Trykz Posted December 11, 2023 Posted December 11, 2023 23 hours ago, ebbluminous said: Next year Bethesda said Q1 2024, so more realistically..... June at the earliest. Maybe even July or August. Which is fine with me. If they're truly in this for the long haul, then they're likely going to keep a reasonably sized team on this game for at least the first 8-9 months post release to hash out as many bugs, glitches, and broken content as they can before they release a CK. I'm thinking we'll see a CK sometime just prior to the first DLC. 1
CaptainSmash Posted December 11, 2023 Posted December 11, 2023 The idea of having the CK early is alway's a good idea. but From what i know of modder's community that means nothing and is to slow for their own development of mods. So take your time and blame everyone else as they produce modes you wished you had!.
DocClox Posted December 12, 2023 Posted December 12, 2023 8 hours ago, Pfiffy said: From what I read the Mod has the device.... And it works on the follower... I will test it with my multi follower mod to see if it will work on all followers or just the active one. For a Start it ould be enough to bang Sarah, Andreja, Sam or Berett...(No probs with Kids and so on....) Well, it's easy enough to get the id of the current follower, certainly. That's not the main issue though. 8 hours ago, Pfiffy said: My Idea was to modify the mod to just use a different animation. This is where we run aground. The dance furniture markers seem to use the Fallout 4 furniture system. Which means that you have an activator with a keyword. Each keyword is linked to an animation. If an actor uses the furniture, the engine uses the keyword to look up the idle and then uses that idle to animate the actor. Th problem is creating the link between the keyword and the animation. This will give you an idea of what was involved. Skip ahead to "Adding Subgraph Data" and then "Generating Animation Text Data". The first part we can maybe still do with SF1Edit. The second part needs a creation kit. Assuming the animations are still linked that way. I have no idea at this point. But if we can't make that link between animation and keyword, then we can't change the animation for a piece of furniture. And if we can't do that, then we can't change the dance animations. We could override the animation files for the dance moves I suppose and replace them with sex animations. But there's only four markers in total, and we'd presumably want to leave one each for the Astral Lounge and Euphorika. And that's always assuming we know which animation files have the dance animations. This is why I think NAF is a better option for the time being. Unless someone knows how to do they keyword trick, that is.
Pfiffy Posted December 12, 2023 Posted December 12, 2023 1 hour ago, DocClox said: Well, it's easy enough to get the id of the current follower, certainly. That's not the main issue though. This is where we run aground. The dance furniture markers seem to use the Fallout 4 furniture system. Which means that you have an activator with a keyword. Each keyword is linked to an animation. If an actor uses the furniture, the engine uses the keyword to look up the idle and then uses that idle to animate the actor. Th problem is creating the link between the keyword and the animation. This will give you an idea of what was involved. Skip ahead to "Adding Subgraph Data" and then "Generating Animation Text Data". The first part we can maybe still do with SF1Edit. The second part needs a creation kit. Assuming the animations are still linked that way. I have no idea at this point. But if we can't make that link between animation and keyword, then we can't change the animation for a piece of furniture. And if we can't do that, then we can't change the dance animations. We could override the animation files for the dance moves I suppose and replace them with sex animations. But there's only four markers in total, and we'd presumably want to leave one each for the Astral Lounge and Euphorika. And that's always assuming we know which animation files have the dance animations. This is why I think NAF is a better option for the time being. Unless someone knows how to do they keyword trick, that is. I was looking for an easy way to integrate and test an animation if we get one and who cares about the bad dancing anims. This just sounded easy.... By the way.... there is a nude mod for the Dancers...it might be a good show... ok, let's put this aside....
DocClox Posted December 12, 2023 Posted December 12, 2023 That said... I've been looking at SF1Edit and the activator records: This makes it look as if it's possible to specify a behavior graph and animation set, purely in an esm file. If so, we might be in business. Doesn't seem to link up with the neon dance markers though, or the keyword system.
Pfiffy Posted December 12, 2023 Posted December 12, 2023 (edited) 21 minutes ago, DocClox said: That said... I've been looking at SF1Edit and the activator records: This makes it look as if it's possible to specify a behavior graph and animation set, purely in an esm file. If so, we might be in business. Doesn't seem to link up with the neon dance markers though, or the keyword system. so we just have to push a button to have sex? Edit: Are you saying that Beth made it much harder to create Anims but fairly easy to integrate them as soon as they are done? Edited December 12, 2023 by Pfiffy
DocClox Posted December 12, 2023 Posted December 12, 2023 1 minute ago, Pfiffy said: so we just have to push a button to have sex? But suppose we can have an invisible button and we;re scripted to press it. And then instead of the "press" animation we go into half of a sex loop? I dunno, I'm grasping at straws here. I'm not even at home, so I can't rest these ideas to see if they'll work. I still think our best candidate for the time being might be a hotkey and batch file.
DocClox Posted December 12, 2023 Posted December 12, 2023 We can also define IDLE records in with SF1Edit. If we can do that for custom animations, it might be possible to use PlayIdle and get them to trigger that way. No idea how we link it into the behavior graph, but I assume that's part of what NAF does.
Allnarta Posted December 12, 2023 Posted December 12, 2023 Extremely testing animation. Proof of proper character position and used foot IK's on a rig.
Pfiffy Posted December 12, 2023 Posted December 12, 2023 So you are making progress, too!? Can I really hope to bang Sarah and Andreja before the CK is out?
Allnarta Posted December 12, 2023 Posted December 12, 2023 More like Sam or Berrett as I only work with male skeleton and rig. ?
Pfiffy Posted December 12, 2023 Posted December 12, 2023 8 hours ago, Allnarta said: More like Sam or Berrett as I only work with male skeleton and rig. ? I'm ok with that, too, as long as it is before the CK is out..
Halstrom Posted December 13, 2023 Posted December 13, 2023 10 hours ago, Pfiffy said: I'm ok with that, too, as long as it is before the CK is out.. Why? Do they get chastity belts added by the CK? 1
Pfiffy Posted December 13, 2023 Posted December 13, 2023 19 minutes ago, Halstrom said: Why? Do they get chastity belts added by the CK? Just to proove that you don't need the CK to do that. The missing of a CK didn't stop other ppl from doing mods. On the other hand you hear a lot of complaining that Starfield is lacking content. I have my problems with xedit, this is something personal, but we just hate each other. Also my modding abilities are very limited: I'm not a modder, I'm a porter. But I had a great expirience with Skyrim SE: In the beginning We just had a few tools and a few people that joined their different abilities to make a start. We got ZAZ, DD, and CF going by joining our abilities and working together. And see where the 'game that noone wanted' is now. I'm proud of being a part of that. If all people are waiting for something to happen, nothing will happen. Ashal posted that he will need some anims for a start of a new Sexlab. But an Animator like Allnarta needs a coder like DocClox to bring an Animation into the game. Even if it is the shitties Anim you have ever seen started by a simple mod: If these two work together and just make a little step by creating a little mod that lets you bang Sarah on Mars, it will be the big jump for the community. Of cause we will need the CK to do the big mods, but even them will start with one little entry in an .esm.
DocClox Posted December 13, 2023 Posted December 13, 2023 22 minutes ago, Pfiffy said: I have my problems with xedit, this is something personal, but we just hate each other. Also my modding abilities are very limited: I'm not a modder, I'm a porter. How are you with Blender?
Allnarta Posted December 13, 2023 Posted December 13, 2023 SE inherited all what LE got, and LE took years to reach even starting point with adult mods (when did first Sexlab version out, 2014? About three years after initial game release?). People tend to forget about a fact how bad Skyrim was for modding in general (it doesn't support new custom animations, hello! You had to make a tool for it!) and whine when SF doesn't get all that skyrim got in 12 years, in two months. Lol. 1
Pfiffy Posted December 13, 2023 Posted December 13, 2023 1 minute ago, DocClox said: How are you with Blender? I never understoood it... I was able to modify a few armors in 3DSMax a few years ago, but since there are so many ppl who are really good at it, I saw no reason to add my piece of shit and finally give it up. My abilities are limited to modifying things that other ppl created. The biggest thing I ever did was expanding TDF for SE and even that was done with a lot of help from CliftonJD and its not really finished. In fact It is more his work than mine. For a start I would need a understandable german guide, some free weeks and a lot of help by a genious. And a genious would rather do things himself than spend his time with educating an untalented schoolar like me.
Pfiffy Posted December 13, 2023 Posted December 13, 2023 8 minutes ago, Allnarta said: SE inherited all what LE got, and LE took years to reach even starting point with adult mods (when did first Sexlab version out, 2014? About three years after initial game release?). People tend to forget about a fact how bad Skyrim was for modding in general (it doesn't support new custom animations, hello! You had to make a tool for it!) and whine when SF doesn't get all that skyrim got in 12 years, in two months. Lol. Yeah! That's my point. We have to start somewhere instead of whining. I'm not a big help at this point: The only thing that I can do right now is encourage you to continue with your efforts and look for things that might help you. And I'm feeling pitty for this....
DocClox Posted December 13, 2023 Posted December 13, 2023 20 minutes ago, Pfiffy said: Yeah! That's my point. We have to start somewhere instead of whining One reason I want to get the naked space suits working. If we get a few fun visual mods, others will join in. As it is - look at the Starfield mods here compared to those on Nexus! We are getting out ass kicked here.
Allnarta Posted December 13, 2023 Posted December 13, 2023 I think you need to reach Snapdragon and ask/talk to him about all this things. He got a discord where you can talk to him directly, whoch would be a lot more productive for both sides.
Halstrom Posted December 14, 2023 Posted December 14, 2023 15 hours ago, Pfiffy said: Just to proove that you don't need the CK to do that. The missing of a CK didn't stop other ppl from doing mods. On the other hand you hear a lot of complaining that Starfield is lacking content. I have my problems with xedit, this is something personal, but we just hate each other. Also my modding abilities are very limited: I'm not a modder, I'm a porter. But I had a great expirience with Skyrim SE: In the beginning We just had a few tools and a few people that joined their different abilities to make a start. We got ZAZ, DD, and CF going by joining our abilities and working together. And see where the 'game that noone wanted' is now. I'm proud of being a part of that. If all people are waiting for something to happen, nothing will happen. Ashal posted that he will need some anims for a start of a new Sexlab. But an Animator like Allnarta needs a coder like DocClox to bring an Animation into the game. Even if it is the shitties Anim you have ever seen started by a simple mod: If these two work together and just make a little step by creating a little mod that lets you bang Sarah on Mars, it will be the big jump for the community. Of cause we will need the CK to do the big mods, but even them will start with one little entry in an .esm. Yeah, we just got to have a bit of patience as the CK will be needed for all the addon mods anyway and I think Beth has some changes to make yet
snoopy102 Posted December 14, 2023 Posted December 14, 2023 It might be a good idea to have a "tools" post stickied somewhere, so people who want to give modding a shot have a one-stop shop for picking up the info needed. I did some modding for Skyrim years ago, might give Starfield a try (I skipped Fallout 4 after the was Bethesda (mis)handled the mod theft issues). But just finding out what file format animations use requires some digging. Do we have a working Nifskope already ? Other tools ? It's hard to just get started.
Pfiffy Posted December 15, 2023 Posted December 15, 2023 On 12/14/2023 at 9:02 PM, snoopy102 said: It might be a good idea to have a "tools" post stickied somewhere, so people who want to give modding a shot have a one-stop shop for picking up the info needed. I did some modding for Skyrim years ago, might give Starfield a try (I skipped Fallout 4 after the was Bethesda (mis)handled the mod theft issues). But just finding out what file format animations use requires some digging. Do we have a working Nifskope already ? Other tools ? It's hard to just get started. Everything is in beta.... But thereare already a lot of mods on Nexus and here we also doing strange things.... 1
DocClox Posted December 16, 2023 Posted December 16, 2023 On 12/14/2023 at 8:02 PM, snoopy102 said: It might be a good idea to have a "tools" post stickied somewhere, so people who want to give modding a shot have a one-stop shop for picking up the info needed. I did some modding for Skyrim years ago, might give Starfield a try (I skipped Fallout 4 after the was Bethesda (mis)handled the mod theft issues). But just finding out what file format animations use requires some digging. Do we have a working Nifskope already ? Other tools ? It's hard to just get started. A tools post isn't a bad idea. There's a lot of stuff and it's not easy to find all the bits.
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