Nichoice Posted October 15, 2013 Share Posted October 15, 2013 I just had a brilliant idea for a mod! But I am not sure how to implement it. I wanted to make a consumable (think atomic cocktail) that would replace the PC body with the Brawler Male Body or the Athletic Body Type along with various enchant effects such as +Str, Unarmed skill to 100 and -Int. Then withdrawal effects like +dehydration, - Str, - Agi. I am certain there won't be a problem with creating the race and making a new consumable with the necessary effects, however I don't know how I can implement the body change. If done so by way of script, I have no idea even where to begin! And what about custom hair? Is there a way to just change the PC body without effecting the head? Otherwise those with mikado/lings etc. will be effected. Perhaps using bodysuits by treating the body as an armor as opposed to a race? Any thoughts? EDIT: Changed the title, I believe it is more self-explanatory. UPDATE: Just letting anyone that's interested know I have not dropped off the planet, I am just slowing learning how to import the mesh from the bodies to make it a armor. Just been doing some reading about it. Link to comment
RitualClarity Posted October 16, 2013 Share Posted October 16, 2013 Perhaps using bodysuits by treating the body as an armor as opposed to a race? I believe that is what is done with pregnancy. And what about custom hair? Perhaps a wig created that uses the hair you wanted that can be equipped with the armor when the change occurs. The above can have issues with matching the hands and neck seam also with the skin coloration used. That could cause some issues as you develop this mod. That is if you do decide to continue. I could be very well wrong in the above assumptions but since nobody else has posted yet I figured .. oh what the hell I'd give it a shot. Link to comment
Nichoice Posted October 16, 2013 Author Share Posted October 16, 2013 Assuming I can even implement a body change with a consumable which I still have no idea how (if it requires scripting, I have never done any so I am probably gonna need some help), at least I have the right idea regarding replacing PC body with an armor that uses all the body slots excluding the head so that the PC's body appears to have changed. The benefit of doing the above is that the mod won't conflict with PC's head and their chosen hair, nor will it conflict with mods such as mikado or lings. But you are right, I hadn't thought of coloration of hands. I am sure regardless of how I implement the body, there will be neck seams as there are just too many body and head textures out there and everyone uses a different combination so I am not too fussed about that. And now that you mentioned pregnancy, I am curious how that mod deals with coloration. Does Pregnancy actually change the race of the PC to a custom body type or does it just equip your body with a "pregnancy armor" that makes you look pregnant. From memory, I don't think pregnancy just *hides* the player body underneath a pregnancy armor cause I remember that you could still equip armor while pregnant. What I am proposing is rather the player is equipped with a hulk body for a duration hence giving the player the illusion that he/she has changed race without actually change the PC's race and effecting their chosen face/hair. Link to comment
RitualClarity Posted October 16, 2013 Share Posted October 16, 2013 Like I said "I believe" that is the way it works. I haven't really used GECK and am only going by what I think I understood could be done. I believe Pregnancy swaps the body (armor) if that body is larger than the old one or standard Breezes etc. You would have to provide some armors. Yes sure you could get away with the standard ripped version for a while but eventually the issue will arise that "Hey I was wearing Vault armor and now I am wearing leather armor, what gives" sort of issue. Link to comment
Halstrom Posted October 17, 2013 Share Posted October 17, 2013 Yeah, Pregnancy has 3-7 belly size variations of most of the vanilla armors & outfits, around 400 meshes and just equips the correct armor based on bellysize and original armor worn, the hands and face aren't changed, I believe any exposed skin on the outfits still uses the Actors race skin shader somehow through the magics of Blender/NifSkope. Link to comment
Nichoice Posted October 17, 2013 Author Share Posted October 17, 2013 Ah, that would explain why pregnancy allows for the bodies to seem like its equipping armor. I wonder if the brawler body and athletic body has the right shader settings? Could anyone with Blender/NifSkope experience check whether the meshes for the brawler and athletic bodies have the correct shader settings? I tried to do it once I recall for a custom race, but it didn't work out and I could never get the head and the body to be the same shade. I tried all the usual methods of adding lines in the ini files, flagging it as an esm, but I was still getting mismatched heads and bodies. I can only assume I didn't messed up with the shader settings. Assuming the above is done, and the bodies have the right shader settings and I can just use them as body suits for the PC. Unfortunately I don't have pregnancy installed, can anyone shed some light as to how Pregnancy implements the bodies with time duration? Link to comment
Halstrom Posted October 17, 2013 Share Posted October 17, 2013 What I do in Pregnancy is have a scripted token on the Actor checking for changes in belly size, if it detects a change it adds a scripted bodyswapping token. The bodyswapping token script then checks what the player is wearing and if it detects the player is wearing an item in a formlist then it adds the new outfit of that type. scn SexoutP5SBodySwap if rZActor && SexoutP0QVAR.iPregMainRunning > 9 && iRemoving < 1 ; *** Check OK to run Set iOkToRun to 1 if rZActor.GetDead || rZActor.GetIsSex Female == 0 Set iOkToRun to 0 Set iDeadTimer to iDeadTimer + 1 if iDeadTimer > 19 Set iOkToRun to -1 endif else Set iDeadTimer to 0 endif if iOkToRun > 0 Set rCurrUpperBody to GetEquippedObject 2 if iSwapStage < 1 Set rSwapUpperBody to NVFakeGolfBall Set rStartUpperBody to rCurrUpperBody if rStartUpperBody Set fBodySuitHealth to GetEquippedCurrentHealth 2 else Set rStartUpperBody to SexoutSNudeToken Set fBodySuitHealth to 100 endif if GetEquipped SexoutSLOutfitNaked || rStartUpperBody == SexoutSNudeToken Set rSwapUpperBody to SexoutSNudeToken Set fBodySuitHealth to 100 endif ; *** Outfits, just the add outfits you have your hulk meshes for if GetEquipped SexoutSLOutfitUnderwear ; *** this is a formlist containing all the underwear variations Set rSwapUpperBody to Underwear endif if rZActor.GetEquipped SexoutSLOutfitSexyUnderwearSet ; *** ditto for SexyUndewear Outfit variations Set rSwapUpperBody to SexoutSSexyUnderWearSetP0B3 endif if GetEquipped SexoutSLOutfitArmorRecon ; *** etc Set rSwapUpperBody to ArmorRecon endif ; *** Swap Outfits if Outfit was in List above if rSwapUpperBody != NVFakeGolfBall if rSwapUpperBody != SexoutSNudeToken if rStartUpperBody ; *** avoid removing "no body" or causes ScriptCrash RemoveItem rStartUpperBody 1 1 endif AddItem rSwapUpperBody 1 1 EquipItem rSwapUpperBody 0 1 if NX_IsInList SexoutSLOutfitNaked rSwapUpperBody < 1 AddItem SexoutP5TokenRemoveNudeBodies 1 1 endif Set iSwapStage to 1 else Set iSwapStage to 2 Set iOkToRun to -1 endif else if iDebug == 5 DebugPrint "Preg5BSwapP0 %n: NotSwapOutfit %n to %n BSHealth %4.2f, SwapStage %2.0f" rZActor rStartUpperBody rSwapUpperBody fBodySuitHealth iSwapStage endif Set iSwapStage to 2 Set iOkToRun to -1 endif elseif iSwapStage == 1 ; *** Check new outfit is equiped before updating it's health to old outfit health if rCurrUpperBody == rSwapUpperBody SetEquippedCurrentHealth fBodySuitHealth 2 Set iSwapStage to 2 Set iOkToRun to -1 if iDebug == 5 DebugPrint "Preg5BSwapP0 %n: OutfitSwapped %n to %n BSHealth %4.2f, SwapStage %2.0f" rZActor rStartUpperBody rSwapUpperBody fBodySuitHealth iSwapStage endif endif elseif iSwapStage > 1 if iDebug == 5 DebugPrint "Preg5BSwapP0 %n: SwapComplete %n to %n BSHealth %4.2f, SwapStage %2.0f" rZActor rStartUpperBody rSwapUpperBody fBodySuitHealth iSwapStage endif Set iOkToRun to -1 endif ; *** End Swap Stage endif ; *** End OkToRun endif ; *** Pregnancy Main Started if iOkToRun < 0 && iRemoving < 1 if iDebug == 5 DebugPrint "Preg5BSwapP0 %n : End" rZActor endif Set iRemoving to 1 Dispel SexoutP5EBodySwapT3P0 endif The Bodyswap token is something like that, I've trimmed a hundred outfits out of it and all the belly size stuff. It would need adapting to what you are doing. Link to comment
Nichoice Posted October 17, 2013 Author Share Posted October 17, 2013 This is gonna take me a while lol, I have absolutely no scripting experience aside from the occasional simple holster script for companions. Okay so things to do are: 1) Figure out whether the brawler/athletic bodies has the right shader settings so they can be effectively used as body suits that won't have issues with race. 2) Adapt the above script so that it adds the token for the set duration of (lets say 240s) to equip the player with the brawler/athletic body suits. Once the above done, I will figure out the other minor issues such as what *buff* to give the player or custom sounds for when the player *hulks* out. Also thinking how I can limit the player to be unarmed only during the *transformation* duration so the player although has bonus damage/ damage resistance etc. is restricted to charging in and using fists only, making it not so much a god item but an extra option to combat (as I think melee combat is sorely lacking in FNV, especially unarmed). And finally after that, perhaps look at how it can work with Sexout (I am worried about the body change since the "body suit" is timed for a rather short duration as opposed to pregnancy, I don't want the body to change half way through an animation and stuff things up). Link to comment
Halstrom Posted October 17, 2013 Share Posted October 17, 2013 You can just pause your swapping scripts while animations are happening by checking for a token in the Actors inventory called SexoutActorToken I do this as it does screw things up if the player swaps outfits during animations. To limit the Actor to unarmed you could either find all the players weapon skills and set them to 0 and then set them back again or just run an unequip item on the weapon slot every 5 seconds while in Hulk mode. Link to comment
Nichoice Posted October 17, 2013 Author Share Posted October 17, 2013 Thank you for all the help Halstrom, but I foresee another problem. Not so much with the mod but with the implementation into sexout animations. Won't the "bodysuits" have major clipping issues during the animations seeing as the sexoutNG animations weren't made with these bodies? Maybe not so much for the female athletic body, but I foresee some major issues with the brawler body. Anyway, I have alot of work ahead of me phew Link to comment
Halstrom Posted October 17, 2013 Share Posted October 17, 2013 Um yeah, I suspect they will though you might be able to use Sexout Positioning or it's code in some way to compensate, probably not easy but I suspect it's possible. Link to comment
Nichoice Posted October 17, 2013 Author Share Posted October 17, 2013 Urgh, I suspect the best perfect solution would be to to either make my own animations using those bodies or only choose the ones that don't have massive clipping issues. And by choose I mean I would have to make patches for all the plugins won't I to overwrite the author's chosen animation or list of animation. Or the alternative being what you said and just tweak it with positioning, it would be easier than making a patch for everything but then there are bound to be some clipping. Link to comment
KainsChylde Posted October 17, 2013 Share Posted October 17, 2013 Due to limitations in the game and animation data, clipping is gonna happen. Just accept it and move forward. If you absolutely MUST try to work around this and patch, keep in mind that very few plugins have their own animations. As a rule they all just have calls that pull from SexoutNG, so you'd just need a patch that communicates with NG to interpret those calls in a way that works with your mod. Link to comment
Nichoice Posted October 17, 2013 Author Share Posted October 17, 2013 Yes I realize that, but I will decide how it will be implemented into sexout later. I am very far from implementing anything at the moment. Link to comment
RitualClarity Posted October 17, 2013 Share Posted October 17, 2013 Perhaps the "Hulk' can be the same size and dimensions as a Super Mutant. Then at least some of the animations can be used from SM. This can also possibly get some assistance from those individuals that like SM characters as well. Perhaps make the close that can fit that body as well. After a bit I think others might help flesh that part out because they can use some of it for resources for their mods as well. Link to comment
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