Jump to content

Recommended Posts

Posted
3 hours ago, Sylen said:

I have to say, the idea for this is fantastic, but the amount of work for the single user is just growing to become so immense that you practically spend more time learning, applying, bug-fixing and getting it to work than you actually do playing the game.

 

You already have people using external programs for item sorting, bodyslide and whatever the hell is going on with PSP textures. Adding another layer of jazz just seems insane to me. The repository linked to also includes something about ESL's, that I honestly think 99% of LL modders also will glance at that and then move on. I dont know what the fix is though.

 

If I were you, I would start up a completely new project, and create a whole new clothing framework with something like this in the center. Simple get permission from the authors that make  clothes and pack it all into one download with Fusion Girl for body slides.

 

I would rather sit tight and download something huge that works out of the box, instead of spending 8-16 hours simply getting the game to work.

 

I can definitely sympathize. The modder who took on making the repository you refer to also has a preference for renumbering form IDs in clothing mods in order to be able to flag them as light masters (in order to not take up additional active plugin slots), but the end result was that a number of their configs simply wouldn't work out of the box for users who were downloading the original clothing mods. If the effort were continued or restarted by someone with a focus on making it work with the published clothing mods, then it would probably be a lot less confusing.

 

And yes, there's nothing stopping clothing mod makers from shipping RobCo Patcher configuration for SAKR along side their meshes/textures and BodySlide files, similar to how some clothing modders incorporate HHS configuration. If SAKR grows in popularity I wouldn't be surprised to see that start happening, but there's always a Catch-22 when it comes to critical mass problems like that... modders aren't likely to include configuration for a framework few users are wanting integration with, and few users are going to want to use the framework if it requires them to create configuration themselves for mods they want integrated with it.

Posted

I have a question about the functionality.
If my character wears a bra with the keyword sakr_kwd_braBikini over it a top with the keyword sakr_kwd_topFull and over it a torso armor with the keyword sakr_kwd_armorTopFull, are all keywords used or does the system recognize that the char is fully covered?

  • 2 weeks later...
Posted (edited)

Just a quick question:

The subject of identity concealment came up, as a dampener to the reputation/identification factor for approaches.  Can this be a future addition with multiple levels (goggle mask/hooded/full-masked) ?

 

Second question:

Would it be possible to attach a second identity to a mask?  Like the original ES Grey Cowl mask? 

Edited by BHAitken
Second question
Posted (edited)

Looking back through the previous posts (I may have missed something), am I correct in assuming there is no patch for a Pure Vanilla - SAKR patch.

I did find the files made by Rannferden, however those are for AWKCR and are an esp plugin. Does a vanilla armor/clothing patch still need to be created for the Robco Patcher, and if I was to make one for my self would this be the correct format.

 

Using the Vault 111 suit as an example.

 

// "Vault 111 Jumpsuit"
filterByArmors=Fallout4.esm|1EED7:keywordsToAdd=SkimpyArmorKeywordResource.esm|00081A,SkimpyArmorKeywordResource.esm|00080E,SkimpyArmorKeywordResource.esm|000812,SkimpyArmorKeywordResource.esm|000821

 

So this should make the Vault suit have the, TopFull, PantsLong, PantsTagTight, TopTagTight keywords and tags, have I missed anything?

 

After making a simple text document with that line as mentioned above here is the results of the keywords.

Spoiler

20230727195914_1.jpg.89864ce134eb723e9af0a6001ff51f52.jpg

Would a rating of 29 be what people consider accurate for that suit? (I am not wearing anything else other than the suit)

Edited by Evelynith
Posted (edited)
3 hours ago, Benjy D said:

How are y'all classifying or treating dresses? 

I had the same question a few pages back... 

 

So now I treat them as a skirt and a top then you can add what attributes to each apply... if they include heels in the mesh then a skirt top and heels if applicable.

 

I generally open up bodyslide and look at the clothing as I decide. i.e. panties slide to a side revealing the crotch I would not even put in the ini file and have it count as nude ...  

Edited by eflat01
Posted
On 7/12/2023 at 11:40 AM, N.Gamma said:

I have a question about the functionality.
If my character wears a bra with the keyword sakr_kwd_braBikini over it a top with the keyword sakr_kwd_topFull and over it a torso armor with the keyword sakr_kwd_armorTopFull, are all keywords used or does the system recognize that the char is fully covered?

Yes, well the upper body is. what ever the outer cover of top and bottom take precedence. When you start pealing clothes off the same whatever layer is showing. 

Posted (edited)
On 7/27/2023 at 1:58 AM, Evelynith said:

Looking back through the previous posts (I may have missed something), am I correct in assuming there is no patch for a Pure Vanilla - SAKR patch.

I did find the files made by Rannferden, however those are for AWKCR and are an esp plugin. Does a vanilla armor/clothing patch still need to be created for the Robco Patcher, and if I was to make one for my self would this be the correct format.

 

Using the Vault 111 suit as an example.

 

// "Vault 111 Jumpsuit"
filterByArmors=Fallout4.esm|1EED7:keywordsToAdd=SkimpyArmorKeywordResource.esm|00081A,SkimpyArmorKeywordResource.esm|00080E,SkimpyArmorKeywordResource.esm|000812,SkimpyArmorKeywordResource.esm|000821

 

So this should make the Vault suit have the, TopFull, PantsLong, PantsTagTight, TopTagTight keywords and tags, have I missed anything?

 

After making a simple text document with that line as mentioned above here is the results of the keywords.

  Reveal hidden contents

20230727195914_1.jpg.89864ce134eb723e9af0a6001ff51f52.jpg

Would a rating of 29 be what people consider accurate for that suit? (I am not wearing anything else other than the suit)

I use 

to create keywords for this... it's actually pretty straight forward and prevents typos. 

 

Also there are a few repositories up here Rubberduck has some  and N. Gamma does

 

 

I use FallUI and Inventory too and with a bit of vtaw mods so I use the RobCo ini out of here too https://www.nexusmods.com/fallout4/mods/72912 

 

 

The kewl thing about RobCo is all that keyword stuff any mod relies on can be handled by it. RobCo just reads the ini files and appends. iow could have keywords a,b,c for SAKR in one ini file and keywords 1,2,3 for some other mod in another ini file for the same form ID... result is RobCo will just combine them as a,b,c,1,2,3 not overwrite them. 

Edited by eflat01
Posted (edited)

ok this might be the wrong place for this question but please humor me here,

 

im looking to add keywords related to this mod to an armor mod that has significant changes to armor coverage depending on what addon is currently installed in the armor and clothing piece.
 

now question is is this even possible? and if so does anyone know how to achieve such a thing.

 

Edit: im referring to having the apropriate keyword depending on what addon is in the armor at the time, for example having addon A cover the chest area while addon B does not.

thanks in advance.

Edited by lilpixxle
Posted (edited)
1 hour ago, lilpixxle said:

ok this might be the wrong place for this question but please humor me here,

 

im looking to add keywords related to this mod to an armor mod that has significant changes to armor coverage depending on what addon is currently installed in the armor and clothing piece.
 

now question is is this even possible? and if so does anyone know how to achieve such a thing.

 

Edit: im referring to having the apropriate keyword depending on what addon is in the armor at the time, for example having addon A cover the chest area while addon B does not.

thanks in advance.

 

Theoretically yes, it's possible, though it will require a plugin for now. Basically, an OMOD record ("Object Modification" in the CK) has properties, and one property it can have is "add keyword" which means that it temporarily adds the specified keyword to an object (armor piece or weapon) whenever it's installed.

 

While RobCo Patcher has started to include support for patching OMOD records, it currently can only remove or change existing properties on them, not add new ones. If (hopefully when) the author includes adding properties for OMODs, this will become possible without a separate plugin. Until then, I'm not aware of another option.

Edited by vaultbait
Posted
1 hour ago, vaultbait said:

 

Theoretically yes, it's possible, though it will require a plugin for now. Basically, an OMOD record ("Object Modification" in the CK) has properties, and one property it can have is "add keyword" which means that it temporarily adds the specified keyword to an object (armor piece or weapon) whenever it's installed.

 

While RobCo Patcher has started to include support for patching OMOD records, it currently can only remove or change existing properties on them, not add new ones. If (hopefully when) the author includes adding properties for OMODs, this will become possible without a separate plugin. Until then, I'm not aware of another option.

oh i see thank you very much, i now have a different thing to search for then.

im gonna look into doing something like that, depending on how difficult it is.

 

thanks again for the quick response

  • 1 month later...
Posted

I don't know whether my observation is correct here or in the SAKR thread itself.

 

I noticed with VTAW 8 shorts that if they are entered as hot pants with 810, the shorts get a value of 35 and if they are entered as shorts and 80F, they get a value of around 60. Both together with tight-fitting.

 

Shouldn't hot pants get higher ratings than shorts because they cover less skin?

Posted
4 minutes ago, deathmorph said:

I don't know whether my observation is correct here or in the SAKR thread itself.

 

I noticed with VTAW 8 shorts that if they are entered as hot pants with 810, the shorts get a value of 35 and if they are entered as shorts and 80F, they get a value of around 60. Both together with tight-fitting.

 

Shouldn't hot pants get higher ratings than shorts because they cover less skin?

 

Are hot pants not just very tight pants that cover the entire leg, if so then no shorts would show more skin, as hot pants would cover it up, sure they are tight but they do not actually show that much skin usually.

Posted
29 minutes ago, Varithina said:

Are hot pants not just very tight pants that cover the entire leg, if so then no shorts would show more skin, as hot pants would cover it up, sure they are tight but they do not actually show that much skin usually.

 

I think you're confusing these with leggings. Hot pants are very short pants in which the butt can be seen a little. This is also the definition in SAKR.

For me it is now displayed correctly in the current attempt. I don't know what the problem was, maybe the SAKR display showed incorrect values via the key.

Posted
2 hours ago, deathmorph said:

 

I think you're confusing these with leggings. Hot pants are very short pants in which the butt can be seen a little. This is also the definition in SAKR.

For me it is now displayed correctly in the current attempt. I don't know what the problem was, maybe the SAKR display showed incorrect values via the key.

 

Shorts are shorts and that is basically what they are, and yes I was thinking of something else, and it was not leggings.

Posted
2 hours ago, Varithina said:

Shorts are shorts and that is basically what they are, and yes I was thinking of something else, and it was not leggings.

 

no problem and thank you for your help. But even if there are other variants, the hot pants are precisely defined in the SAKR as being very short

Posted
10 hours ago, deathmorph said:

 

no problem and thank you for your help. But even if there are other variants, the hot pants are precisely defined in the SAKR as being very short

 

No problem, it is one of the reasons I do not post my patches for these sort of things, as I tend to use the keywords I want which are not necessarily the ones most people would consider the correct ones, I also to to include other stuff, so sos, VIS and whatever else needs a patch would go into one single patch for each mod, and eventually they would get merged into the main mad.

Posted
On 7/8/2023 at 7:17 PM, vaultbait said:

 

I can definitely sympathize. The modder who took on making the repository you refer to also has a preference for renumbering form IDs in clothing mods in order to be able to flag them as light masters (in order to not take up additional active plugin slots), but the end result was that a number of their configs simply wouldn't work out of the box for users who were downloading the original clothing mods. If the effort were continued or restarted by someone with a focus on making it work with the published clothing mods, then it would probably be a lot less confusing.

 

And yes, there's nothing stopping clothing mod makers from shipping RobCo Patcher configuration for SAKR along side their meshes/textures and BodySlide files, similar to how some clothing modders incorporate HHS configuration. If SAKR grows in popularity I wouldn't be surprised to see that start happening, but there's always a Catch-22 when it comes to critical mass problems like that... modders aren't likely to include configuration for a framework few users are wanting integration with, and few users are going to want to use the framework if it requires them to create configuration themselves for mods they want integrated with it.

 

How feasible would it be to bypass this with the MCM? So instead of using keywords patched to individual items and having scripts check what you've got equipped every few seconds to calculate relevant keywords and coverage, you'd just put clothes on your character and then go into the MCM and select which words apply. I'm not talking about assigning values or stats to items in-game, but simply setting the output of this mod manually. So when some other mod checks to see how well-dressed your character is, it just goes off of what you set in the MCM.

 

To be clear I'm not asking anyone to make this. Just wondering if it's possible and if it's more complex than I might realize if I'm thinking about creating it for myself. I love the idea of mods reacting to the kind of information SAKR provides, but I don't know if actually getting it to "just work" dynamically in-game is something I'll manage.

 

Posted
On 9/18/2023 at 11:00 AM, asd000 said:

 

How feasible would it be to bypass this with the MCM? So instead of using keywords patched to individual items and having scripts check what you've got equipped every few seconds to calculate relevant keywords and coverage, you'd just put clothes on your character and then go into the MCM and select which words apply. I'm not talking about assigning values or stats to items in-game, but simply setting the output of this mod manually. So when some other mod checks to see how well-dressed your character is, it just goes off of what you set in the MCM.

 

To be clear I'm not asking anyone to make this. Just wondering if it's possible and if it's more complex than I might realize if I'm thinking about creating it for myself. I love the idea of mods reacting to the kind of information SAKR provides, but I don't know if actually getting it to "just work" dynamically in-game is something I'll manage.

 

that would definetly be alot more user friendly in my opinion, i would love to hear if you decide to make something like this since my attempts at making keyword armor addons hasnt gone anywhere.

Posted
3 minutes ago, lilpixxle said:

that would definetly be alot more user friendly in my opinion, i would love to hear if you decide to make something like this since my attempts at making keyword armor addons hasnt gone anywhere.

 

On 9/18/2023 at 10:00 AM, asd000 said:

 

How feasible would it be to bypass this with the MCM? So instead of using keywords patched to individual items and having scripts check what you've got equipped every few seconds to calculate relevant keywords and coverage, you'd just put clothes on your character and then go into the MCM and select which words apply. I'm not talking about assigning values or stats to items in-game, but simply setting the output of this mod manually. So when some other mod checks to see how well-dressed your character is, it just goes off of what you set in the MCM.

 

To be clear I'm not asking anyone to make this. Just wondering if it's possible and if it's more complex than I might realize if I'm thinking about creating it for myself. I love the idea of mods reacting to the kind of information SAKR provides, but I don't know if actually getting it to "just work" dynamically in-game is something I'll manage.

 

SexLab Aroused (or at least some versions of it) use this method. Works totally fine for me.

A slightly more advanced idea: You equip item(s), go to MCM and select keyord(s) then hit a save button so you selections are available on a new game. Saves trying to build keyowrd datbases for everything in the game and players can build their own overtime.

Posted
9 hours ago, ebbluminous said:

A slightly more advanced idea: You equip item(s), go to MCM and select keyord(s) then hit a save button so you selections are available on a new game. Saves trying to build keyowrd datbases for everything in the game and players can build their own overtime.

 

This would be nice as quite a few of the older armour mods no longer have screen shots available to browse, and trying to add keywords with the game open can cause all sorts of issues, add in an option to merge other peoples keywords for the armour mods they have worked on to the one you have would be a fantastic option as well.

  • 2 weeks later...
  • 2 weeks later...

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...