pick a base body and a body you want to convert to, and it will generate a lattice for the conversion. Then you can use that lattice to apply the transformation to every armor mesh in a directory. It does surprisingly well, though meshes like ammo belts, pouches, etc. can get warped to hell when converting to a pregnant body, so it's not a perfect solution.
RitualClarity Posted August 31, 2014 Posted August 31, 2014 I wasn't aware boob sizes was a thing. Is that implemented in Sexout anywhere? I don't think I've come across it. Could be another good one for the Clothing Converter, as you can make a lattice for each size and run the existing meshes through it. You'd very quickly end up with a ton of meshes for each outfit, though. Not much of a problem in reality. Most only use one body type at a time. The meshes could be packed up and distributed as say MaternityClothes-T3M. MaternityClothes-T6, MaterintyClothes-skinny, etc and so forth and so on. I was thinking along the lines of one base mesh and three to seven pregnancy versions for each breast size. So, at worst, you'd potentially have 8 X the number of boob sizes for each outfit. Well, unless I'm missing understanding how they're used. As for the clothing converter, Gerra6 designed it to be a standalone tool, so you don't need Blender experience. You pick a base body and a body you want to convert to, and it will generate a lattice for the conversion. Then you can use that lattice to apply the transformation to every armor mesh in a directory. It does surprisingly well, though meshes like ammo belts, pouches, etc. can get warped to hell when converting to a pregnant body, so it's not a perfect solution. Ah, now I understand. I thought you were making different versions entirely. Don't know why i thought that but I did !.. Now I understand it. I haven't even tried. I read that you need a good mesh for the base and conversion to get a very good results. Not all bodies have these good base as far as I understood. In all fairness I really need to look further into this tool myself. There are nice armors that I would like in my favorite body.. ( at the time lol).
Halstrom Posted August 31, 2014 Author Posted August 31, 2014 The bigger boobs are only in there from when we started to talk lactation, but there is R&D happening in the background for some animation technique to morphing boobs, so I sort of stopped development because it also required a heap of meshes. The main reason as far as I know that Fallout doesn't play well with multiple body types is that they stupidly decided to use the same base mesh for the Player and NPC's and all races, What I do in SCR and Pregnancy is if an actor is marked in it's NX_varible as being T6M and bodyswapping happens it will wear the T6M version of the outfit if there's one available.
Halstrom Posted August 31, 2014 Author Posted August 31, 2014 Okay, I figured out a way to support every stage of pregnancy for any outfit without creating any more outifts in the GECK, for any number of characters with different stages of pregnancy: let rClothes := GetEqObj 2 let filename := GetBipedModelPath 1, rClothes if IsClonedForm rClothes let filename[-3] := filename[-3] + 1 ; P2 -> P3 for an clothing.. possibly might need to be $(#(filename[-3]) + 1) let filename[-1] := filename[-1]) + 1 ; B3 -> B4 else let rOriginalClothes := rClothes let rClothes := TempCloneForm rOriginalClothes let filename := call GetPathForArmor filename; UDF just compares path to a map that has the preg mesh folder path for outfits endif if eval FileExists $filename ; if a mesh +1 is available. Alternatively could keep track of meshes in string map if rOriginalClothes ;* if this is first swap NX_SetEVFo "SOP:OriginalClothes", rOriginalClothes ; * On GetGameRestarted, we need to reset them Ar_Append SomeQuest.ActorsWithSwappedOutfits, (GetSelf) RemoveItem rOriginalClothes, 1 AddItem rClothes, 1 EquipItem rClothes endif SetBipedModelPathEX $filename, 1, rClothes endif Thats it. Although, using clonedforms needs some handling. And... I haven't tested this I have little idea what most of that means and am up to my neck in working on Spunk changes already There are also a lot of exceptions that happen in Preg swapping, some outfits also turn into torn versions when they get stretched too much where torn versions are available, Vaultsuits for example are a dozen or so retextured versions of 1 set of base meshes too.
Odessa Posted August 31, 2014 Posted August 31, 2014 Yeah, I just meant it as a musing. I think in theory you could replace all the outfit swapping with something like that, but I got a feeling it wouldn't work out as planned for... a while It works by cloning the equipped armor (for a unique copy) for each NPC, and swapping that clone's mesh file as appropriate for size. Caveat: clones don't persist on game restart, so you'd have to figure that out somehow. In theory, if someone wrote a script to generate pregnant versions of a mesh with gerra's tool, you could get rid of the maternity clothes pack and anyone could create all the meshes needed for all their installed outfits for any body type. The pregnant versions wouldn't need to be in SCR at all. In theory...
emes Posted September 1, 2014 Posted September 1, 2014 Caveat: clones don't persist on game restart, so you'd have to figure that out somehow. In theory, if someone wrote a script to generate pregnant versions of a mesh with gerra's tool, you could get rid of the maternity clothes pack and anyone could create all the meshes needed for all their installed outfits for any body type. The pregnant versions wouldn't need to be in SCR at all. In theory... I forgot about how meshswapping is temporary, and needs to be reset each time the game restarts. I'd recommend checking out BreakArmor and SetBody Reloaded for Oblivion to see examples of how it can be handled. Sadly, even though AutoSetBody works great in Oblivion (assigns unique bodies to all the NPCs), there's nothing out there that matches clothing to the body types. I managed to script something that looked like it would work for the player, but could never get Gerra's tool to work with my Oblivion meshes. With Fallout, it's the opposite problem. And Gerra's tool will never replace the need for a clothing pack. Even if it could do perfect conversions (which it never will, since quite a few mesh really do need some artistic retouching), it can take days for it to process all the meshes. Not everyone will want to let their system sit crunching numbers for hours and hours like that.
jaam Posted September 1, 2014 Posted September 1, 2014 In OBSE you can persist those kind of changes. What you need is an array keeping track of you change, and on game load reapply them all.
emes Posted September 7, 2014 Posted September 7, 2014 Yeah, I was hoping someone would pick up Gerra's Mesh Lattice thingy and make some meshes sooner or later, hopefully any vanilla ones we need and others with permissions. I got permission to modify and redistribute Exeter's meshes, so I'll probably post something to the thread ritualclarity pointed out previously. It could take a while to figure out what isn't done, what can't be done, etc. Looking through the current Maternity pack is a bit confusing, since there are so many different versions (lots of different styles of leather armor, for instance), and not all the bodies are what they're labeled to be (found some in the T3M folder that were actually narrow-shouldered Cali). Since Cali is the most complete, I'll see if I can't fill in some of the gaps, and convert as much as the tool will let me. You'll need someone with real mesh editing skills for anything else, though (and probably to correct issues created by the tool), but it's better than nothing.
RitualClarity Posted September 7, 2014 Posted September 7, 2014 Yeah, I was hoping someone would pick up Gerra's Mesh Lattice thingy and make some meshes sooner or later, hopefully any vanilla ones we need and others with permissions. I got permission to modify and redistribute Exeter's meshes, so I'll probably post something to the thread ritualclarity pointed out previously. It could take a while to figure out what isn't done, what can't be done, etc. Looking through the current Maternity pack is a bit confusing, since there are so many different versions (lots of different styles of leather armor, for instance), and not all the bodies are what they're labeled to be (found some in the T3M folder that were actually narrow-shouldered Cali). Since Cali is the most complete, I'll see if I can't fill in some of the gaps, and convert as much as the tool will let me. You'll need someone with real mesh editing skills for anything else, though (and probably to correct issues created by the tool), but it's better than nothing. Everything pretty much is Halstroms care so post where he is working on it would be my suggestion. I'll send you an PM with SCR maternity xls where they are listed with names and locatons ( somewhat) . it is what was being done on the rework of maternity clothes. That should at least help you see at a glance what is missing and what is needed.
Halstrom Posted September 7, 2014 Author Posted September 7, 2014 Yeah more stuff is cool, I don't have good enough vision to pick the subtle differences between some bodies, or the time to even look at most of them, most are pretty much where the original suppliers of the meshes put them. It would be nice to put them all in nice folders by body but way too much work for anyone to do in one hit at both the folders end and SCR end. SCR and Maternity Clothes.xlsx
Halstrom Posted September 11, 2014 Author Posted September 11, 2014 Update 20140911.1: Added Swapping support for added Ghost Armors
emes Posted September 11, 2014 Posted September 11, 2014 Everything pretty much is Halstroms care so post where he is working on it would be my suggestion. So, I take it that means I should post here? Okay then. Here's what I've got so far. Meshes only (it was enough of a headache just keeping these straight), so the required textures and such should be with the original versions (and likely already installed with SCR). Someone with mesh-editing experience can probably make these much more presentable, but at least it's a start for many of the clothes that don't have pregnant versions. Details in the spoiler. DISCLAIMERS DISCLAIMERS DISCLAIMERS I haven't tested all of these. I've spot-checked a few in game, and they looked okay, but that doesn't mean they won't turn into spaghetti when equipped, or may be missing BB weighting. ALL of these meshes could use some TLC from someone who knows mesh editing. Some of them just need a vertex or two pushed around to fix minor problems, others have major warping that need more significant work (like the curled cola bottles on the whiteleg meshes), and I'm sure the majority could use a more artistic touch; gerra6's tool can only stretch the mesh to the shape of the new body. It can't add artistic touches such as bellies hanging out under tops that are too short, etc. I've separated the ones that looked completely unusable without help into "Require Revisions" folders, but again, even a lot of the ones that aren't in those folders aren't perfect. Below is a quick guide to what's included. I tried to do every mesh that I could find that was missing from the original game, was included in SCR or that I had permissions for from Exeter. Some meshes are still missing, either because I overlooked them, or because the tool wasn't able to convert them. T3 Cali - Vanilla Missing Maternity Armors from the original game that I didn't see maternity versions for. Vanilla - Vanilla Missing Maternity Same as above, but I didn't have a Type3 replacer to work from. These are pretty crude, based on the vanilla meshes. DLC (Honest Hearts, etc.) Armors from the DLCs. Other Exeter Meshes (Female Power Armor, Refugee Outfits, Leather Armors) I believe most of these are recommended downloads for Sexout anyway, so I've done maternity conversions for them. I had wanted to use Mak07's power armor, since they look like they'd work well with this (though more like light power armor), but wasn't able to ask for permission. Exeter's female power armor should work well enough, and anyone who wants to use Mak07's can always use gerra's tool to generate their own replacer. SCR Maternity Converted to Cali I attempted to take the unique armors for the BNB and Type3M bodies from the SCR Maternity set and convert them to Type3 Cali so that they would be an option for the most supported body type. SCR Missing Maternity These are clothing from SCR that I didn't see represented in the Maternity set. Preg Meshes for Vanilla.7z
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