Jump to content

Commonwealth Moisturizer


Recommended Posts

Posted
20 minutes ago, vaultbait said:

 

Universal Working Bathroom Fixtures (linked from the same place as CWSS) does replace things outside settlements which is why I use it, since it's convenient to find working fixtures when I'm out exploring (I do very little with settlements these days). I've got only the vaguest notion of how the precombine/previs stuff works, but I expect it breaks them since I end up needing to shuffle around the load order a bit to accommodate it and there's a necessary patch to make it work with Ultra Interior Lighting, I guess my machine is just fast enough to keep up. Is there an easy way to tell by looking at a cell record in FO4Edit? I see its plugin updates the VISI (PreVis Files Timestamp) record, which I'm assuming means it does.

 

If it could be redone with something like Base Object Swapper that might be nicer, but its description hints at the precombine system making that likely impossible.

Well, to put it simply, any static object that is not scrapable or you can't select and move with consol is bound to be part of a combined mesh.
In xedit if you scroll down to worldspace/... you can see the XCRI precombined Reference.
Visibility is more important cause it lets the game hides (cull) all the objects that are invisible to the PC at a given angle/position (behind a wall e.g). It's all about FPS in the end, if you are satisfied with your game and maybe use mods like PRP, you are fine. On my end, breaking precombines is acceptable until the place become crowded but i'm very picky/sensitive about FPS, (50-55 FPS is unplayable for me).

Posted

Version 1.02.2 is up, which fixes glowing facial cum not properly conforming to different face shapes.  The patch on the previous page can also be used to replace/overwrite the glow patch ba2 file if you prefer not to download the whole mod again.

Posted

Hi Guys,

 

is the issue known (and has a solution) that when a character wears underarmor (like the army fatigues), all cum is flowing two inches above that clothing, away from the body? This applies for all armor slots except 36 (Torso), but in that case one can either be cum covered or wear the clothing, not both.

 

Other clothing (like the hazmat suit or all the institute uniforms for instance) works fine when I use slot 58 (unnamed) or any other slot, even with pregnancy. Whenever I take on underarmor, the effect is totally broken, which is a shame because it works so well in all the other cases...

Posted
9 minutes ago, srk68 said:

Hi Guys,

 

is the issue known (and has a solution) that when a character wears underarmor (like the army fatigues), all cum is flowing two inches above that clothing, away from the body? This applies for all armor slots except 36 (Torso), but in that case one can either be cum covered or wear the clothing, not both.

 

Other clothing (like the hazmat suit or all the institute uniforms for instance) works fine when I use slot 58 (unnamed) or any other slot, even with pregnancy. Whenever I take on underarmor, the effect is totally broken, which is a shame because it works so well in all the other cases...

 

This sounds like the "underarmor scaling" feature in the game engine, where clothing items are scaled up slightly when you wear certain underarmor in order to avoid clipping. You might consider switching the cumsuit to use the torso underarmor slot instead, which should keep it from scaling (and will also unequip it automatically if you put on clothing/underarmor which covers that slot).

Posted
25 minutes ago, vaultbait said:

 

This sounds like the "underarmor scaling" feature in the game engine, where clothing items are scaled up slightly when you wear certain underarmor in order to avoid clipping. You might consider switching the cumsuit to use the torso underarmor slot instead, which should keep it from scaling (and will also unequip it automatically if you put on clothing/underarmor which covers that slot).

Thanks, that's what I feared. You can have either one but not both :(

Posted
38 minutes ago, srk68 said:

Hi Guys,

 

is the issue known (and has a solution) that when a character wears underarmor (like the army fatigues), all cum is flowing two inches above that clothing, away from the body? This applies for all armor slots except 36 (Torso), but in that case one can either be cum covered or wear the clothing, not both.

 

Other clothing (like the hazmat suit or all the institute uniforms for instance) works fine when I use slot 58 (unnamed) or any other slot, even with pregnancy. Whenever I take on underarmor, the effect is totally broken, which is a shame because it works so well in all the other cases...

 

You can also try this mod which may help https://www.nexusmods.com/fallout4/mods/56302

 

Posted
7 minutes ago, srk68 said:

Thanks, that's what I feared. You can have either one but not both :(

 

You can try (with FO4Edit or FO4CK) setting the "no underarmor scaling" flag in the armor addon record for the cumsuit you're using and see if that helps (in FO4Edit it's under Record Header->Record Flags, double-click that row to get a list of checkboxes for the available flags).

Posted
34 minutes ago, Slorm said:

 

You can also try this mod which may help https://www.nexusmods.com/fallout4/mods/56302

 

 

23 minutes ago, vaultbait said:

 

You can try (with FO4Edit or FO4CK) setting the "no underarmor scaling" flag in the armor addon record for the cumsuit you're using and see if that helps (in FO4Edit it's under Record Header->Record Flags, double-click that row to get a list of checkboxes for the available flags).

Thanks for the support, guys, really appreciated! Meanwhile I found out via internet and a mod "No Armor Scaling" what to do, and I patched the Cum Bodysuit accordingly with the "no underarmor scaling" flag. Works perfectly now!

Posted
3 minutes ago, srk68 said:

Thanks for the support, guys, really appreciated! Meanwhile I found out via internet and a mod "No Armor Scaling" what to do, and I patched the Cum Bodysuit accordingly with the "no underarmor scaling" flag. Works perfectly now!

 

That might be worth consideration for setting on most of the cumsuits in a future update of the mod (obviously the underarmor one wouldn't use it but the other three versions might benefit).

Posted
1 hour ago, vaultbait said:

 

That might be worth consideration for setting on most of the cumsuits in a future update of the mod (obviously the underarmor one wouldn't use it but the other three versions might benefit).

Yes, this and a bit more realistic look, i.e. some more transparency for the cum overlay. Looks a bit like toothpase right now :)

 

Nevertheless great mod, though.

Posted
8 hours ago, vaultbait said:

You can try (with FO4Edit or FO4CK) setting the "no underarmor scaling" flag in the armor addon record for the cumsuit you're using and see if that helps (in FO4Edit it's under Record Header->Record Flags, double-click that row to get a list of checkboxes for the available flags).

 

Years of playing this game and I had never even heard of that feature before.  Sounds like an easy enough thing to fix for the next version.

Posted
1 hour ago, spicydoritos said:

 

Years of playing this game and I had never even heard of that feature before.  Sounds like an easy enough thing to fix for the next version.

image.png.b3c2901ea5b8cedc454196841d82afdb.png

Posted (edited)

Version 1.03 is up!  Fixed semen suit underarmor scaling and added some flexibility for custom race semen color, because (personally) I wanted tentacle cum to be green.

 

v. 1.03
-Added MCM option to set “unknown race” cum color when a partner race is unrecognized.  This option is intended to be used when either there's no formlist patch available (see below) or you don't want to write your own patch.
-Disabled “underarmor scaling” of cum so it should no longer float above certain clothing.
-For modders: Added three formlists for forcing any custom race to use a specific cum color.  Simply add your race to the appropriate list and CM will handle the rest.  A demo patch for Animated Tentacles (version 0.9) is attached below.

 

The demo patch for tentacle cum does two things.  First, it adds PenisToX tags to the tentacle animations so CM knows where to apply cum.  Second, it puts the tentacle race into the green cum formlist for CM.  Voila, green cum from sex with tentacles!  Be aware that if Snapdragon adds more tentacle animations, you'll have to update/modify the included xml file if you want cum from the new animations.  This demo should still work without errors. 

 

(Almost forgot, I also added Aggressive tags since most of these interactions seem non-consensual, but feel free to delete those tags from the xml.)

CM_Tentacles_Demo_Patch.zip

Edited by spicydoritos
Posted
14 hours ago, spicydoritos said:

Version 1.03 is up!  Fixed semen suit underarmor scaling and added some flexibility for custom race semen color, because (personally) I wanted tentacle cum to be green.

 

v. 1.03
-Added MCM option to set “unknown race” cum color when a partner race is unrecognized.  This option is intended to be used when either there's no formlist patch available (see below) or you don't want to write your own patch.
-Disabled “underarmor scaling” of cum so it should no longer float above certain clothing.
-For modders: Added three formlists for forcing any custom race to use a specific cum color.  Simply add your race to the appropriate list and CM will handle the rest.  A demo patch for Animated Tentacles (version 0.9) is attached below.

 

The demo patch for tentacle cum does two things.  First, it adds PenisToX tags to the tentacle animations so CM knows where to apply cum.  Second, it puts the tentacle race into the green cum formlist for CM.  Voila, green cum from sex with tentacles!  Be aware that if Snapdragon adds more tentacle animations, you'll have to update/modify the included xml file if you want cum from the new animations.  This demo should still work without errors. 

 

(Almost forgot, I also added Aggressive tags since most of these interactions seem non-consensual, but feel free to delete those tags from the xml.)

CM_Tentacles_Demo_Patch.zip 745 B · 13 downloads

Great, thanks!

 

But I have to ask ;) Is there any chance for some transparency being added to the cum overlay?

Posted
20 minutes ago, srk68 said:

Great, thanks!

 

But I have to ask ;) Is there any chance for some transparency being added to the cum overlay?

 

Graphical alterations are outside my knowledge sphere.  I've learned just enough about Material Editor to be dangerous, and that's all.  ?

 

I'd suggest that you either message kziitd directly, or else seek input on how to adjust material/texture transparency to your liking.

  • 2 weeks later...
Posted
3 hours ago, antoniut said:

Is it technically possible to add tears(Weepy - Tears Overlays at Fallout 4 Nexus - Mods and community (nexusmods.com)) using the same technology as this mod?
Could be used for rape victims
Or is it not worth it?

 

It wouldn't be overlays since CM is using headpart meshes there, but in theory the same technique CM uses could be used to add tears if someone made the appropriate meshes and materials for them. I expect it would be considered out of scope for inclusion in CM itself, for the same reason the authors are disinterested in adding support for other body fluids besides semen; but when I inquired about similar support for breast milk, it was suggested that publishing an add-on patch for CM with that would be acceptable/permitted.

Posted
15 minutes ago, vaultbait said:

 

It wouldn't be overlays since CM is using headpart meshes there, but in theory the same technique CM uses could be used to add tears if someone made the appropriate meshes and materials for them. I expect it would be considered out of scope for inclusion in CM itself, for the same reason the authors are disinterested in adding support for other body fluids besides semen; but when I inquired about similar support for breast milk, it was suggested that publishing an add-on patch for CM with that would be acceptable/permitted.

Ok, thanks for taking the trouble to comment.
The problem is that working with parts of the head is scary, it seems, that it is very complex, there are not many modders who can do it.
The breast milk, it would not be so much
ok i forget then
Thanks again

Posted
4 minutes ago, antoniut said:

Ok, thanks for taking the trouble to comment.
The problem is that working with parts of the head is scary, it seems, that it is very complex, there are not many modders who can do it.
The breast milk, it would not be so much
ok i forget then
Thanks again

 

Well, the "scary" aspect of using headparts is taken care of by this mod already, so most of the work in making a patch for tears would be the aforementioned mesh/material, copying existing headpart records in the plugin with adjustments to use your new assets, and then extending the scripts a bit probably.

Posted (edited)
40 minutes ago, vaultbait said:

 

Well, the "scary" aspect of using headparts is taken care of by this mod already, so most of the work in making a patch for tears would be the aforementioned mesh/material, copying existing headpart records in the plugin with adjustments to use your new assets, and then extending the scripts a bit probably.

yes, yes, I agree. I was referring to the meshes.
Sorry for not expressing myself correctly (tri. chargen, facebones...OMG, ?)

 

Edit: ah ok ok now I understand your message, replace only the meshes, interesting...

Edited by antoniut
I have to do: read messages 3 times before replying
Posted
20 minutes ago, antoniut said:

tri. chargen, facebones...OMG

 

Headpart components can seem intimidating.  Thankfully, most of the work is done in Outfit Studio.  It's a bit like doing clothing, except instead of a reference body, you use a reference head.  I imagine most people don't have a set of reference heads handy so the versions I used for CM are attached below.  Be sure to change the output file names/paths for your own projects.

 

There are three OS project files for each gender: BaseHead_BS, BaseHead_BS_CharGen, and BaseHead_BS_facebones.  For each headpart, you need to create the following:

 

primary nif (for example, facial_F_01.nif)

primary tri (facial_F_01.tri)

CharGen tri (facial_F_01_CharGen.tri)

faceBones nif (facial_F_01_faceBones.nif)

 

It's important to note that that _faceBones version is only connected to the others by name in the engine.  As such, it's very important to preserve the above naming scheme.

 

To create the headpart components, import your new item mesh onto the associated head in outfit studio (I'm assuming you did the delicate fitting in a different program, e.g. Blender).  Copy bone weights, masking as needed to prevent things like upper lip bones from affecting lower lip facials.  Conform sliders and save.  Then, still in Outfit Studio, right click on the new mesh name in the top right list and select "Export".  Choose NIF or TRI (Head) as appropriate.

 

Once those are done, it's simple to create the final headparts in CK. 

Headparts OS References.zip

Posted
7 minutes ago, spicydoritos said:

 

Headpart components can seem intimidating.  Thankfully, most of the work is done in Outfit Studio.  It's a bit like doing clothing, except instead of a reference body, you use a reference head.  I imagine most people don't have a set of reference heads handy so the versions I used for CM are attached below.  Be sure to change the output file names/paths for your own projects...

 

 

Wow, now I have more work to investigate, ?

 

Jokes aside, thank you very much for your contribution and I take this opportunity to thank you and all those who have made it possible for this great work, awaited for so long by the community

Posted

Im very impressed by the way you manage to make the facials move with the pc face, there are some mods that could benefit from this, like the facial piercings... is there a way to copy the "face weight" or something to make facial piercings on the mouth to move along with the face?

 

Photo206.png

Posted
3 hours ago, Gamaramdi said:

Im very impressed by the way you manage to make the facials move with the pc face, there are some mods that could benefit from this, like the facial piercings... is there a way to copy the "face weight" or something to make facial piercings on the mouth to move along with the face?

 

Photo206.png

 

I don't know that it's possible with an armor item.  However, the piercings could be made into headparts.  Then you could have a dummy armor item apply/remove the headpart via script.

Posted
4 hours ago, spicydoritos said:

 

I don't know that it's possible with an armor item.  However, the piercings could be made into headparts.  Then you could have a dummy armor item apply/remove the headpart via script.

thanks for your answer

I didn't found any face mesh, how does that work? maybe i can just apply it straight on the head mesh? Im playing with astlin bodyskins so i have a few to apply or remove it

Something like this? but in the head?

image.thumb.png.cbedcebb9cb0da4665db9f07955b93b1.png

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...