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Posted (edited)

Okay, I just got home from a day of drinking so I might be going insane, but all my Yapped-Runebear demasks stopped working? I checked my Steam and it auto-updated so I reran Anti-cheat Toggle, UXM extract/patch and my armor edits are there but the body isn't showing underneath. 

 

The regulation.bin file is definitely being updated and used (the game doesn't start if it's deleted and the timestamp shows it's being saved when I ctrl-S in Yapped) but it's just not having any effect?

 

Edit: seems like it's probably a version mismatch. I guess I have to reimport my changes from a fresh vanilla regulation file. 

Edited by epar7416
Posted (edited)
16 hours ago, LovelyLad said:

Sorry, that's a flat no from me. I'd need to create 15 files for just this release for a 3 skin color variation, which taking 10 minutes per file to pack and test, and another chunk of time to screenshot and upload... and again for any future skimpy armor variations.

 

OTOH, it's not too much work to pull out one armor you like and change its skin color; so I'll provide instructions on how to do this with the 'A Better Nude Body' mod.

Hm, you would have to do that for every armor? Wouldn't it be possible to have the texture of the skin parts of the armor link to the base body textures? That's what i thought you would have to do when i asked, Just change the skin with the main body mod and the armors would take their skin from there.

Like at the moment, the changed body textures are visible on all simple armor edits where you see the skin. I knew that modding would break the skin color itself, but i wasn't aware that we couldn't use one skin texture that serves as a base. I think other mods like that extra buff body also work that way, that you can just change one texture file and the armor mods use the new skin color. (that's what it looks like at least, i haven't used that one)

 

Or is that because you actually include the body itself in the armor mod while others (where it works that way) only include the armor and the body part always used the main body?

 

Sorry for asking it's totally fine if you don't want to do it, i would just like to if that is the reason or something else.

Edited by sullivan
Posted
9 hours ago, Silvist said:

@Kelahi123 - The deforming is due to how much you lined up the skeleton/bone/nodes to the mesh.  It takes alot of rescaling and repositioning.  But the general idea is you want all the bones to be centered in the mesh and to mirror the original body as best as you can.  Until we can import custom skeletons, this will always been an issue.

This is how much Sheva was lined up, and as you can see its not perfect.  It still has some parts that aren't perfectly lined up:
 


But as you can see its muuuuch better, and more lined up than my first attempt with Nyotengu:

 


The fingers are probably one of the most important parts to be lined up, so it grips the weapon properly and the fingers don't deform.  Then after that, its all weight painting lol.  Smoothing out the weight painting or correcting it will help the model have less deforming during movement/animation.  I noticed on bigger breasts the two areas you have to adjust is spine2, and L/R pectoral.

So far the easiest way i found to paint this is just to mirror how it looks nearby.  So just ctr+right click to copy the weight setting, and pain away.  Ex:

 


I noticed lining up the head was less of an issue, minus the fact ER hair will clip hard.  I believe the last nyotengu i released for testing was the most recent one I worked on...lol did alot of tests.  Also been sick asf for the last week+.

I myself have modded ff14, but haven't considered porting the bodies over from it.  I believe I used bibo+ with venus (thicker and more curves).  

Also a side note I was able to use multiple normal maps on one mesh, and I was testing SSS textures.  Used something like this:

 

  Hide contents

image_2022-05-08_042206199.png.caef8ff8c7c284dd1ea98327c03f7da4.png

 

 

That's because there's actually no PBR occurring, just like FO4 or Warframe the engine capability could be there but that's not what maps are being used for. All you're actually covering from distinct SSS is envmap reflectivity, which has jack to with actual metallic properties, it's literally just how strong the specular highlights will be in a direct light source and what color they will be same, for albedo and "roughness". If it was an actual albedo map it would have only ambient color zones and zero structural details, because that's the job of a non-directional normal map.

 

The only game that actually uses roughness at all besides this one is warframe and there it's used as a "damage" map overlay, nonprime frames and weapons have variable size damage maps showing wear and tear, on prime frames and weapons these channels are flat and uniform to show newness and "build quality".

 

On naked characters you can use these for the amount of skin gloss and how much the main light source in outdoors tints the skin, you can also makes the character or tattoo glow or use partial transparency. In an actual PBR setting you could control actual skin luminance and transparency on the map itself, because this isn't actual PBR, the actual material file is going to fake all that shit before you see a single texture on screen, and most armor sets have at least three material components covering fur/hair, leather/cloth and metal materials and if it's an arcane/faith/int linked set, it'll also contain either a universal link or unique material file for active emission strength and transparency for ashes and skills.

Posted (edited)
5 hours ago, sullivan said:

Hm, you would have to do that for every armor? Wouldn't it be possible to have the texture of the skin parts of the armor link to the base body textures? That's what i thought you would have to do when i asked, Just change the skin with the main body mod and the armors would take their skin from there.

Like at the moment, the changed body textures are visible on all simple armor edits where you see the skin. I knew that modding would break the skin color itself, but i wasn't aware that we couldn't use one skin texture that serves as a base. I think other mods like that extra buff body also work that way, that you can just change one texture file and the armor mods use the new skin color. (that's what it looks like at least, i haven't used that one)

 

Or is that because you actually include the body itself in the armor mod while others (where it works that way) only include the armor and the body part always used the main body?

 

Sorry for asking it's totally fine if you don't want to do it, i would just like to if that is the reason or something else.

I don't know of anyway to get cross reference across custom textures (i.e. where one mod can point to another's textures - which is what you'd need). There might be - I just don't know how. If you or anyone else figures it out, let me know, because it'd make color changing on this mod super easy.

 

This isn't to be conflated with files pointing at the general shared texture pool - which I know some armors do (like Knights armor using the general belt textures, and a bunch of detail normal maps for different material types). Don't know how to update/efficiently distribute that general texture pool either.

 

So yeah, requests easy - working around the technical limits of what we know in modding land - less so.

Edited by LovelyLad
Posted
15 hours ago, Silvist said:

@Kelahi123 - The deforming is due to how much you lined up the skeleton/bone/nodes to the mesh.  It takes alot of rescaling and repositioning.  But the general idea is you want all the bones to be centered in the mesh and to mirror the original body as best as you can.  Until we can import custom skeletons, this will always been an issue.

This is how much Sheva was lined up, and as you can see its not perfect.  It still has some parts that aren't perfectly lined up:
 


But as you can see its muuuuch better, and more lined up than my first attempt with Nyotengu:

 


The fingers are probably one of the most important parts to be lined up, so it grips the weapon properly and the fingers don't deform.  Then after that, its all weight painting lol.  Smoothing out the weight painting or correcting it will help the model have less deforming during movement/animation.  I noticed on bigger breasts the two areas you have to adjust is spine2, and L/R pectoral.

So far the easiest way i found to paint this is just to mirror how it looks nearby.  So just ctr+right click to copy the weight setting, and pain away.  Ex:

 


I noticed lining up the head was less of an issue, minus the fact ER hair will clip hard.  I believe the last nyotengu i released for testing was the most recent one I worked on...lol did alot of tests.  Also been sick asf for the last week+.

I myself have modded ff14, but haven't considered porting the bodies over from it.  I believe I used bibo+ with venus (thicker and more curves).  

Also a side note I was able to use multiple normal maps on one mesh, and I was testing SSS textures.  Used something like this:

 

  Reveal hidden contents

image_2022-05-08_042206199.png.caef8ff8c7c284dd1ea98327c03f7da4.png

 

Ah, thanks a lot for replying with so much information! I wanted to work on it again since it looks so bad for my first attempt, lol. I assumed it was something with the body not lining up right and yeah I was looking at your post and thinking man, it looks much better than what I did. xP I will have to implement all this stuff you put in but I am also strapped for time as of now. :^( Again, I really appreciate it and I hope you feel better soon! :^D I probably will have questions in the future since I am not great and this is my first venture into Blender, but I hope you can assist me once again if needed and you are not too busy. :P

Posted
14 hours ago, epar7416 said:

Okay, I just got home from a day of drinking so I might be going insane, but all my Yapped-Runebear demasks stopped working? I checked my Steam and it auto-updated so I reran Anti-cheat Toggle, UXM extract/patch and my armor edits are there but the body isn't showing underneath. 

 

The regulation.bin file is definitely being updated and used (the game doesn't start if it's deleted and the timestamp shows it's being saved when I ctrl-S in Yapped) but it's just not having any effect?

 

Edit: seems like it's probably a version mismatch. I guess I have to reimport my changes from a fresh vanilla regulation file. 

 

After an evening and morning, I have managed to restore most of my demasking toggles. Now.. back to stripping Sellen. ?

Posted
15 hours ago, LovelyLad said:

A quick mod from me this time - now that the work on ABNB is done and I'm just testing the workflow, it's exponentially easier to put out a quick delete bits of armor until lewd mod.

 

image.thumb.jpeg.7d9eb4edc1dab545178572daf2e2c930.jpeg

 

https://www.nexusmods.com/eldenring/mods/1080/

Awesome material. Do you have a Patreon? Maybe the whole community could just commission you.

Posted

Zullie's new video shows what we could have had with customization.

 

 

I wonder if we can take advantage of this without having to manually create/edit materials....

 

 

 

Screenshot 2022-05-10 123101.png

Posted
On 5/8/2022 at 6:25 PM, DorkDiva said:

Anyone hear from TRX latley? Getting worried, him being in the middle of a war and all.

I was wondering the same thing, but I saw he posted on Patreon today. Hopefully, he's doing alright.

Posted
6 minutes ago, nerdzerker1988 said:

Does this have J̶i̶z̶z̶l̶e̶ i mean jiggle physics ?

No... but potentially maybe once I've done the necessary research.

 

Posted

Some seriously good stuff appearing in this thread. ??

21 minutes ago, full_inu said:

wow, I can't believe this thread from good ol' LL is solely responsible for all flood of lewd mods on Nexusmods' eldenring

I was laughing my head off when I saw it on Nexus.

Posted
7 hours ago, full_inu said:

wow, I can't believe this thread from good ol' LL is solely responsible for all flood of lewd mods on Nexusmods' eldenring

 

lol I get so many dumb comments on my Nexus mod pages I'm tempted to just stop releasing them on there.

Posted
1 hour ago, epar7416 said:

 

lol I get so many dumb comments on my Nexus mod pages I'm tempted to just stop releasing them on there.

 

That's part of being a mod author.

 

Personally, I hate when SJWs, "Immersion Scientists", and elitist comment on Nexus and then I realize they just joined and are new to modding but still, "do you not have fun?"

I don't mind the ones where people ask on how to properly install mods or what the specific mod do as often times, mod author's descriptions are sometimes short or unclear about their mod or the install process. Not crapping on any foreign mod authors but this is more prevalent with their mods as I can understand English is not their main language.

 

Anyways, huge thanks to you and any and all mod authors out there as it is you guys who keep games alive and going strong for several more years while most unmoddable games quickly die out after a year or two.

Posted
14 hours ago, LovelyLad said:

Bikini and Lewd Royal Armor. Probably the best set so far for the ABNB sets.

image.thumb.jpeg.a8e36b26914c3ef43bbae902c84acdb3.jpeg

 

image.thumb.jpeg.1f80a3b2501b4a392fd00f0f0d1330b3.jpegimage.thumb.jpeg.c71852887559ae8f169b6be5a6863fcd.jpegimage.thumb.jpeg.07e8ae2330099bb91469bcad52879b0b.jpeg

https://www.nexusmods.com/eldenring/mods/1113

Man, I tried yesterday the lewd knight set and it is really dope. Kudos!

Good textures, maybe only a bit of low poly underboobs but nothing tragic.

 

Hope you release a base nude body or at least other "starting" armor sets. Keep going! 

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