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Posted (edited)

TabbyCatNinja Facials

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Currently experimenting with modelling and textures to accessorize with other clothing mods.
 

  1. Install with your preferred mod manager or copy the zip's Data folder into your Fallout 4 installation folder.
  2. Build "TCN CumFace" in BodySlide.
  3. Get TabbyCatNinja Facials in game at the Chemlab.

 

TabbyCatNinja Facials-beta.zip

Edited by TabbyCatNinja
added SliderSets
Posted

Glad to see someone making progress on this idea, since the odds we'll ever get a LooksMenu API for adding/removing face tints seems to be vanishingly small. At least this is something mods can dynamically equip and unequip (doing that during animation scenes and having it persist will require equipping onto both the doppleganger and the ghost, I expect?).

 

Thanks for sharing your hard work on this!

Posted

I remember the lads from Cum Overlays talking about how it's impossible to AUTO-add facials via LOOKS-MENU and now I'm wondering if there could be a script that equips the "Facial Equipment" on the character faces' post scenes

Posted (edited)
31 minutes ago, janedynamite said:

I remember the lads from Cum Overlays talking about how it's impossible to AUTO-add facials via LOOKS-MENU and now I'm wondering if there could be a script that equips the "Facial Equipment" on the character faces' post scenes

 

Yes, that's fairly doable. Register for AAF events and call EquipItem(), then start a countdown timer and UnequipItem() when it reaches zero or restart the timer if you get a new animation event. You'd likely want to make sure it's protected equipment from AAF's standpoint so it won't get stripped for animations, though any mods which don't check AAF's protected keywords may end up unequipping it themselves thinking they're stripping clothing off the character. Picking a biped slot which is unlikely to conflict with other things is another challenge; might be able to make that configurable in-game with MCM but then you wouldn't be able to get by with just having the slot baked into the Armor/ArmorAddon records like with normal wearables.

 

Edit: Actually, there's a hacky solution to making the slot configurable... make multiple identical-looking (same mesh/material) armor pieces each of which uses a different slot number, then the configuration is merely telling the script which one of those to use.

Edited by vaultbait
Posted

There is a problem with your material file. Translucent things will now have noise.

In addition, the content that wants to realize the same thing as you is actually under development.:relaxed:

2142882278_NifSkope2022-06-1309-12-23-89.png.0c7f7d7f0ccd385fd7caeefdcbadaefe.png

Posted
26 minutes ago, kziitd said:

There is a problem with your material file. Translucent things will now have noise.

In addition, the content that wants to realize the same thing as you is actually under development.:relaxed:

2142882278_NifSkope2022-06-1309-12-23-89.png.0c7f7d7f0ccd385fd7caeefdcbadaefe.png

These are super great!!

The noise with the alpha values looks ok with somethings and no so much with others. I'm still trying to learn more about the .bgsm files.

I like the scripted stuff @vaultbait said, I'm hoping to play mods with these kinds of effects. 

Posted
4 hours ago, vaultbait said:

 

Yes, that's fairly doable. Register for AAF events and call EquipItem(), then start a countdown timer and UnequipItem() when it reaches zero or restart the timer if you get a new animation event. You'd likely want to make sure it's protected equipment from AAF's standpoint so it won't get stripped for animations, though any mods which don't check AAF's protected keywords may end up unequipping it themselves thinking they're stripping clothing off the character. Picking a biped slot which is unlikely to conflict with other things is another challenge; might be able to make that configurable in-game with MCM but then you wouldn't be able to get by with just having the slot baked into the Armor/ArmorAddon records like with normal wearables.

 

Edit: Actually, there's a hacky solution to making the slot configurable... make multiple identical-looking (same mesh/material) armor pieces each of which uses a different slot number, then the configuration is merely telling the script which one of those to use.

Thanks, this is very useful info. I'm wanting to make stuff to accessorize with other mods. 

Right now to keep any preferred clothing items on during sex I've been using the "Rogg No-Strip Items" mod.

Posted (edited)
15 minutes ago, TabbyCatNinja said:

These are super great!!

The noise with the alpha values looks ok with somethings and no so much with others. I'm still trying to learn more about the .bgsm files.

I like the scripted stuff @vaultbait said, I'm hoping to play mods with these kinds of effects. 

In fact, this is a new framework that spicydoritos is making. The same function as cum overlay is used for aesthetic processing after AAF animation.

The difference is that it calls meshes instead of texture overlay. It has the content of the head as you can see, as well as the content of the body.

At present, I am still making some necessary documents of these , which can be used to deform with the dialogue and expressions and presets of the characters.

Edited by kziitd
  • 6 months later...
Posted
On 7/18/2022 at 11:15 PM, kziitd said:

In fact, this is a new framework that spicydoritos is making. The same function as cum overlay is used for aesthetic processing after AAF animation.

The difference is that it calls meshes instead of texture overlay. It has the content of the head as you can see, as well as the content of the body.

At present, I am still making some necessary documents of these , which can be used to deform with the dialogue and expressions and presets of the characters.

is this still in development?

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