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Are you ready to collaborate to create a BDSM mod?


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A little about myself: I can model and record sound. Nothing else useful for modding. However, I am fairly familiar with mechanics, metrics, ergonomics and design. At the same time, I can save polygons, but not turn the model into a brick.
How good or bad I am modeling, you can see in my profile on the nexus, you can decide whether my persona is worthy of your attention or not.

 

https://www.nexusmods.com/fallout4/users/53880041?tab=user+files

 

Now about my idea:
Don't you think that all the furniture for sex that is made for a fallout has a functionality and appearance that would be appropriate for GTA 3? Do not misunderstand me, I do not want to say "this is bad", I respect the work of every worker. And I am the first who knows that it is impossible to be a good modeller, and a good animator, and a good programmer all rolled into one.
For this, a team is needed, since only collective work brings good results.
 What do you think? Can we try a little communism to bring “good old ultraviolence” to the Massachusetts commonwealth?
  I am currently working on a modelling of a "torture laboratory". Here's what I did right now:

 

Spoiler

but the idea came to me that I could not do everything alone and I have too little knowledge (they are limited to modeling).
Should I continue to work on the lab? Are there any interested people (animators and programmers) who are interested in cooperation?

It is important to note that when I say collaboration, I mean collaboration. This means that I am not wearing my officer's uniform and am looking for soldiers to be their commander.
Cooperation is when I lend a helping hand to you, and you to me. and we create good content together.

If you are interested in how I see the implementation of the "torture laboratory" project, I can tell you.
If you have your own project in which you need a modeler, I am ready to take part.


Addition: there is also 1 model that may be of interest to the mod creator +18, this is a horse dick. Use this as you see fit. For example, for animations, or as a chair for the settlers, or gag a preston graphy with that. https://www.nexusmods.com/fallout4/mods/51528/

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26 minutes ago, VonHelton said:

So you need an animator to make your stuff come alive?

 

:no_mouth:

I would describe it as "a project needs a team that includes an animator." Are you interested in this idea?

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2 hours ago, REB85 said:

I would describe it as "a project needs a team that includes an animator." Are you interested in this idea?

 

This is the wrong place to look for help with mods. I don't mean to sound offensive, but I've been here a lot longer than you and made many more topics asking for help and none of them went answered.

 

You can try the Nexus, Twitter, and Reddit, but mods usually only get the help they need from teams who are already good friends with each other.

 

You can try asking the animators here like @Bad Dog and @Kimy, but they have personal lives and mods they're working on themselves.

 

3 hours ago, REB85 said:

I didn’t understand your message, but I’m sure I could understand if it contained more words ?

 

Don't be rude to senior members.

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this is a very sophisticated piece of equipment. There are too many parts and details. Probably, all together it is as easy to animate and make one complex out of this, as to make a new synth factory. Getting started with animation is something easier, because this whole set of mechanisms requires a professional animator.

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6 hours ago, South8028 said:

this is a very sophisticated piece of equipment. There are too many parts and details. Probably, all together it is as easy to animate and make one complex out of this, as to make a new synth factory. Getting started with animation is something easier, because this whole set of mechanisms requires a professional animator.

there should be more mechanisms in the full version than you see. since this set of parts can be used to assemble other structures for holding in other positions. It would also not be bad for the victim to be grabbed by stormtrones or synths and forcibly placed on the fixing device, and not as it happens in the AAF animation "the character goes to a meeting and the screen is darkened". It would also be nice to make large mechanical penises for stormtrones (I can only make a penis model). It would also be nice to have the victim's belly stretch out when a large object enters the ass. As a result, it is 10 times more complicated than a synth factory. This should also include building objects in settlements that you can assign an settler to. "Like a torture device" but in more correct poses and with animation. This should also include quests that are intertwined with the main storyline (for example, alternative entry to the "institute", changing the quest to transform curie into a human, side quests to kidnap or save Geneva and Darcy).
There are plots for quests. There are no interested parties yet.

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39 minutes ago, REB85 said:

there should be more mechanisms in the full version than you see. since this set of parts can be used to assemble other structures for holding in other positions. It would also not be bad for the victim to be grabbed by stormtrones or synths and forcibly placed on the fixing device, and not as it happens in the AAF animation "the character goes to a meeting and the screen is darkened". It would also be nice to make large mechanical penises for stormtrones (I can only make a penis model). It would also be nice to have the victim's belly stretch out when a large object enters the ass. As a result, it is 10 times more complicated than a synth factory. This should also include building objects in settlements that you can assign an settler to. "Like a torture device" but in more correct poses and with animation. This should also include quests that are intertwined with the main storyline (for example, alternative entry to the "institute", changing the quest to transform curie into a human, side quests to kidnap or save Geneva and Darcy).
There are plots for quests. There are no interested parties yet.

Ahaha. ) so I wrote to you that it is difficult and requires a professional animator, of which there are two and a half people on this resource. You probably misunderstood me (I speak very mediocre English). I tried to be ironic about the synth factory, meaning that animating such a complex object is not easy. Therefore, I advised you to start with something simpler. Assemble a simple mechanism with simple animation. Gradually increase the number of objects and complexity, instead of trying to immediately implement a large project.

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34 minutes ago, South8028 said:

Ahaha. ) so I wrote to you that it is difficult and requires a professional animator, of which there are two and a half people on this resource. You probably misunderstood me (I speak very mediocre English). I tried to be ironic about the synth factory, meaning that animating such a complex object is not easy. Therefore, I advised you to start with something simpler. Assemble a simple mechanism with simple animation. Gradually increase the number of objects and complexity, instead of trying to immediately implement a large project.

Yes, I do not argue, it is difficult to understand irony through Google translator (I use it) =).
The problem is, I can't animate at all. I am a steel structure engineer and designer. I can design metrically accurate structures, I can make textures, but I can't even animate a pistol, by the way, here is one of them:
 

Spoiler

revolver2.jpg
revolver1.jpg

 

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8 minutes ago, Konata Inoue said:

Aside from an animator, what other talent are you looking for?

In working on a large project, there are no unnecessary talents. The minimum that a project needs is an animator and a programmer who understands Fallout 4 scripts. This is what you need to get started.
But since in the project not only my desires, but the desires of all participants should be realized, other modelists, texture specialists, artists (especially those who can make references) and other talents may also be required.
The more hands get to work, the better the result.

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If I could get Blender & Niftools to work together, I could start animating. I'll install Blender, install Niftools, go into Blender and..........Nothing. Can't import 3DMax files. If someone would kindly tell me which version of Blender & which version of Niftools work together, I'd be appreciative!

 

:bawling:

 

 

 

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1 hour ago, VonHelton said:

If I could get Blender & Niftools to work together, I could start animating. I'll install Blender, install Niftools, go into Blender and..........Nothing. Can't import 3DMax files. If someone would kindly tell me which version of Blender & which version of Niftools work together, I'd be appreciative!

 

:bawling:

 

 

 

Maybe try asking an animator directly.

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2 hours ago, VonHelton said:

If I could get Blender & Niftools to work together, I could start animating. I'll install Blender, install Niftools, go into Blender and..........Nothing. Can't import 3DMax files. If someone would kindly tell me which version of Blender & which version of Niftools work together, I'd be appreciative!

 

:bawling:

 

 

 

All I can tell you is that Nifskop makes a big pile of shit out of polygons and breaks geometry. I tried to export OBZh files through this program and import them into 3d max. I got 7000 polygons from a model that looks like a maximum of 2000 + torn mesh.
I do not know if there is another way, but this one clearly does not work.

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What are OBZh files?  NifSkope is really good for .NIF files.  It can also import and export .OBJ files but not very well in my experience.  I prefer to import/export .OBJ files using Outfit Studio and use Outfit Studio to convert .OBJ into .NIF files for editing in NifSkope.

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On 4/17/2021 at 3:27 PM, Prince Rurik of Novgorod said:
On 4/17/2021 at 11:57 AM, REB85 said:

I didn’t understand your message, but I’m sure I could understand if it contained more words ?

 

Don't be rude to senior members.

That was one of the more tactful ways they could've said "I have no idea what you just said", honestly.

Also, 'seniority' in and of itself, only conveys how long you've been around for, and nothing more.
Should be respectful, and not rude, period. Doesn't really matter to whom.

On 4/17/2021 at 10:01 AM, REB85 said:

but the idea came to me that I could not do everything alone and I have too little knowledge (they are limited to modeling).

 

It is important to note that when I say collaboration, I mean collaboration. This means that I am not wearing my officer's uniform and am looking for soldiers to be their commander.
Cooperation is when I lend a helping hand to you, and you to me. and we create good content together.

Always a good start :sweat_smile:

Quote

Should I continue to work on the lab? Are there any interested people (animators and programmers) who are interested in cooperation?

My own two cents, would be to work on it anyway.
Available models, especially textured and otherwise ready-to-go (in *.obj and *.nif formats, sensible poly counts, etc.) for this sort of thing are always welcome.
I mean, pretty much every dildo/strap-on you'll see in FO4, is Vioxsis' work from ~2017-2018.
The only 'racks' I'm aware of, are buried in a version of Crazy's anims, and maybe with some work, could be adapted to 'proper' use.

If the models are available, someone, somewhere, will spot them, have an idea, and make something of it (usually).
The main 'bottleneck' for FO4 (in my opinion) is the learning curve for animating for it.
There's only ever been a dozen or so animators (NSFW at least, there's some weapon/pose animators) for FO4, and even fewer are still active/around, let alone actively working on more anims.
Finding and obtaining the software/Havok tools necessary is one part of it, but there's still quite a steep slope to learn what the hell to do with it to create something of decent quality.
The coding/scripting, almost anyone can pick up, even if it's janky/inefficient, it's less visible, and less of an obvious concern.

 

46 minutes ago, REB85 said:

All I can tell you is that Nifskop makes a big pile of shit out of polygons and breaks geometry. I tried to export OBZh files through this program and import them into 3d max. I got 7000 polygons from a model that looks like a maximum of 2000 + torn mesh.
I do not know if there is another way, but this one clearly does not work.

This is part of what I mean 'bout the software.
Anyway.

There's one or more plugins somewhere, for 3DS Max to export to *.nif's, but it should be fine importing *.obj's.
Maybe @SavageCabbage can point you in the right direction there, if he's got some time.

 


A final note:
In my opinion, the modelling and animating are the biggest two hurdles. If you can get both sorted out and made a release in some fashion with functional models/anims, there'll likely be more than one person willing to pick 'em up and create something with them, be it scripted, or a more 'basic' 'debug room'.

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2 hours ago, GrimGrim31 said:

What are OBZh files?  NifSkope is really good for .NIF files.  It can also import and export .OBJ files but not very well in my experience.  I prefer to import/export .OBJ files using Outfit Studio and use Outfit Studio to convert .OBJ into .NIF files for editing in NifSkope.

I'm sorry. "OBZH file" is what i get if i do not follow the translation of the Google translator. I meant OBJ. Outfit studio program, does not tear the mesh and add many polygons?

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1 hour ago, REB85 said:

I'm sorry. "OBZH file" is what i get if i do not follow the translation of the Google translator. I meant OBJ. Outfit studio program, does not tear the mesh and add many polygons?

In theory, you should be able to export as *.obj and just import to OS, but you likely need to import the *.obj into something like 3DS Max, and export as *.nif, with one of the plugins I mentioned in my other comment.

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6 hours ago, REB85 said:

All I can tell you is that Nifskop makes a big pile of shit out of polygons and breaks geometry. I tried to export OBZh files through this program and import them into 3d max. I got 7000 polygons from a model that looks like a maximum of 2000 + torn mesh.
I do not know if there is another way, but this one clearly does not work.

well, for starters ... To do at least something instead of nothing ... you need 3d max 2013, because he is the only one that is guaranteed to work with fo4 resources. 2015 may or may not work. Unknown. Therefore, 2013. Next, you need to master the export of models with colision. With normal colision, and not made in nifskop. Just learn how to add your collision nifs like static hardware and forget about animation for now. There are many tutorials and tutorials out there. I do not know what language is your native, but I speak Russian, and even in Russian I managed to find many training videos, and using textbooks in English in pdf, using a translator, is no more difficult than in my own language.

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7 hours ago, Nebuchadnezzer2 said:

That was one of the more tactful ways they could've said "I have no idea what you just said", honestly.

Also, 'seniority' in and of itself, only conveys how long you've been around for, and nothing more.
Should be respectful, and not rude, period. Doesn't really matter to whom.

Always a good start :sweat_smile:

My own two cents, would be to work on it anyway.
Available models, especially textured and otherwise ready-to-go (in *.obj and *.nif formats, sensible poly counts, etc.) for this sort of thing are always welcome.
I mean, pretty much every dildo/strap-on you'll see in FO4, is Vioxsis' work from ~2017-2018.
The only 'racks' I'm aware of, are buried in a version of Crazy's anims, and maybe with some work, could be adapted to 'proper' use.

If the models are available, someone, somewhere, will spot them, have an idea, and make something of it (usually).
The main 'bottleneck' for FO4 (in my opinion) is the learning curve for animating for it.
There's only ever been a dozen or so animators (NSFW at least, there's some weapon/pose animators) for FO4, and even fewer are still active/around, let alone actively working on more anims.
Finding and obtaining the software/Havok tools necessary is one part of it, but there's still quite a steep slope to learn what the hell to do with it to create something of decent quality.
The coding/scripting, almost anyone can pick up, even if it's janky/inefficient, it's less visible, and less of an obvious concern.

 

This is part of what I mean 'bout the software.
Anyway.

There's one or more plugins somewhere, for 3DS Max to export to *.nif's, but it should be fine importing *.obj's.
Maybe @SavageCabbage can point you in the right direction there, if he's got some time.

 


A final note:
In my opinion, the modelling and animating are the biggest two hurdles. If you can get both sorted out and made a release in some fashion with functional models/anims, there'll likely be more than one person willing to pick 'em up and create something with them, be it scripted, or a more 'basic' 'debug room'.

Thank you for your reply. Modeling is not a problem for me. Therefore, I am looking for cooperation with people for whom animation and everything else is not a problem.
Number of polygons? Well ... when I removed all the duplicates it was about 6,000. But the lab might even have 100,000. I don't know a lot or not.

As for the phaloimmitators ... I just posted one of these on the nexus. If some user thinks that a horse dick is better than little pink toys, he can use this model.

https://www.nexusmods.com/fallout4/mods/51528/

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4 hours ago, South8028 said:

well, for starters ... To do at least something instead of nothing ... you need 3d max 2013, because he is the only one that is guaranteed to work with fo4 resources. 2015 may or may not work. Unknown. Therefore, 2013. Next, you need to master the export of models with colision. With normal colision, and not made in nifskop. Just learn how to add your collision nifs like static hardware and forget about animation for now. There are many tutorials and tutorials out there. I do not know what language is your native, but I speak Russian, and even in Russian I managed to find many training videos, and using textbooks in English in pdf, using a translator, is no more difficult than in my own language.

I am using max 2013 as I cannot use the newer one. But when I tried to install some plugins, all I got was problems in the program. besides, I couldn’t export anything. If you have information about plugins that work 100% in 3d max 2013 on your computer, please tell me about them.

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3 hours ago, REB85 said:

I am using max 2013 as I cannot use the newer one. But when I tried to install some plugins, all I got was problems in the program. besides, I couldn’t export anything. If you have information about plugins that work 100% in 3d max 2013 on your computer, please tell me about them.

Sure. 3ds 64 bit must be installed in ? c\ programs files. The plugin itself is available along with creation kit and is located in  tools \ nif exporter. Inside the autoinstaller bgs exporter. The geimbrio format will appear. There are nuances that are necessary to properly prepare a model, there are many of them, and it is necessary to read / watch reference materials. The finished meshes must be dropped into the elric folder and run elrich.exe, configured and compiled into the fo4 format. You can assign materials in outfit studio. Also, os itself allows you to do whatever you want with meshes and bones. This is such a simple, but very powerful editor for meshes, bones and a base of skyrim and fo4 morphs.

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