MaidVee Posted December 12, 2022 Posted December 12, 2022 Transform Armor View File A relatively simple mod that takes a vanilla armor and transforms it to other more 'appealing' versions. This is a continuation of Sluttify Armor, which I've since lost access to, and like a power user's version of Keep it breezy. This is a lesson in the perils of temporary email addresses. Note that the json format I used in SluttifyArmor has considerably changed, so old transform maps will not work. Overview: Managing armors is hard. I wanted a way to have BD's Armor Replacer Standalone (and/or Ghaan's Revealing Armor and/or Remodeled Armors and/or TaWoBA remastered) alongside non-skimpy versions, but the standalone versions do not always inject into the leveled lists. Rather than duplicating the leveled list for all of the vanilla armors with BD/G3B variants, I thought it would be nice to have a way to make my armor skimpy as needed. So I made a simple spell that does that - irreversibly of course. You tore it up and there's no bringing it back. Currently, all it does is take a JSON map of the non-skimpy version of your Cuirass (slot 32) to a skimpy version and apply it. There is basic support for armor being transformed when opening chests/various containers. There are no safe zones. Any chest. Any time. Anywhere. The mod doesn't remember which containers you have opened, so repeatedly opening the same chest will greatly increase your chances of the armor transforming. IMPORTANT NOTE: This mod now spawns a local http server on port 8000 for communication with the game and the transformation gui. This is 100% harmless, but windows might complain. If you don't want to mess with the GUI (though you should, it's neat), then you can disable this functionality by setting 'bEnabled = 0' in 'skse/plugins/transform armor/transformutils.ini' Installation and running: Download and extract using your method of choice. Install your desired armor sets. Note that there are updates for the most recent BD pinned in the forum comments on nexus that you should use if using BD > 1.3. If only using TaWoBA or only the two standalone versions of replacers, then you need to swap out the appropriate json file from 'data/skse/plugins/transform armors/alt_transforms' into 'data/skse/plugins/transform armors/'. The mod can load multiple transforms and merge them. If you don't have the intermediate ones, you shouldn't use the default (which is Vanilla->G3B/BD->TaWoBA). I.e. if you have ghaan and B3d, then only copy Vanilla-B3D.json and Vanilla-BD.json and delete the default. If you have G3B or BD and TaWoBA, keep the default, it will probably do what you want. If you only have TaWoBA, just use the Vanilla-bikini.json. Cast your new lesser power, 'Transform Armor' while wearing an appropriate armor ('Leather Armor' is always a good test). Defining your own maps (or trialing armors/outfits): I prototyped a basic GUI. It should be considered alpha, but my work with it has been relatively stable. I've caught most of the main issues I think. You can get it in the download section here. You can create/equip try out transforms straightforwardly. Consider it a more considerably powerful (external) version of AddItemMenu but just for wearables Download and Open GUI Launch game (preferably in windowed mode while allowing it to run in the background) Skyrim.ini: [General] bAlwaysActive=1 SkyrimPrefs.ini: [Display] bFull Screen=0 Go into the Transform MCM and use the "Dump armors" functionality. In your skyrim root directory, it should make a file 'TransformUtils_Armors_Dump.json' File->Open Armor Dump -> that file File->Open Transform file -> skse/plugins/transform armor/mapofchoicetostartwith.json Play around. Save often. Armors on the left are draggable to outfits or as sources on the right. most things have a right click context menu to equip/delete/etc Copy results to 'skse/plugins/transform armor/'. You should probably only have one map file in this directory! The mod attempts to merge them, which is likely not what you want. Source code: https://github.com/MaidV/TransformArmor Short term todo: Flesh out more armor transforms Medium term todo: Make build for SE (currently only AE) Add copy/paste to GUI Do some graph analysis to ease making/merging large amounts of armor data Add Book of UUNP (see point 3...) Attach to other mod events (suggestions welcome) Long term ideas: Whatever your or my heart desires ❤️ Add support for non-32 slots (more of an organizational problem than a technical one) Submitter MaidVee Submitted 12/12/2022 Category Adult Mods Requires skse (AE), address library for SKSE, various armor standalones Regular Edition Compatible No
NoppaiKohai Posted December 13, 2022 Posted December 13, 2022 Isn't this similar to Keep it Breezy? I guess that's only for bikini version though, so could still be handy to have other options
MaidVee Posted December 14, 2022 Author Posted December 14, 2022 On 12/12/2022 at 9:34 PM, NoppaiKohai said: Isn't this similar to Keep it Breezy? I guess that's only for bikini version though, so could still be handy to have other options I was unaware of this mod, but yes. Apparently this came out after I quit Skyrim :). Anyway, mine is considerably more flexible (but currently much harder to configure). It's not limited by any mod, and has no hard dependencies at all. You can technically do whatever you want with it, but yeah... much much much harder to configure atm. If there's anything that would make mine more appealing/interesting, lmk. I've steered clear of MCM configuration of transforms because the interface is so limited and clunky for mods that might have thousands of armors in them. I've experimented with a web interface, and that could have some merit here, though I'm not especially good at frontend stuff. 1
Silvain Posted December 15, 2022 Posted December 15, 2022 On 12/12/2022 at 5:18 PM, MaidVee said: Currently, all it does is take a JSON map of the non-skimpy version of your Cuirass (slot 32) to a skimpy version and apply it. This is already very cool. Do you have any tips for creating the json map? I have a huge armor merge and doing it all by hand sounds incredible painful. But with this functionality and a bit of RP this will help integrate all those armors in the game world without relying on stuff like Gear Spreader, ALLA and SPID. Do you plan to integrate some kind of trigger system? It would be awesome to have this work automatically with stuff like the struggle feature from the Babo mods, combat defeat mods but also crafting approaches. Sexlab Survival already does something similiar (though it is more like Keep it Breezy), it allows you to use the forge to break down an existing vanilla armor into a random piece of bikini armor of the corresponding tier. It also uses a .json map to do so.
MaidVee Posted December 15, 2022 Author Posted December 15, 2022 4 hours ago, Silvain said: This is already very cool. Thanks! Means a lot 4 hours ago, Silvain said: Do you have any tips for creating the json map? Short of looking at my 'build_maps.py' file on the github, not currently, no. I've been thinking a LOT about this, and have some ideas for how to make a python CLI and GUI for this (which is easy enough to bundle for anyone to use). I like making tooling, and this is forcing me to kinda figure out some stuff that I've been neglecting in my career for a long time. Porn for progress. Do you know any python (or any language that operates nicely with json)? 4 hours ago, Silvain said: Do you plan to integrate some kind of trigger system? I don't know much about how all this operates in Skyrim, but it would be very very easy to add this on the mod author's end. If there's a way to attach a callback into other mod's events without hard dependencies, then I'm more than happy to add that functionality. Otherwise they just need to make a simple script call from TA_Library.psc.
ChandraArgentis Posted December 18, 2022 Posted December 18, 2022 Any chance of updating it for all the current variants of Bikini Armor? There’s a few versions out there, and it’s hard to know which is more “current”.
MaidVee Posted December 18, 2022 Author Posted December 18, 2022 41 minutes ago, ChandraArgentis said: Any chance of updating it for all the current variants of Bikini Armor? There’s a few versions out there, and it’s hard to know which is more “current”. Pretty much all of the bikini armor variants use the same form IDs fortunately, so you can just search and replace the ESP that's in my json map and put in the esp for the one you're using. At some point I'll probably add some logic for dealing with multiple different esps, but it's low on the priority list. For reference, I'm using TAWOBA REMASTERED 6.1.
Silvain Posted December 19, 2022 Posted December 19, 2022 On 12/15/2022 at 2:07 PM, MaidVee said: Short of looking at my 'build_maps.py' file on the github, not currently, no. I've been thinking a LOT about this, and have some ideas for how to make a python CLI and GUI for this (which is easy enough to bundle for anyone to use). I like making tooling, and this is forcing me to kinda figure out some stuff that I've been neglecting in my career for a long time. Porn for progress. Do you know any python (or any language that operates nicely with json)? This sounds awesome and from the most recent changelog you already have a lot of this going. And I'm surely gonna play around it with it. Sadly I don't know almost anything related to python. But maybe you could ask @Monoman1 . He's done quite a lot with .json and may be able to help (though currently he is busy with stuff other than modding I think). On 12/15/2022 at 2:07 PM, MaidVee said: I don't know much about how all this operates in Skyrim, but it would be very very easy to add this on the mod author's end. If there's a way to attach a callback into other mod's events without hard dependencies, then I'm more than happy to add that functionality. Otherwise they just need to make a simple script call from TA_Library.psc. Maybe this will prompt me to try and make something. I like stuff like this to be integrated into regular gameplay. So that the spell "is cast when it makes sense" so to speak. SLS does something similiar. It gives you the option to destroy a regular armor (vanilla) at a forge and maybe you are able to salvage a bikini armor part from that. I think this fits neatly into the game and "makes sense". With the help of this mod this could be made more granular... Though you think it would be possible to determine what "armor" lies at the end of the transformation path and then display all armors as options when casting the spell/calling the script? So if you have iron armor and you have set the maps to include 1 pretty version, 1 sexy version and 1 bikini version. If you cast the spell you would get the option to select from these 3 versions which to "craft". And if you already have the pretty version it would only show the sexy and bikini version.
MaidVee Posted December 19, 2022 Author Posted December 19, 2022 15 hours ago, Silvain said: Sadly I don't know almost anything related to python. But maybe you could ask @Monoman1 . He's done quite a lot with .json and may be able to help (though currently he is busy with stuff other than modding I think). Oh I don't need help. I already built the GUI in python. More was wondering if there was interest in using it rather than a GUI to build maps. 15 hours ago, Silvain said: Maybe this will prompt me to try and make something. I like stuff like this to be integrated into regular gameplay. So that the spell "is cast when it makes sense" so to speak. Let me know. I'm happy to incorporate anything you come up with if you'd like. 15 hours ago, Silvain said: With the help of this mod this could be made more granular... Though you think it would be possible to determine what "armor" lies at the end of the transformation path and then display all armors as options when casting the spell/calling the script? The first part, yes. It's very easy to traverse the chain (though the options can explode). The chain is really a tree, and it can grow quite quickly. The second part, no. The UI options in Skyrim are a HUGE pain in the ass to work with. I've some experience with it, and I wanted to kill myself. It's honestly the reason I made my plugin accept http calls - so I could have an interface without dealing with the scripting frameworks.
MaidVee Posted December 19, 2022 Author Posted December 19, 2022 @Silvain Quote Misc: TAWOBA Remastered and Expanded World of Bikini SLS slot edit (SE and CBBE 3BA only) Looking around the CommonLibSSE source, I think it might be possible to do this at runtime, maybe, with some luck. I doubt it, considering, IIRC, that it requires ESP edits AND nif edits, right? (Man that's a lot of commas...)
OsmelMC Posted December 20, 2022 Posted December 20, 2022 I'm using one mod that apply damage to the armors and weapons. I want to use that together with a Mod like this to change the items apparency, but just the apparency because at least the FormID should be the same as before be transformed. Can this Mod do something like that?
MaidVee Posted December 20, 2022 Author Posted December 20, 2022 10 minutes ago, OsmelMC said: I'm using one mod that apply damage to the armors and weapons. I want to use that together with a Mod like this to change the items apparency, but just the apparency because at least the FormID should be the same as before be transformed. Can this Mod do something like that? If I understand your question correctly, you're asking if this mod can change appearance of armor without actually changing the armor. It unfortunately can't (and I'm fairly certain that's not possible with the current SKSE functionality). I'll look into it, because I've been curious about dynamic modification of models in game, but I really doubt it's possible. That said, I have played with having this mod transform armors to other forms on hit events. If the mod you're using in question uses what most of them do to track armor health, I could probably work something that switches out armors based on their status. It should be possible to reverse this process as well when you repair the item. What mod are you using?
OsmelMC Posted December 20, 2022 Posted December 20, 2022 41 minutes ago, MaidVee said: What mod are you using? Item Durability. Works with the Leveling system instead of the damage system that comes with Skyrim so basically if you armor was (Legendary), after some amount of hits become . Also add few sub levels that can be customized like Broken or Chipped that are used when is under the crafting base level. You just have to Temper the armor again and return to it's best. The mod also comes with script events and native functions so can be used for what I'm looking for. The problem is that even when Skyrim comes with a damage system that can be used on the armor's, the only examples i can find are for statics objects so i have none idea of how keep using the same armor while change the apparency and of course without change the apparency of all the armor's of the copies of the armor. Something like this should be done on the render process and should be possible because I usually see a bug where two armors using the slot 32 looks equipped at the same time while the console only shows one.
MaidVee Posted December 20, 2022 Author Posted December 20, 2022 18 minutes ago, OsmelMC said: Item Durability. Ah. Yeah. I don't feel like dealing with the downgrade hassle for building for SSE (for .NET extender). I'm just dealing with AE right now. That said, it just uses the internal damage system, so it really shouldn't matter. I can build SSE compatible plugins, I just don't have a setup for testing them currently. 19 minutes ago, OsmelMC said: so i have none idea of how keep using the same armor while change the apparency and of course without change the apparency of all the armor's of the copies of the armor. I had an idea for how to dynamically change the appearance of every copy of the form, and I think it would work. I have another idea for how it might be possible to make work on a single instance of an armor, but it definitely is far from trivial. I'll probably play around with it a bit. It's an interesting problem. Most likely it will just crash the hell out of your game Basically, don't count on it, but I'll give it a try.
Silvain Posted December 21, 2022 Posted December 21, 2022 20 hours ago, OsmelMC said: Item Durability. Love that mod. Sadly it it won't work in VR due to netscriptframework not being ported. 20 hours ago, OsmelMC said: The problem is that even when Skyrim comes with a damage system that can be used on the armor's, the only examples i can find are for statics objects so i have none idea of how keep using the same armor while change the apparency and of course without change the apparency of all the armor's of the copies of the armor. Did take a look at these two mods? Never used them, but stumbled upon them recently. https://www.nexusmods.com/skyrimspecialedition/mods/65184?tab=description https://www.nexusmods.com/skyrimspecialedition/mods/42162?tab=description&BH=6 On 12/19/2022 at 5:38 PM, MaidVee said: I doubt it, considering, IIRC, that it requires ESP edits AND nif edits, right? (Man that's a lot of commas...) Yes. Sadly changing slots is a lot more work than one may think. The nif edits are necessary. 1
MaidVee Posted December 21, 2022 Author Posted December 21, 2022 38 minutes ago, Silvain said: Did take a look at these two mods? Never used them, but stumbled upon them recently. https://www.nexusmods.com/skyrimspecialedition/mods/65184?tab=description https://www.nexusmods.com/skyrimspecialedition/mods/42162?tab=description&BH=6 Oh nice! And one of them is open source! I suspect the first one is doing exactly what I had in mind for swapping it out, though I haven't checked. I was thinking of just making a dummy form for each armor item in my own mod, then you could dynamically attach the armor addons from the target armor. The outfit system mod seems like a much much more mature version of what I already have here. I bet I could attach into their framework and do a bunch of cool stuff... If not I can fork their work, though that's less ideal 44 minutes ago, Silvain said: Yes. Sadly changing slots is a lot more work than one may think. The nif edits are necessary. If niftools can do it, then it's almost certainly possible to do it at runtime. I'm not really interested in going down that (likely extremely deep) rabbit hole though.
OsmelMC Posted December 21, 2022 Posted December 21, 2022 (edited) 3 hours ago, Silvain said: Did take a look at these two mods? Never used them, but stumbled upon them recently. https://www.nexusmods.com/skyrimspecialedition/mods/65184?tab=description https://www.nexusmods.com/skyrimspecialedition/mods/42162?tab=description&BH=6 One of those looks very promising and is still on development. Not think the Armor Addon be the solution because I can do that by scripts and get applied for all the copies of the armor making it useless for me, but I have hope on the other that said nothing about the Armor Addon so probably be more or less what I'm looking for. Edited December 21, 2022 by OsmelMC
dirkinz Posted March 10, 2023 Posted March 10, 2023 I'm not able to get the GUI program working. I've got the armor dump but trying to load it in the GUI doesn't do anything. The left box simply has a "1" and the right box is empty. I tried launching it from the command line just in case it would throw some debug output but nada. Any advice?
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