Roggvir Posted September 14, 2022 Posted September 14, 2022 Roggvir's Adjustable Gags View File Gags that automatically adjust to fit the face, using a predefined preset. Every supported gag can have separate Male and Female presets for player, for any number of specific NPCs, generic racial presets, and a "default" fallback preset. Presets can be edited in-game using a comfortable GUI. Data is stored in JContainers using dedicated domain (makes uninstallation real simple by just... uninstalling the crap, preventing save bloat). BE AWARE: This is the first release. And while it has been tested for quite some time already, there are bound to be issues, and especially unexpected clashes with other mods you may be using. So, if you install this into a game with progress that is precious to you, keep the old save, and be ready to go back to it if things go wrong and possibly loose hours of gameplay. How does it work It modifies gags from Devious Devices, giving them a special enchantment. When any actor equips such a gag, the magic effect script from that enchantment runs a code to find the best fitting preset, and applies appropriate morphs to the gag worn by the actor, together with any phonemes and modifiers defined in the preset. While a gag is worn, the phonemes/expressions are periodically reapplied. When a gag gets unequipped, the morphs, phonemes, and expressions are cleared. Additionally, while a gag is worn, the actor will make occasional moaning sounds, and a drool and tears overlay will get applied to the actors face (and changed over time). For now, only one voice is available, but i will add means to add custom voices (or maybe the voices from SexLab could be used? we'll see). You can still disable any of these features by setting the appropriate delay to 0 in the mod's MCM. The mod comes with no presets. So for now, every user will have to create their own. Over time, i would like to build a set of basic presets for vanilla faces, but i do not want to bother right now, because the gag TRI morphs are not final yet and will be changed in the future, which will likely make most or all presets obsolete at that point. To open the Preset Editor, press the assigned Hotkey (see MCM settings). If you are looking at an NPC, and standing close enough to get the 'E' prompt, the Editor will open for that NPC. If you are not looking at an NPC, or standing far away from it, the Editor will open for your Player charater. When you are in Editor with Player, you can still save any created presets as a default preset, or as any race presets, but not as a preset for specific NPC - that is available only when the editor is opened for that NPC. A preset is defined by sex, preset type (player/race/npc), and type of gag. To select a preset, use the _☰_ drop down menus at the screen center inside the _blue title bar_, to select the sex, preset type, and type of gag. To load selected preset, click ?︎ next to the preset selection menus. To save as selected preset, click ?︎ next to the preset selection menus. To delete selected preset, click ? next to the preset selection menus. The gag type drop down menu in the center of the screen, below the blue title bar, servers only to select a "preview gag". This is not part of the preset selection, it is only to choose a gag to preview the effect of the morph sliders. If you open the editor while the targeted actor/player is already wearing a real gag, this menu will be locked to prevent tampering with the real gag and possibly breaking any scripts/quests that expect the real gag to be worn. REQUIREMENTS The mod was made for Skyrim SE, but it should work in AE - if you install the appropriate AE-versions of all requirements. Do not forget, the listed requirements may have other requirements which aren't listed here. SKSE 64 2.0.20+ RaceMenu 0.4.16+ Mfg Fix 1.5.4+ JContainers SE 4.1.13+ Skyrim Platform 2.6.0+ This is required for the Preset Editor GUI to work. Skyrim Platform Papyrus Bridge 1.1+ This allows the Preset Editor GUI to comminucate with Papyrus in the game. Later, i will replace this with my own solution, because this costs another plugin slot, but for now it is needed. Devious Devices SE 5.1 A newer version could work too, but only 5.1 was tested with this mod. RECOMMENDED These aren't strictly needed, but they provide either fixes or quality of life improvements worth considering when using my mod. SSE Display Tweaks 0.5.10+ Contains a fix for vanilla game's bug in function SetExpressionOverride preventing the "Dialogue Anger" expression from working. Regardless of whether you care about the "Dialogue Anger" expression or not, it provides other improvements and fixes, making it worth considering anyway. RaceMenu - Memory Leak Hotfix 1.0.0+ Fixes a memory leak in RaceMenu 0.4.16, so if you are using RM 0.4.16, then i recommend this fix. Customizable Camera 2.21+ Just a simple mod to adjust some camera settings. I use it to tweak the 3rd person camera max/min zoom values, so i can get closer to the face when editing presets. If you aren't already using some other camera mod/tweaks to allow closer zoom for the 3rd person camera, you may want to give this a try. INSTALLATION Install all requirements, then install this mod (manually or using a mod manager, whatever floats your boat). Once you make it into the game, you should get a new MCM menu "Roggvir's Gags", so open that menu: (you may need to wait a bit, or save and load to wake up the MCM to the fact that there is a new menu) Go to the "MAINTENANCE" page to start the controller quest. By default, the main controller quest is stopped, so you need to start it from the MCM. Doing so, also loads all JSON files - without their data loaded, and the quest running, nothing will work. Set the Hotkey and Modifier to open the Preset Editor. By default, the Hotkey is set to F1, and no modifier, but the F1 may clash with some default SkyUI shortcuts or what have you, so you may want to check that. KNOWN ISSUES ? Not all DD gags are supported yet. Only the following gags have morphs: Spoiler Ball/Ring/Panel gags - both Harness and simple Strap. - all in Ebonite and Leather versions. FeuerTin's rope gags - Ball gag, Bit gag. Heretic's Iron gags - Bit gag, Iron Bit gag with wood, Iron Pull gag, Iron Ring gag, Pear gag. - all in rusted and normal versions. The gags that do not have the morphs yet: Spoiler Heretic Bridles Heretic Briddle gags XPDuderino Pony Bit gags (both chinstrap and simple) XPDuderino Pony Head Harnesses (ears, ears+blinders, "secure") Bone gags Ball/Panel Harness Extreme (the weird thing with several straps around the head going from a metal ring around the ear on one side, to another metal ring around the ear on the other side) Inflatable gag(s?) Tape gags (big/full/small) All gags will work, but those without morphs won't be morphed to fit the face, and won't be avialable in the Preset Editor. Submitter Roggvir Submitted 09/14/2022 Category Adult Mods Requires SKSE 64 2.0.20+, RaceMenu 0.4.16+, Mfg Fix 1.5.4+, JContainers 4.1.13+, Skyrim Platform 2.6.0+, Skyrim Platform Papyrus Bridge 1.1+, Devious Devices SE 5.1 Regular Edition Compatible No
Gukahn Posted September 14, 2022 Posted September 14, 2022 God damn it! And I just finished to setup my game ? I will keep your mod tabbed till i can install it. I swear, Kinky Skyrim needed something like this the most ! ?? 1
shrtjsrtj Posted September 14, 2022 Posted September 14, 2022 Would it be possible for this to work with other gags like in Kziitd's BDSM Maid Set? Those gags are bigger than anything in DD and I could never really get them to work right.
Roggvir Posted September 14, 2022 Author Posted September 14, 2022 2 minutes ago, shrtjsrtj said: Would it be possible for this to work with other gags like in Kziitd's BDSM Maid Set? Those gags are bigger than anything in DD and I could never really get them to work right. Technically, yes. In theory, this system can work with any kind of item (btw. i intend to extend its usage to hoods and blindfolds), as long as there is corresponding TRI file with morphs. By default, these items do not have a TRI file with any morphs, because it was never needed. And if by some miracle there are any, they definitely do not come with the morphs i need, so that TRI file with morphs would need to be created (which is something i did for all the gags supported so far, so that isn't a problem). Adding the TRI file with morphs is relatively easy - all you need is Outfit Studio and a little bit of patience. But to make it work, you also need to modify the original NIF file, adding into it the information that there is now a TRI file with morphs to be used, and obviously, this new NIF file must be then also published with the mod. So, it really comes down to whether obtaining the permission from the original mod author would be a problem or not. I will contact the author (if they are on LL) and ask. 1
Roggvir Posted September 14, 2022 Author Posted September 14, 2022 I sent a message to both @kziitd and @stas2503, so we'll wait and see what they decide. 1
alexsl Posted September 15, 2022 Posted September 15, 2022 Hi so I just tested it out. I modified the obsidian ball gag harness (i chose randomly one) I was trying to fit the chin strap a bit more around the chin with the Teraelin race. That was slide number 11 in modifier. When i clic on save it did say it save but when i close the menu it went back to being loose. Also the phoneme part doesn't change anything. Tried to use the Ah or Big aah slider but the mouth didn't open while it does in Racemenu.
Roggvir Posted September 15, 2022 Author Posted September 15, 2022 5 minutes ago, alexsl said: Hi so I just tested it out. I modified the obsidian ball gag harness (i chose randomly one) I was trying to fit the chin strap a bit more around the chin with the Teraelin race. That was slide number 11 in modifier. When i clic on save it did say it save but when i close the menu it went back to being loose. Also the phoneme part doesn't change anything. Tried to use the Ah or Big aah slider but the mouth didn't open while it does in Racemenu. Are you 100% sure you installed all requirements? Could you please post a screenshot how the GUI looks when you open it? And another when you fiddle with stuff and then click the Save. And maybe another where you open the console just after saving the preset - the console should contain some debug output. Also, could you post your Papyrus log? it should also contain some debug output. I'd prefer if you post the log at pastebin.com and then post just a link to your post there, but if you decide to post the log here make sure ot put it inside a spoiler.
Roggvir Posted September 15, 2022 Author Posted September 15, 2022 (edited) 17 minutes ago, alexsl said: Hi so I just tested it out. I modified the obsidian ball gag harness (i chose randomly one) I was trying to fit the chin strap a bit more around the chin with the Teraelin race. That was slide number 11 in modifier. When i clic on save it did say it save but when i close the menu it went back to being loose. Also the phoneme part doesn't change anything. Tried to use the Ah or Big aah slider but the mouth didn't open while it does in Racemenu. Also, did you go into the MCM menu and started the quest? btw. were you editing preset for a real gag the actor was already wearing? If yes, then after you make changes to a preset, save the preset, and close the Preset Editor, you may need to use the "[SEND REFRESH EVENT]" or "[SEND PANIC EVENT]" from the MCM menu - otherwise the actor already wearing the gag won't know that the preset has been changed. Alternatively, you can try unequip and re-equip the gag. Did any of that help? Edited September 15, 2022 by Roggvir
TrickyK Posted September 15, 2022 Posted September 15, 2022 Love the idea, but Skyrim Platform is kind of a no go for me due to the sheer amount of people that report crashes related to it, and the performance issues it has. Is it possible to create the presets on a new save then uninstall Skyrim Platform since you no longer need the GUI? Or is it needed at all times by the mod to function? 1
alexsl Posted September 15, 2022 Posted September 15, 2022 49 minutes ago, Roggvir said: Are you 100% sure you installed all requirements? Could you please post a screenshot how the GUI looks when you open it? And another when you fiddle with stuff and then click the Save. And maybe another where you open the console just after saving the preset - the console should contain some debug output. Also, could you post your Papyrus log? it should also contain some debug output. I'd prefer if you post the log at pastebin.com and then post just a link to your post there, but if you decide to post the log here make sure ot put it inside a spoiler. So many questions phew. Ok well so yes when i installed your mod i verified if there was requirements that I didn't have and installed those + requirements of those. You ask me if i was wearing the gag before. I did install the mod launch the game then put the gag on. Not sure if i started the quest before of after but i definitely did start it. Also i did not click the send refresh but i will try this. Also my gui does look like what was show in the screenshot.
Roggvir Posted September 15, 2022 Author Posted September 15, 2022 (edited) 44 minutes ago, alexsl said: Also my gui does look like what was show in the screenshot. Ok, that is a good sign - that means the communication between game and the GUI is working, otherwise the drop down menus wouldn't be filled with options, there wouldn't be any text like 'Player', or 'DD_BallHarness', etc. 44 minutes ago, alexsl said: Not sure if i started the quest before of after but i definitely did start it Now this is IMPORTANT. If you equipped a gag before you started the controller quest, the system was not running and couldn't store the actor into a "database" of gag wearing actors - without that, the gag system won't work on that actor. Even if you start the controller quest after, it won't change anything for this actor, because the storing into a "database" of gag wearing actors is done only when the gag item is getting equipped. So, unequip that gag, then double check that the MCM says the quest is RUNNING, then equip the gag again, and unless there is some other problem, it should work (you may still need to Edit the Preset now, because if the controller quest wasn't running, i am not sure now if the preset would even save). Edited September 15, 2022 by Roggvir
Roggvir Posted September 15, 2022 Author Posted September 15, 2022 42 minutes ago, TrickyK said: Love the idea, but Skyrim Platform is kind of a no go for me due to the sheer amount of people that report crashes related to it, and the performance issues it has. Is it possible to create the presets on a new save then uninstall Skyrim Platform since you no longer need the GUI? Or is it needed at all times by the mod to function? That is weird, i am running this on a potato computer powered by two lemons, with all kinds of mods and i experience no performance issues, and no crashes. I think MAYBE you are mistaking the reports of ppl trying to use Skyrim Platform for the... Skyrim Together it was made for, but that has NOTHING to do with what we are using SP for here. 1
Roggvir Posted September 15, 2022 Author Posted September 15, 2022 (edited) 55 minutes ago, TrickyK said: Love the idea, but Skyrim Platform is kind of a no go for me due to the sheer amount of people that report crashes related to it, and the performance issues it has. Is it possible to create the presets on a new save then uninstall Skyrim Platform since you no longer need the GUI? Or is it needed at all times by the mod to function? You can definitely create the presets anywhere you want, then export the data into JSON, backup the exported JSON files and use them in your other game in place of the live JSON files (just make sure you name them accordingly - it should be straightforward to see what's what - actually, you only need to export and backup the ".Presets.json" and ".PresetsNpc.json" - that is where the presets are stored). Then you should be able to run the system without Skyrim Platform, and as long as you won't try to open the Preset Editor, it should work (though there may be some errors in the logs), but i didn't test it, so not sure. Edited September 15, 2022 by Roggvir
TrickyK Posted September 15, 2022 Posted September 15, 2022 38 minutes ago, Roggvir said: That is weird, i am running this on a potato computer powered by two lemons, with all kinds of mods and i experience no performance issues, and no crashes. It may just be me being overly cautious. I tend to read the posts tab on mods with no bugs tab to see if there are any to be aware of. Probably going to give it a try anyway when I get a chance, and also test if you can run the mod without it in case SP does cause issues.
Gukahn Posted September 15, 2022 Posted September 15, 2022 6 hours ago, TrickyK said: It may just be me being overly cautious. I tend to read the posts tab on mods with no bugs tab to see if there are any to be aware of. Probably going to give it a try anyway when I get a chance, and also test if you can run the mod without it in case SP does cause issues. One of the best Things you can do. But I figured that some, sometimes many, bug reports in Nexus come from People not knowing how to correctly setup their Games, or not reading into mod descriptions and troubleshooting Guides. People over there still complain when a Plugin isn't form 44 Not that's a bad thing to be cautious. Better Safe then Sorry.
acc loloa Posted September 15, 2022 Posted September 15, 2022 Have been somewhat following your updates on this mod and congrats on releasing it ? Quick question, is there an easy way to use this mod with non-dd gags? I personally use the dd gag meshes but on a self port to zap, just not a fan of the dd locking system for my playthroughs. If I took the tri files for the gag from your mod is there an easy way to just add the scripts to other gag items I make? Haven't looked deeper into the mod yet, will likely look deeper over the weekend, just wanna roughly see how hard it would be. Will love to use this on a playthrough, again congrats on the release!
Roggvir Posted September 15, 2022 Author Posted September 15, 2022 1 hour ago, ajelloacc said: Have been somewhat following your updates on this mod and congrats on releasing it ? Quick question, is there an easy way to use this mod with non-dd gags? I personally use the dd gag meshes but on a self port to zap, just not a fan of the dd locking system for my playthroughs. If I took the tri files for the gag from your mod is there an easy way to just add the scripts to other gag items I make? Haven't looked deeper into the mod yet, will likely look deeper over the weekend, just wanna roughly see how hard it would be. Will love to use this on a playthrough, again congrats on the release! Yes, it is possible, and easy enough to do. This mod doesn't interfere with or depend on the DD's locking mechanism. This mod only requires DD to be installed, because i didn't think it would make sense to use it without DD, but i can see how that was a mistake - clearly, you could want to use it just with the gags from ZAP, so i now decided to modify this mod to make DD optional. But for now, you need DD to be installed (and its plugins activated). A fellow member of this fine community is already working on a guide on how to add support for new/custom gag items, so the guide should appear somewhere pretty soon. So i won't go into all the details here, but provide only a rough explanation... Since your gags use the meshes from DD, you can make a plugin which overrides those gags, changing the meshes they use to the corresponding replacement meshes (and TRI files) included in this mod (you don't want to just replace original DD files with my files, because my files reside in a different path and that cannot be changed without editing the NIF to change the TRI paths in them). You also CANNOT use the original DD/ZAP meshes with this mod's system, you absolutely must use my mesh replacements (or create your own), for two reasons: Spoiler Original DD/ZAP mesh files do not have morphs. The gag morphs is something i added, the original meshes never had any. To make the morphs work, each gag's NIF file requires a special NiStringExtraData node named "BODYTRI", pointing to the TRI file with morphs. The TRI file needs to be at the same location where the actual NIF file is located, and the path should be written as a relative path from the "Data\Meshes" folder. If i use my replacement meshes as an example, my mesh replacement for "Gag Ball (Harness)" is located in: Data\Meshes\rogg\gags\devices\gagHarnessBall.NIF ...so the TRI file must be: Data\Meshes\rogg\gags\devices\gagHarnessBall.TRI ...and so the path you put into the "BODYTRI" NiStringExtraData must be: rogg\gags\devices\gagHarnessBall.TRI Original DD/ZAP meshes likely won't work with my TRI files. Even if you would modify the original NIF files as described in #1, hoping you can use them with my TRI files, it will probably make your game crash everytime it tries to apply the morphs, or in best case the morphs will simply not work, or result in a crazy mangled mesh. This is because for really good reasons i am too lazy to go into right now, i ended up making small changes to the meshes - changes you cannot see, but as a consequence, some/many of my replacement files have now a different order of the vertices in their meshes, and some may even have a different vertex count - therefore, the TRI morphs created for these replacement meshes won't "fit" the meshes from the original DD/ZAP files. I assume you already have a plugin that contains overrides of DD gags, where it removes their echantments, or item scripts, or whatever is used by DD to provide its locking mechanism, right? In that case, you need to modify all the gag overrides in this plugin of yours: Spoiler Change the mesh paths. If you do not already have overrides of the gag Armor Addons, you need to add them, and change their mesh paths so they point to the corresponding NIF files from my mod. Keep in mind that not all of the DD gags are supported by my mod yet (i didn't make the TRI files with morphs for all of them yet), so it makes sense to override only those Armor Addons with NIF file names for which there is a TRI file in my mod. Add my Item Script and Item Enchantment to the gag "Armor" items. Instead of me describing what you need to do, just load my plugin in xEdit and see what it changes on the DD gags - you need your plugin to make the same changes. If you are using overrides of DD gags, ie. your plugin does not add NEW items that just reuse DD meshes, but only overrides existing DD items, not adding NEW custom gags, then you are done. If you do add your DD replacement gags as new items, then you also need to add the corresponding "render" and "inventory" items into a new custom ".ItemsI - <your mod name>.json" and ".ItemsR - <your mod name>.json": Spoiler If you do not use the DD's render/inventory item system and have only one item (like normal armors/items), then you still need to do this, but use the same and only item in both files - this is used to tell my system about the association between DD's render<->inventory items, and it requires such association to exist, but since you only have one item, you just associate same item with itself creating a "cyclic" connection render<->render (or inventory<->inventory, call it however - in your case, the render item is also the inventory item). Note the "type" parameter in the ".ItemsR - <your mod name>.json" file - that should contain a string identifying the type of gag of this item - so set this to one of the existing types you can find in ".Presets.json" (this is to creates association with an actual wearable item and a virtual gag type, to group different gag forms of the same type - ie. the leather vs. ebonite ball gags are same kind of items which should be handled in the same way by the system, and share presets, but each is a different form in the game, so this tells the system which forms are of which type to group them together). That should be it (unless i forgot some detail, in which case you will find it in that guide). It may look weird and complicated whn written down, but it just looks that way, because i have a special way with words, but it is really simple once you have a look at those JSON files. 2
Wild Trout Posted September 15, 2022 Posted September 15, 2022 After a few minutes exploring the mod, it works like a charm for me, thanks a lot for the mod ! 1
acc loloa Posted September 16, 2022 Posted September 16, 2022 On 9/16/2022 at 2:13 AM, Roggvir said: Yes, it is possible, and easy enough to do. This mod doesn't interfere with or depend on the DD's locking mechanism. This mod only requires DD to be installed, because i didn't think it would make sense to use it without DD, but i can see how that was a mistake - clearly, you could want to use it just with the gags from ZAP, so i now decided to modify this mod to make DD optional. But for now, you need DD to be installed (and its plugins activated). A fellow member of this fine community is already working on a guide on how to add support for new/custom gag items, so the guide should appear somewhere pretty soon. So i won't go into all the details here, but provide only a rough explanation... Since your gags use the meshes from DD, you can make a plugin which overrides those gags, changing the meshes they use to the corresponding replacement meshes (and TRI files) included in this mod (you don't want to just replace original DD files with my files, because my files reside in a different path and that cannot be changed without editing the NIF to change the TRI paths in them). You also CANNOT use the original DD/ZAP meshes with this mod's system, you absolutely must use my mesh replacements (or create your own), for two reasons: Reveal hidden contents Original DD/ZAP mesh files do not have morphs. The gag morphs is something i added, the original meshes never had any. To make the morphs work, each gag's NIF file requires a special NiStringExtraData node named "BODYTRI", pointing to the TRI file with morphs. The TRI file needs to be at the same location where the actual NIF file is located, and the path should be written as a relative path from the "Data\Meshes" folder. If i use my replacement meshes as an example, my mesh replacement for "Gag Ball (Harness)" is located in: Data\Meshes\rogg\gags\devices\gagHarnessBall.NIF ...so the TRI file must be: Data\Meshes\rogg\gags\devices\gagHarnessBall.TRI ...and so the path you put into the "BODYTRI" NiStringExtraData must be: rogg\gags\devices\gagHarnessBall.TRI Original DD/ZAP meshes likely won't work with my TRI files. Even if you would modify the original NIF files as described in #1, hoping you can use them with my TRI files, it will probably make your game crash everytime it tries to apply the morphs, or in best case the morphs will simply not work, or result in a crazy mangled mesh. This is because for really good reasons i am too lazy to go into right now, i ended up making small changes to the meshes - changes you cannot see, but as a consequence, some/many of my replacement files have now a different order of the vertices in their meshes, and some may even have a different vertex count - therefore, the TRI morphs created for these replacement meshes won't "fit" the meshes from the original DD/ZAP files. I assume you already have a plugin that contains overrides of DD gags, where it removes their echantments, or item scripts, or whatever is used by DD to provide its locking mechanism, right? In that case, you need to modify all the gag overrides in this plugin of yours: Reveal hidden contents Change the mesh paths. If you do not already have overrides of the gag Armor Addons, you need to add them, and change their mesh paths so they point to the corresponding NIF files from my mod. Keep in mind that not all of the DD gags are supported by my mod yet (i didn't make the TRI files with morphs for all of them yet), so it makes sense to override only those Armor Addons with NIF file names for which there is a TRI file in my mod. Add my Item Script and Item Enchantment to the gag "Armor" items. Instead of me describing what you need to do, just load my plugin in xEdit and see what it changes on the DD gags - you need your plugin to make the same changes. If you are using overrides of DD gags, ie. your plugin does not add NEW items that just reuse DD meshes, but only overrides existing DD items, not adding NEW custom gags, then you are done. If you do add your DD replacement gags as new items, then you also need to add the corresponding "render" and "inventory" items into a new custom ".ItemsI - <your mod name>.json" and ".ItemsR - <your mod name>.json": Reveal hidden contents If you do not use the DD's render/inventory item system and have only one item (like normal armors/items), then you still need to do this, but use the same and only item in both files - this is used to tell my system about the association between DD's render<->inventory items, and it requires such association to exist, but since you only have one item, you just associate same item with itself creating a "cyclic" connection render<->render (or inventory<->inventory, call it however - in your case, the render item is also the inventory item). Note the "type" parameter in the ".ItemsR - <your mod name>.json" file - that should contain a string identifying the type of gag of this item - so set this to one of the existing types you can find in ".Presets.json" (this is to creates association with an actual wearable item and a virtual gag type, to group different gag forms of the same type - ie. the leather vs. ebonite ball gags are same kind of items which should be handled in the same way by the system, and share presets, but each is a different form in the game, so this tells the system which forms are of which type to group them together). That should be it (unless i forgot some detail, in which case you will find it in that guide). It may look weird and complicated whn written down, but it just looks that way, because i have a special way with words, but it is really simple once you have a look at those JSON files. Good to hear a guide will come and thanks for the low down ? will definitely look into this
Roggvir Posted September 16, 2022 Author Posted September 16, 2022 36 minutes ago, ajelloacc said: Good to hear a guide will come and thanks for the low down ? will definitely look into this Just to clarify: Feel free to ask any questions at any time - i didn't mention the upcoming guide as a means to brush off any potential questions. Same goes for everyone of course. 2
acc loloa Posted September 17, 2022 Posted September 17, 2022 14 hours ago, Roggvir said: Just to clarify: Feel free to ask any questions at any time - i didn't mention the upcoming guide as a means to brush off any potential questions. Same goes for everyone of course. No worries, I don't have as much time to tinker with skyrim these days so I'm not in a rush. Just installed DD to give this mod a try and I do like the implications of the system, will make adjusting gags on various NPC so much easier than it currently is ?I do like the fact you can also edit the expressions to really tailor the gags to the npc, makes gag creation for non standard skyrim races way easier, currently I just use a gag without any scripts and edit the characters face in racemenu which is really non-reusable. Will keep playing around with it and maybe start looking into the scripts to integrate it in a non DD mod. One question though, how difficult/easy is it to create a TRI file for a new gag mesh? I'm quite quite green when it comes to 3D stuff, like does it require using blender or can I slap something together with outfit studio? (which I use for all my mesh editing because of familiarity and ease of use)
Roggvir Posted September 17, 2022 Author Posted September 17, 2022 8 hours ago, ajelloacc said: One question though, how difficult/easy is it to create a TRI file for a new gag mesh? I'm quite quite green when it comes to 3D stuff, like does it require using blender or can I slap something together with outfit studio? (which I use for all my mesh editing because of familiarity and ease of use) All you need is Outfit Studio, and SSE NIF Optimizer or Cathedral Optimizer (NifSkope also helps, but isn't required). The SSE NIF Optimizer, or Cathedral Optimizer, is to make sure the NIF file will have correct node types for the meshes inside. All meshes in the NIF must be using BSTriShape nodes, otherwise SSE will crash when applying the morphs in game. I suggest you do this first, before making those morphs, in case the process changes the meshes in some way that can break the morphs. If you have NifSkope, you can open the NIF and look inside to see what types of nodes it has and only proceed with the "node conversion" step if needed. To convert the nodes to BSTriShape, you run the optimizer of your choice, and make it convert the NIF file to Skyrim LE, and then you make it convert that LE file back to Skyrim SE and that's it. Then you create the morphs in Outfit Studio Same way you would be creating sliders for morphing bodies. When done, you export the morphs into a TRI file, using the main menu "Slider"->"Export TRI Morphs..." (do not use "File"->"Export"->"To TRI (Head)..." - that is for a different purpose). (there could be other ways to convert the nodes, maybe even eaiser ways, but i do not know of any - if anybody knows a better way, let us know)
recentcabbage Posted September 20, 2022 Posted September 20, 2022 Does this mod change the height of the gag as well?
alexsl Posted September 20, 2022 Posted September 20, 2022 Im having a hard time selecting my player as the person who need adjustement to his gag
Roggvir Posted September 20, 2022 Author Posted September 20, 2022 2 hours ago, recentcabbage said: Does this mod change the height of the gag as well? Depends on what you mean by "change the height". You should be able to use various morphs on most of the gags to "move" various parts of the gag up and down. Whether it can do what you need, is unknown. You will have to try it and see for yourself.
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