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[mod] Character Body Overhaul


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On 3/6/2021 at 4:45 PM, Mange2020 said:

Yup that's how I did it. You need to use the paradox importer/exporter and I just imported a couple of body models into Blender so that I could be sure the animations worked together. Most paradox animations use cameras that focus on a specific bone (usually camera_torso_look_at) which wouldn't work for this so I had to set the camera in a fixed location. The camera is set at -260 on the Y axis and is focused on the origin. I figured that while animating in Blender it would be easiest if you had a visual representation of what the camera would actually be looking at. After that its just a matter of coding the animations into the body's asset file and in the portrait_animations folder.

I will note that I've experienced the animations getting out of sync sometimes. It seems like if the animations are called multiple times in rapid succession (particularly on high speed) they may start at a frame that isn't 1. It's usually fine, but something I'm going to look into.

Hello, you say there is an addon for "blender" that allows you to import and export files. Is it possible to get a link where you can download them . Thank you in advance.

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Hello! I'm experiencing crashes on saving after trying to paste a character in my save (the edited save loads without problem and the game plays fine but the game crashes when I'm trying do then save again or when the autosave tries the same thing) and I don't understand what could be causing this.

I think it has something to do with the mod because IIRC the issue started when I pasted gene values for this new character, though I really don't get the reason behind the crash as it worked just fine when I did it for my player character. I uploaded the crash logs here, if someone here can understand them:

https://mega.nz/folder/1Z5SjZRK#agCHQppBgd8pUfiv6N726g


I'll also say I resorted to pasting values for the mod's new genes (height, boobs size, etc.) because the game doesn't generate them properly for ruler designer-generated characters. I don't know if that is fixable bur I figured I'll still mention it in case that's just an oversight :) .

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On 5/4/2021 at 10:28 PM, turkeyjerkey said:

I'm having an issue where whenever I copy and paste my character's DNA they become more muscular. Eventually they hit the cap. Is there any way to make a character less muscular? Any slider for that? Am I just an idiot?

 

5 hours ago, Hentai8 said:

Hello! I'm experiencing crashes on saving after trying to paste a character in my save (the edited save loads without problem and the game plays fine but the game crashes when I'm trying do then save again or when the autosave tries the same thing) and I don't understand what could be causing this.

I think it has something to do with the mod because IIRC the issue started when I pasted gene values for this new character, though I really don't get the reason behind the crash as it worked just fine when I did it for my player character. I uploaded the crash logs here, if someone here can understand them:

https://mega.nz/folder/1Z5SjZRK#agCHQppBgd8pUfiv6N726g


I'll also say I resorted to pasting values for the mod's new genes (height, boobs size, etc.) because the game doesn't generate them properly for ruler designer-generated characters. I don't know if that is fixable bur I figured I'll still mention it in case that's just an oversight :) .

I don't use paste character DNA or really create characters at all. So I don't really know how how it works. But this mod creates additional genes so it's probably not compatible unless you use this mod to create the DNA string.

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On 5/5/2021 at 12:20 PM, ykr19991112 said:

hi man.i wonder why everytime i use event button character will float upon the dialog box with only leg twist together,how can i fix this

It's because the event isn't coded with an animation. This is a common misconception and has come up more than a few times in this thread. The toggle doesn't trigger the animation just changes the perspective so that it can be viewed.

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On 5/5/2021 at 11:07 AM, blankusernn said:

Is there a chance of you setting it up so we can somewhat choose the preferred ranges for things? The breast size goes a bit too unrealistically high for my tastes.

You can edit the gene file yourself already.

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23 hours ago, VictorVarg said:

Hello, you say there is an addon for "blender" that allows you to import and export files. Is it possible to get a link where you can download them . Thank you in advance.

https://github.com/ross-g/io_pdx_mesh

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2 hours ago, Mange2020 said:

 

I don't use paste character DNA or really create characters at all. So I don't really know how how it works. But this mod creates additional genes so it's probably not compatible unless you use this mod to create the DNA string.

Yes, the DNA strings were created using this mod. And the character pasting (including DNA) pasting proper worked fine, the issue only started when I added values for boobs / dick size, height and musculature. And even then, only when I pasted the character I wanted to use as my wife, I had no problem doing the same for my player character.

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So this maybe just me but is there a way to firm up the breast. I am currently trying to look throught the  values which deteremine the shape and size within the mod folder and having some diffculties as i am not good at modding. I love the mod and what it does to the game but sometimes i make other character or see other character with extreamly saggy breast. I understand that this is more to do with preference more than anything. I am sorry for asking if i could modify something that you have worked on and ask for guides to work on it. sorry

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On 5/7/2021 at 5:54 AM, mrjojo2908 said:

So this maybe just me but is there a way to firm up the breast. I am currently trying to look throught the  values which deteremine the shape and size within the mod folder and having some diffculties as i am not good at modding. I love the mod and what it does to the game but sometimes i make other character or see other character with extreamly saggy breast. I understand that this is more to do with preference more than anything. I am sorry for asking if i could modify something that you have worked on and ask for guides to work on it. sorry

Yeah, I'm mostly just basing it on the way women with breasts that big look in the real world, at least when they aren't implants. breast shape 2 and body_scrawny will make breasts saggier but only to a limited extent. What you probably want to do is 

Change every instance of
            setting = { attribute = "bs_body_breast_size_2_max" value = { min = -0.5 max = 0.5 }  age = age_preset_puberty } 
to
            setting = { attribute = "bs_body_breast_size_max" value = { min = -0.5 max = 0.5 }  age = age_preset_puberty } 

This will basically replace the default breast size max with the clothed version which is less saggy. Note that if you have the physical attributes mod, that mod has a separate gene file that overwrites the gene file in this mod (different mins and maxes which smoothes out the distribution).

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On 5/7/2021 at 10:51 AM, wewewewewew said:

Hey there,I got a problem over here.It apparently doesnt find the directory apparently,is there a step by step or exact way to install it?

Its just like every other mod, the only difference is that you need to combine the gfx folders (the mod is too big to be uploaded all at once). Carnalitas has a good step by step in its description and I prefer to just direct people there because its a better explanation than I can do.

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On 5/8/2021 at 3:48 AM, MisterGrim said:

When trying to paste the gfx folders to the overhaul folder, I keep getting a 0x80010135 path too long beginning with the byzantine war nobility models for both male and female.

idk, I've heard of a similar error that occurs when unzipping with certain programs but not when pasting. Someone had a solution earlier in this thread somewhere for that, but don't know if this is the same.

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22 hours ago, VictorVarg said:

Thanks.Now I can see why the chest doesn't move in the animation scenes. Not enough bones

No problem, always happy to help people get started modeling and animating. And yeah, the base game model and rig is pretty basic, and adding new bones is a pain. You have to replace the rig on the body model, every animation that's used, and every clothing model. I added a couple bones to the chest so that it can move a bit but every time you add a new bone you have to weight paint to and make sure you don't mess up the existing deforms.

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On 5/3/2021 at 8:31 AM, Mange2020 said:

So I'm not sure what you mean here specifically. The physical attributes mod changes the way body shapes are determined. That mod isn't necessary for this one. This mod changes the shapes themselves. 

The answer is slightly different for both. But generally no. The physical attributes mod just changes the gene values but its necessary in order to make those values quantifiable in any way. I don't know that mod specifically or what the compatibility issue is but someone just needs to make a version that's compatible but I probably won't. Similarly with this mod someone could make whatever character shape they want in blender. I just made a few that enabled people to do more stuff. It's all possible, just more work than I'll do for content that doesn't interest me personally. 

Ah sorry, what I meant is all of the functionality of this mod without the body morphing or character creation (so keeping the scenes and animations). The other mod had much, much more customization for the character, but when using this mod it cancelled everything out and all that was left is making ED characters or amorphous blobs. If I understood you right though, it sounds like without the physical attributes part of this mod, then the scenes and animations aren't possible. 

 

I think I'm just going to shelf the LL content for this game until much later in development when expansions are out anyways. I'm having too many issues with mods messing with the game or just balancing issues in general (my rulers are becoming too OP, much, much too soon). 

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On 3/7/2021 at 2:48 AM, Mange2020 said:

  

Fair question, I included some basic stuff but I can be more detailed about how to code in the animations. Below is what I currently have scripted in my events that use this animation. This would only work for heterosexual sex because I separate homosexual and heterosexual sex into different event chains. If you replace the scopes with whatever scope is relevant to that particular event it should work.

    right_portrait = {
        character = scope:sex_event_root_character
        animation = sex
        triggered_outfit = {
            trigger = { should_be_naked_trigger = no }
            remove_default_outfit = yes
            outfit_tags = { no_clothes }
        }
    }
    lower_right_portrait = {
         character = scope:sex_event_partner
        animation = sex
        triggered_outfit = {
            trigger = { should_be_naked_trigger = no }
            remove_default_outfit = yes
            outfit_tags = { no_clothes }
        }
    }

You could however use a triggered animation so that the event will work for either heterosexual or homosexual sex. Like this.

    lower_right_portrait = {
        CHARACTER = scope:sex_event_partner

            triggered_animation = {
                trigger = { scope:sex_event_partner = { sex_opposite_of = scope:sex_event_root_character } }
                animation = sex
            }

            triggered_animation = {
                trigger = { scope:sex_event_partner = { Not = { sex_opposite_of = scope:sex_event_root_character } } }
                animation = hom_sex
            }
        triggered_outfit = {
            trigger = { should_be_naked_trigger = no }
            remove_default_outfit = yes
            outfit_tags = { no_clothes }
        }
    }

Anything more specific kind of relates back to why I didn't include any default events in the mod. In order to include a default event I would need to write an event from the bottom up. Any event requires a bunch of parts, how is it being fired? what does it say? what does it do? how does it effect your gameplay? Writing localization (my least favorite thing). All of these parts would be a bunch of work for me and provide ways where the mod might conflict with other mods. It's comparatively easy to modify an event that you are already writing to use the animation. 

I'm writing mods that will use this stuff, but they aren't ready. What's included here is mainly stuff that I wrote for those other mods I'm working on that I realized could be used by other people by itself.

Hi, very sorry if this is a dumb question but wanted to know where to paste the code? Do you paste it at the bottom of the carn example sex scene and the save and close?

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I'm a noob at coding. Does anyone already have a file loaded with the animations? 

 

Or if this has already been discussed. please advise on where in this topic I should start reading. 


Where would I put this?

 

    left_portrait = {
        character = scope:carn_sex_player
        outfit_tags = { no_cloak no_hat no_pants no_clothes }
        animation = sex
    }
    right_portrait = {
        character = scope:carn_sex_target
        outfit_tags = { no_cloak no_hat no_pants no_clothes }
        triggered_animation = {
                                trigger = { scope:carn_sex_target = { sex_opposite_of = scope:carn_sex_player } }
                                animation = sex

         }

        triggered_animation = {
                                trigger = { scope:carn_sex_target = { sex_same_as = scope:carn_sex_player } }
                                animation = hom_sex

         }

    }

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19 hours ago, LueRV said:

I'm a noob at coding. Does anyone already have a file loaded with the animations? 

 

Or if this has already been discussed. please advise on where in this topic I should start reading. 


Where would I put this?

 

    left_portrait = {
        character = scope:carn_sex_player
        outfit_tags = { no_cloak no_hat no_pants no_clothes }
        animation = sex
    }
    right_portrait = {
        character = scope:carn_sex_target
        outfit_tags = { no_cloak no_hat no_pants no_clothes }
        triggered_animation = {
                                trigger = { scope:carn_sex_target = { sex_opposite_of = scope:carn_sex_player } }
                                animation = sex

         }

        triggered_animation = {
                                trigger = { scope:carn_sex_target = { sex_same_as = scope:carn_sex_player } }
                                animation = hom_sex

         }

    }

In the event file where you want the animation to play. Most event files have a block where the portraits ( the characters that show up in the event window) , the pose they will take and the outfit they will wear are defined. You just replace them with the above mentioned code. For more explications go to the Paradox modding wiki. There is a section on event modding which covers the basics.

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On 5/9/2021 at 5:21 PM, Endlesslust said:

Ah sorry, what I meant is all of the functionality of this mod without the body morphing or character creation (so keeping the scenes and animations). The other mod had much, much more customization for the character, but when using this mod it cancelled everything out and all that was left is making ED characters or amorphous blobs. If I understood you right though, it sounds like without the physical attributes part of this mod, then the scenes and animations aren't possible. 

 

I think I'm just going to shelf the LL content for this game until much later in development when expansions are out anyways. I'm having too many issues with mods messing with the game or just balancing issues in general (my rulers are becoming too OP, much, much too soon). 

No, the physical attributes mod isn't necessary for the animations and sex scenes. The game obviously has animations by default but the biggest issue is that they can't interact with each other. I have another mod on here (sex event window), that mod only includes gui coding that allows animations to interact. I made it specifically so people could make the same sort of content without being locked into the rest of the stuff I'm doing. Unfortunately its been up here for months and to my knowledge no one has done anything with it, I'll probably stop updating it tbh. 

The thing that I discovered is that the base game's rig wasn't great for creating sex animations, I could basically only make characters whack the woman's ass with their dick, I needed to add new bones to animate them properly, and that is all this mod is meant to do. Thing is that since I needed to change the base models to make this happen and character shapes are determined by reference to the base model, I needed to replace all of the game's shapes. Additionally I needed to replace every animation and every clothing model, and every shape for the clothing model. Otherwise the game wouldn't work. As you can imagine this took for god damn ever. So when making the shapes I decided to make shapes that can work for everyone's preferences, so no one would have to replicate the exhaustive process.

It irked me that in the base game that you couldn't create characters who were as busty as like Hitomi Tanaka or other big breasted porn stars, or as muscular as a Terry Crews or a young Arnold Schwarzenegger, or have an ass like Beyonce or Kim Kardashian, etc. So I used these people or people like them as models for my default sizes (that I use), I made it so you could go bigger than the defaults if you wanted. Thing is its relatively easy (relative to making new shapes) to take my shapes and make them less extreme or bring them back to the default level. I just can't predict what people's subjective notions of "realistic" versus "unrealistic", and I can't make 100 different versions of the mod for everyone's particular vision of what it should be (and people seem to be very particular). 

Unfortunately I overestimated people's willingness to do this themselves, though I try to be helpful in walking people through the process. And no one has uploaded a mod different default sizes (though they are welcome to). This is all definitely TMI but if you look back through this thread it represents a good number of all the comments, so I'm writing this mostly to have something to copy paste when it gets mentioned again.

As to the character creation, its kind of similar. It's just not a way I play the game and since this mod changes the genes it inherently changes the way character creation works. It definitely could be made more compatible, and I hope someone does. But I'm generally focused on making new animations, and working through some of the more esoteric issues I run into.

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