islndspa Posted March 17, 2015 Posted March 17, 2015 Has anyone converted James Sunderland from Silent Hill 2 to new vegas and if not could anyone tell me who might be able to make him into a race for new vegas http://fc03.deviantart.net/fs71/f/2014/272/e/f/james_sunderland___silent_hill_2_v_2_by_jhonyhebert-d5zyxq7.png
Kendo 2 Posted March 18, 2015 Posted March 18, 2015 Is there a High Heels System for FO like there is for Skyrim?
RitualClarity Posted March 18, 2015 Posted March 18, 2015 I haven't seen a system however there are some high heels in this mod http://www.nexusmods.com/newvegas/mods/52542/?. https://www.youtube.com/watch?v=SQ2KV1kIeUc It uses K2 Type 3 Resources Meshes.. lol. I suppose you can find what you need from those files.. If possible check out and try to find Humannature66 he/she was the one that created the High heels (basic) for the mod above. One of the few sexy armors that i liked. Jessika.. One of the few characters I really liked before my memory issue and me forgetting to back her up.. Mohavie delight and cool hairs if memory serves me correctly. Edited with nothing but the main game. No GECK. Sorry the high heels aren't showing.. Oh and no ENB or lighting mods there if memory serves me correctly.
Kendo 2 Posted March 18, 2015 Posted March 18, 2015 Yeah, I have all sorts of high heels for FO3 and NV. The thing is, I was wonder if there is a real high heel system to where I don't have to shorten the characters legs. I'm looking for something that realigns the characters's heights the way HDT High heels does for Skyrim.
RitualClarity Posted March 18, 2015 Posted March 18, 2015 I have never seen that level of editing. It is even difficult to get a good pair of high heels in Fallout that don't have problems. You customize the living crap out of your game so why don' t you just change the height reference to the character to make it look correct? Unless you are looking for something that you can use for a mod you plan on distrubuting. The closes thing I see that messes with the heights through the game is http://www.nexusmods.com/fallout3/mods/6804/? Maybe something in there can help.. Perhaps make the women .5 smaller to cover the heel height and when not wearing them .. they are shorter. I am stretching here..
Imperfection Posted March 18, 2015 Posted March 18, 2015 Maybe that could be something that could integrate into Pride/AJ's bodymorph mod? Attach script to item that when worn morphs the heels/feet bones properly? Just thinking out loud...
Guest Posted March 20, 2015 Posted March 20, 2015 Maybe that could be something that could integrate into Pride/AJ's bodymorph mod? Attach script to item that when worn morphs the heels/feet bones properly? Just thinking out loud... I was thinking the same. Malo already tried it in FO3, in his body resize mod. If you'll want to brainstorm with me about what a High Heels System mod would need and do, I'm going to do it. Technically, it really requires very little effort from me, but I would like to know every possible feature to include etc.etc.
KainsChylde Posted March 20, 2015 Posted March 20, 2015 Just chiming in out of the blue (cuz I'm ninja like that), but to my mind all a proper high heel system would need is to make the wearer taller by the size of the heel rather than shortening the legs. Maybe make the change variable for different heel types, from a low heel to stilettos.
Guest Posted March 20, 2015 Posted March 20, 2015 Just chiming in out of the blue (cuz I'm ninja like that), but to my mind all a proper high heel system would need is to make the wearer taller by the size of the heel rather than shortening the legs. Maybe make the change variable for different heel types, from a low heel to stilettos. In my opinion, there wouldn't be the need to shorten the legs. I would make the character taller, as it should happen irl.
Kendo 2 Posted March 20, 2015 Posted March 20, 2015 There already is a little bit of room for high heesl since female characters float above the ground anyway. The way HDT High Heels works in Skyrim, the shape of the body mesh isn't changed. It works like it does in real life, the body, head and hands are all moved upwards. For game terms it does the same thing along with the skeleton and all of the ninodes. It is like your character is actually wearing high heels.
Imperfection Posted March 20, 2015 Posted March 20, 2015 I was thinking the same thing as Kendo 2, that the body itself should not change shape but be elevated as in real life. I keep seeing in my mind your body mods Kendo, and comparing the "flats" to the "replacer" versions you have and that they could morph to and from those positions for exapmple. How it would be exetecuted when the footwear item is put on I am not sure if that can be done ny script or not?
Guest Posted March 20, 2015 Posted March 20, 2015 well as I said with BodyMorph skeleton this doesnt' require anything weird or hard to mod. Even if there's a small gap below, I still would elevate the char, just to give the impression that it's taller when you are near another char that usually is (smaller / same height). It would be a funny effect in my opinion However, I remember some high heels in NV (I think in both Cloth Collection and Paradise Isle), they both were using Upperbody slot because they were open shoes, so they were remodelling the feet too. This is in my opinion the only eventual limitation you can have, the fact that if you want to use open shoes you must put the heels on the upperbody slot and replace upperbody
Kendo 2 Posted March 20, 2015 Posted March 20, 2015 If you look at both of these mods you can see high heels and elevators using the default female height for FO. http://www.loverslab.com/files/file/413-kendo-2s-gomorrah-girls-for-cali-boobs-type3/ http://www.loverslab.com/files/file/419-kendo-2s-sexy-leather-for-type3/ Making foot wear and feet for FO is no big deal for me and I can do whatever. I'm like that. The one rub to all of this is like AJ said, BUT instead of just addressing the issue of feet only for high heels, do it like the game does it. The whole outfit body would be raised to give the effect of being taller with high heels on. Since all of the vanilla outfits are body + feet, make anything that uses what AJ is talking about the same way. Imagine a Barbie doll; feet already shaped for high heels and you just dress her how you want. Body meshes could be done the same way; have a nude body mesh with the high heels effect on it and then use AddOn slots to dress it. True, the body would still be taller without shoes on, but who cares? Could just make the shoes and nude body part of the same nif. There are mods that already do body slot outfits so it is just basic esp work. In fact, almost everything I've made for FO could be converted for that purpose. If you guys can hammer out the scripting I have over 30 Type mods that could easily be converted.
Guest Posted March 20, 2015 Posted March 20, 2015 I'm not sure to follow you entirely, Kendo, I'll say what I think and then see if it makes sense for you and if it's the same thing you are thinking. I take an upperbody, I rig high heels on it, I re-model the feet because for example I'm using open heels, so it's really required. Now, I guess I have only 3 possibilities: 1) I "cut" a piece of ankle, because the foot must be raised because it's tilted; 2) I move all the upperbody in a higher position so that I can tilt the feet till the toe touches the ground; 3) I tilt the feet without caring of height, as result the toe will be inside the ground in game (well, slightly, not much, of course) Now, 2) is not possible because would lead to bad consequences. 1) is what was made, I think, until now. 3) is what I'm suggesting you: rig the heels on the upperbody, ignore the height; then, attach a script on the height, which will call bodymorph to raise the whole body of a certain height, so that the feet won't be anymore on the ground and the character will be taller. These scripts of course will be provided and the mesh artist only needs to copy paste them, no effort. These scripts will be OnEquip (= character taller) and OnUnEquip (=character back to the original height). I do think it's more or less what skyrim does
Kendo 2 Posted March 20, 2015 Posted March 20, 2015 OK, forget shoes and feet. Take them out of the picture. Can you elevate the body rig (Head and Head Parts, Body and Hand meshes along with the skeleton) and make it still work with the game? Shoot a rifle, throw a grenade, walk, run, sneak, etc. The only thing that is needed is a script system that will move the body rig up on the Z axis in the game world and still work with the game. Everything after that is just Blender work chimps on the Congo can do.
Guest Posted March 20, 2015 Posted March 20, 2015 yes, and in general anyone could do it, copy pasting few lines of script and attaching them to the shoes in GECK
Kendo 2 Posted March 20, 2015 Posted March 20, 2015 Well, if it is that easy...what are you waiting for?! The thing about shoes though, FO3/NV doesn't use shoes only. They are always part of an outfit. That is why I was suggesting having the shoes AND the nude body in the same nif and then attaching whatever in the GECK Object Window.
Guest Posted March 20, 2015 Posted March 20, 2015 Well, if it is that easy...what are you waiting for?! easier than you believe... believe me! I'm already PM with Prideslayer on the best way to do it. The thing about shoes though, FO3/NV doesn't use shoes only. They are always part of an outfit. That is why I was suggesting having the shoes AND the nude body in the same nif and then attaching whatever in the GECK Object Window. Well, there are some, for example those included in Paradise Island, they are open heels + naked upperbody (no outfit). However, for how I see it, it's not a problem. You (mesh artist), make your own outfit, and then you attach a script on it. This script will have a value that you must tweak in game, which represents the height of the heels themselves. Once you have found this value, you just package your mod (ESP + mesh) and state on the description that this outfit requires BodyMorph to align properly, because it includes high heels. Nothing else.
RitualClarity Posted March 20, 2015 Posted March 20, 2015 If you look at both of these mods you can see high heels and elevators using the default female height for FO. http://www.loverslab.com/files/file/413-kendo-2s-gomorrah-girls-for-cali-boobs-type3/ http://www.loverslab.com/files/file/419-kendo-2s-sexy-leather-for-type3/ Making foot wear and feet for FO is no big deal for me and I can do whatever. I'm like that. The one rub to all of this is like AJ said, BUT instead of just addressing the issue of feet only for high heels, do it like the game does it. The whole outfit body would be raised to give the effect of being taller with high heels on. Since all of the vanilla outfits are body + feet, make anything that uses what AJ is talking about the same way. Imagine a Barbie doll; feet already shaped for high heels and you just dress her how you want. Body meshes could be done the same way; have a nude body mesh with the high heels effect on it and then use AddOn slots to dress it. True, the body would still be taller without shoes on, but who cares? Could just make the shoes and nude body part of the same nif. There are mods that already do body slot outfits so it is just basic esp work. In fact, almost everything I've made for FO could be converted for that purpose. If you guys can hammer out the scripting I have over 30 Type mods that could easily be converted. If I understand correctly there are already scripts that change bodies out.. Why can't the body be changed out for anything on a "list" that has high heels? Then it wouldn't change. When the shoes are off she becomes shorter.. Shoes on .. she becomes taller.
Guest Posted March 20, 2015 Posted March 20, 2015 If I understand correctly there are already scripts that change bodies out.. Why can't the body be changed out for anything on a "list" that has high heels? Then it wouldn't change. When the shoes are off she becomes shorter.. Shoes on .. she becomes taller. If you are going to change the mesh, this won't work. Head and hands are detached, so if you use a taller body, you probably will finish with your head without the neck, and hands on their own lower than where they should be. And some slight inconsistencies on animations, even if not too much exagerated
Imperfection Posted March 21, 2015 Posted March 21, 2015 I have over 20 footwear items in my personal clothing mod for my custom body and none of them use the upperbody slot, they are all bodyaddon 3 and this works fine for me. Granted none of them are stilleto or extra high heels, some are just "normal" heels (PE Dress for example) and I remodel the shoe to match the foot as best I can. I think the idea using the body morph method if it can be impemented would elimante the need for swapping bodies or using the current method of upperbody slot and allow the lift of the heel bones to match the angle of the footwear and I think as it was mentioned then the artist woudl insert the proper "angle" value in script to best match the footwear. I still think its important to have the height (z axis) of then entire body model adjusted to match for the reasons aj said about head and hands. Thanks AJ for even looking into this.
ToxicKetchup Posted March 21, 2015 Posted March 21, 2015 This isn't really a mod request so much as it is a request for a little advice, or push in the right direction. I didn't feel it was necessary to make a thread just for this. Anyway, two questions, both script related. First, is there a way to control the player's fall speed in FNV? I know it's possible to do something like that, because otherwise the jetpack mod wouldn't exist, I just have no idea where to start. I want to create a hover ability that allows the player to slowly float over long gaps. Basically just a slowfall jump. Second, is there command, or set of commands, to lock player's movement into a full-speed automated run while a specific item is equipped, and enable free movement again when unequipped? I'd really appreciate it if someone could help me on this. I know it can be done, I just don't know how, and my experience is limited.
Guest Posted March 21, 2015 Posted March 21, 2015 First, is there a way to control the player's fall speed in FNV? fall speed should be havok related and not controllable. Jet pack... I've seen that script but a long time passed, so I don't recall exactly, however I remember it was introducing a vector that pushed you high, it was making some math and then controlling the Z using SetPos. I can obviously say something wrong, but if I had to do something like that the first I would try is this: - If IsAnimPlaying JumpLoop - increase that game setting that decides the max height before taking damage) - checking my Z Pos and tweaking some vertical vector that pushes me high. It will be in relation with GetSecondsPassed so the framerate wouldn't change the result However if JumpLand animation doesn't trigger at the right moment (as I suspect) it would be a huge problem. Second, is there command, or set of commands, to lock player's movement into a full-speed automated run while a specific item is equipped, and enable free movement again when unequipped? This must be tried, but the concept should be this one, more or less: Begin OnEquip ... DisablePlayerControls ... Player.PlayGroup FastForward 1 ... End Begin OnUnequip ... EnablePlayerControls ... Player.PlayGroup Idle 1 ... End
ToxicKetchup Posted March 21, 2015 Posted March 21, 2015 That was quick. Alright, I'll mess around and see what I can do. Thanks!
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