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Are you ready to collaborate to create a BDSM mod?


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Posted (edited)
8 hours ago, t.ara said:

Thank you very much. As for the methods, there are not one or two of them. Technically, nif can contain any number of sequences, the question is how to run them. When it comes to gamebryo, this is done with ref_attach_node. As an example nif's elevators in the "glass institute elevators" mod where buttons activators switch elevator sequences). But to keep gamebryo animations in sync with havok, there must be (as far as people have explained to me) an easier way to run gamebryo sequences directly from havok animation annotations. The hkx itself, running for example via aaf on our custom furniture, can start and stop gamebryo sequences. Accordingly, they are already synchronized. Naturally, furniture animations and havok animations need to be done together and exported, sorted by parts.

Edited by South8028
Posted
40 minutes ago, South8028 said:

Thank you very much. As for the methods, there are not one or two of them. Technically, nif can contain any number of sequences, the question is how to run them. When it comes to gamebryo, this is done with ref_attach_node. As an example nif's elevators in the "glass institute elevators" mod where buttons activators switch elevator sequences). But to keep gamebryo animations in sync with havok, there must be (as far as people have explained to me) an easier way to run gamebryo sequences directly from havok animation annotations. The hkx itself, running for example via aaf on our custom furniture, can start and stop gamebryo sequences. Accordingly, they are already synchronized. Naturally, furniture animations and havok animations need to be done together and exported, sorted by parts.

If you think this is working such a way I would like to see a ready - to- go result.

 

Posted
1 hour ago, t.ara said:

If you think this is working such a way I would like to see a ready - to- go result.

 

I don't think anything yet. In gamebryo, I can do anything. But I haven't exported anything in havok yet. Well, I'm sure that technically I can get some result, but I have 0 experience with animation of the human skeleton. I would be happy if someone took over the animation of the bones, and I would do the animation of the mechanisms. Animation of mechanisms, and any new mechanisms along with any sequences, I can do easily. But anyway, now that I have a rig, I can experiment. Not necessarily with sex animations.

Posted
3 hours ago, South8028 said:

I don't think anything yet. In gamebryo, I can do anything. But I haven't exported anything in havok yet. Well, I'm sure that technically I can get some result, but I have 0 experience with animation of the human skeleton. I would be happy if someone took over the animation of the bones, and I would do the animation of the mechanisms. Animation of mechanisms, and any new mechanisms along with any sequences, I can do easily. But anyway, now that I have a rig, I can experiment. Not necessarily with sex animations.

You work in a wrong way to prepare everything and later your hours of work will be for no result-an animation can be made if the working-process is not any longer a nice theory.

This all is not hard to do (specially if you have that professional NIF-exporter from bethesda in the workflow!!!) but I told that you won ´t be able to bring it all together in syncronized way how the people would like to see that. As soon you have a workflow, let me know because then I can start with such stuff inside of skyrim, beginning with a simple swing.

Posted (edited)
On 4/17/2021 at 2:01 AM, REB85 said:

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:

 

  Reveal hidden contents

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/

Before to name this a mod I would call it an "ambitioned project to create a single animated furniture inside of FO4" (WIP).

 

Edited by t.ara
Posted
1 hour ago, t.ara said:

You work in a wrong way to prepare everything and later your hours of work will be for no result-an animation can be made if the working-process is not any longer a nice theory.

This all is not hard to do (specially if you have that professional NIF-exporter from bethesda in the workflow!!!) but I told that you won ´t be able to bring it all together in syncronized way how the people would like to see that. As soon you have a workflow, let me know because then I can start with such stuff inside of skyrim, beginning with a simple swing.

Yes, I'm working with max 2013 with bethesda's bgs exporter. I also have hct 2014 and fbx importer. But I'm not going to immediately take on some complex havok animations. I will start, obviously, with primitive things. I will try, for example, to put the rig in an animated rocking chair, or something like that. Now I'm finishing some projects, and when I'm done, I'll start dealing with havok.

Posted
8 hours ago, South8028 said:

Yes, I'm working with max 2013 with bethesda's bgs exporter. I also have hct 2014 and fbx importer. But I'm not going to immediately take on some complex havok animations. I will start, obviously, with primitive things. I will try, for example, to put the rig in an animated rocking chair, or something like that. Now I'm finishing some projects, and when I'm done, I'll start dealing with havok.

You will also need HAT and a working female skeleton inside of that software...a body-mesh is not necessary. And you need to have the correct version for FALLOUT4. I can ´t help you with that as I only have that tool for skyrim.

Rocking chairs I made in skyrim. I also created swings-but that stuff uses scripts, which is the "unprofessional way". Results are well, but I ´m on the way after ZAP 9 to create the animated furnitures with real behavior-files later, too. Pity, that I hate FO4.

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Posted
On 5/7/2023 at 4:22 AM, TheGoodKoosh said:

Is the sex machine Project still in the works?

It would be a cool addition to my black market bounty hunter playthrough

I'm still ready to collaborate, I'm ready to create more new models of devices, interiors, rooms and so on, but I don't see any interest from the community, unfortunately.

Posted

I have already written to all the people who are involved in these mods. Some are busy, some are experiencing other difficulties, some don’t see the point.

Posted
On 12/2/2023 at 7:48 PM, REB85 said:

I have already written to all the people who are involved in these mods. Some are busy, some are experiencing other difficulties, some don’t see the point.

If you are still using 3ds 2013, I can help you set up bgs exporter, hct, give you rigs and explain how to make and export nif's and havok animations. It's not very difficult. You can also insert them into the game yourself as animated furniture, or call them as abimObj with annotations in aaf, if necessary. This is all a lot of work and should be done by the person who plans the scene. Since you have been working in 3ds for a long time, this should not be difficult for you. You just need to install and configure everything correctly.

Posted
6 hours ago, South8028 said:

If you are still using 3ds 2013, I can help you set up bgs exporter, hct, give you rigs and explain how to make and export nif's and havok animations. It's not very difficult. You can also insert them into the game yourself as animated furniture, or call them as abimObj with annotations in aaf, if necessary. This is all a lot of work and should be done by the person who plans the scene. Since you have been working in 3ds for a long time, this should not be difficult for you. You just need to install and configure everything correctly.

I appreciate your response and offer of help. I'm using 2023 since my new controller doesn't support 2013. However, I can create in 2023 and export the 3DS in 2013.
If I could add items to crafting, create animations and assign settlers using animations, it would help me a lot. The same as if I could add clothes.
...At least it's a good demo to attract other mod creators.

Posted (edited)
On 12/7/2023 at 1:30 AM, REB85 said:

I appreciate your response and offer of help. I'm using 2023 since my new controller doesn't support 2013. However, I can create in 2023 and export the 3DS in 2013.
If I could add items to crafting, create animations and assign settlers using animations, it would help me a lot. The same as if I could add clothes.
...At least it's a good demo to attract other mod creators.

1.install the creation kit. In the tools folder you will need NIF_Exporter > BGS_Fallout4Exporter_-_1.2.52.0.exe to work. Elric > Elrich.exe (To create collisions).
2. Set 3ds as default. 3ds Max should be located in Program Files > Autodesk > 3ds Max 2013
3.Run the BGS_Fallout4Exporter autoinstaller. It will install the bgs tools in your Plugins folder.
4.download this fix on nexus and install it. https://www.nexusmods.com/fallout4/mods/20540
5.Open 3ds 2013. Go to Customize > Configure User Patches > External Files. Add BGS shaders from the Plugins\BGS\Shaders folder. Fo4 has two active materials. BsLightingFx (classic normals) and BsEffectFx (glass, effects, reflections). You can also add BGS shaders in Configure System Paths. This is not necessary, but I'm adding it just in case. 
6.Your materials are now set up. You can use Nvidea and Intel format dds textures. BSLightingFx and BSEffectFX materials are basic. They use the following formats... Diffusion (D) - DXT1 (regular non-alpha), DXT3 (clipping alpha), DXT5 (interpolated alpha transparency - used to create translucent surfaces in bsLightingFx - you can make glass for example, without using bsEffectFx). Diffusion textures use the D3d Nvidea plugin. Normal map (N) - BC5 8bpp format. Controlled by green, yellow, red channel. All N textures must be inverted. In Photoshop you need to do Image>Correction>Inversion. After inversion they should be yellow, but not blue.Specular Map - uses the same format as Normal Map. Textures N and S use the Intel Texture Works Bs5 format, respectively. Specular Map uses green, yellow, red channels. Green - middle, Yellow - shiny surface, Red - matte surface. Accordingly, Red and Yellow are the control semi-tans of Green.If necessary, I will explain in detail all the subtleties of other textures and setting up materials, but it’s better to do this in the process, like a question and answer, when these questions arise.
7.Next, install... Nifskope... https://github.com/niftools/nifskope/releases
It is absolutely necessary for configuring controllers and specialized BGS nodes. You can create all these nodes (for example, BsValueNode for AddOnNode in 3DS as child bones, saving them when exporting (Right click on bones\Object Properties\User Defined, enter sgoKeep = 1), but for fine manipulations you need Nifsop. Without Nifskop you can't get by. Install the Material Editor as well https://www.nexusmods.com/fallout4/mods/3635/
For convenience, Fo4 uses replaceable materials BGSM (for BsLightingFx) and BGEM (for BSEffectFX). You can get away with this by limiting the materials in Nif, but it is convenient to use replaceable materials. Install Body Slide and Outfit Studio.
https://www.nexusmods.com/fallout4/mods/25
OS is a nice tool and skins for some bones are much faster and more convenient to do with a brush in OS than by hanging vertices in 3DS.
8. https://www.nexusmods.com/fallout4/mods/16694/
Download F4Ak. Here we need niftools max plugins. Select your version accordingly: Max - 2013 - plugins - 3.8.0. This is nif importer. Accordingly, with it you can import nif into 3ds. It opens any nif. You can quickly import meshes with bones, such as a super mutant, dog, or cat, perform simple rigging, animate your rig, and immediately export to hkx using hct. You can imort statics, animations, bones. Clear the materials and reassign the materials (the plugin does not support bgs materials. You also need F4AK_HKXPackUI in this package. It decompiles hkx to xml. Hkx is actually xml. It contains metadata (hierarchy of bones, commands - annotations for the havok engine) and coordinates of bones in each frame. By unpacking hkx you can get the hierarchy of bones for rig.txt. The text file is required by hct to export the skeleton correctly. All joints in txt must be in capital letters, otherwise it will twist all the bones.You can also read Shadeanimator's manual on creating havok animations. Everything there is nice and understandable.
9.Next, download this. Install and I will explain how to set up hct. I will delete the first link after you download it for obvious reasons.
_______
https://disk.yandex.ru/d/Hb-paYcTLq0ycg

Edited by South8028
Posted

South8028

Thanks for the answer. I started the installation and problems started from the very first program. Creation Kit does not start because it is missing several files, as I understand from Steam

  • 3 weeks later...

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