Raelic Posted May 3, 2025 Posted May 3, 2025 We're getting a few mods up even with a script extender, that being said I can't wait to see what will come forth.
rionwt Posted May 4, 2025 Posted May 4, 2025 On 5/1/2025 at 11:51 PM, Omaker said: "Natural Oblivion" maybe? Booblivion ....... it is inevitable 1
Popular Post Krasue Posted May 4, 2025 Author Popular Post Posted May 4, 2025 I decided to work a bit more on the female locomotion mod and have now released it: Female Locomotion Replacer - Unique Walk and Run at Oblivion Remastered Nexus - Mods and community It requires UE4SS to function currently as it needs to inject new animations into the game based on a character's sex. I'm vaguely aware of Simple BP Loader but I haven't looked into it to see if it's a viable alternative as of yet. I only mention this because I've already seen some people turn their nose up at the idea of installing UE4SS for whatever reason that I'm not sure of yet. Haven't had any issues with it myself so far. Anyway, back to the body for real this time. I'm thinking of calling the mod Natural Bodies of Oblivion (NBO) or Krasue's Natural Bodies of Oblivion (KNBO). I think a lot of suggestions have been quite fun but I feel that KNOB (for instance) might be better for a male body replacer. I still haven't made the final decision yet but I'll have some time as I need to work out a few things about potentially splitting the package up. I want to try splitting the body mod into its mesh files and texture files. Not sure how viable that is right now though... 54
cptkorea Posted May 5, 2025 Posted May 5, 2025 (edited) 11 hours ago, Krasue said: Anyway, back to the body for real this time. I'm thinking of calling the mod Natural Bodies of Oblivion (NBO) or Krasue's Natural Bodies of Oblivion (KNBO). I think a lot of suggestions have been quite fun but I feel that KNOB (for instance) might be better for a male body replacer. I still haven't made the final decision yet but I'll have some time as I need to work out a few things about potentially splitting the package up. I want to try splitting the body mod into its mesh files and texture files. Not sure how viable that is right now though... Krasue's Natural Oblivion Charming Kinetics Enabled Replacer (KNOCKER). Probably too much of a stretch, only using kinetics as a poor synonym for physics, but when the male mod called KNOB comes out, we'd be installing KNOBS and KNOCKERS. Edited May 5, 2025 by cptkorea
Yanme Posted May 5, 2025 Posted May 5, 2025 On 4/24/2025 at 5:04 PM, Krasue said: Unreal supports post-process Animation Blueprints (ABPs), It may be a longshot, but I figure you might have an idea as you seem to be the person with the most experience in this topic (the resident expert ): I was trying to add some form of hands-tied movement animation for the player to Oblivion Remastered. My original plan was to create a body with fake bound arms and equip it as an armor (as to avoid messing with animations at all), which would have been a nice quick and easy solution in most other TES/fallout games. Unfortunately, I didn't read your initial post before, and had to learn the hard way that in the remaster, armors no longer contain their own version of the body, so that apparently falls flat. It seems to be at least plausible to create a bound animation by fixing the arm bones in place via post-processing Animation BPs in UE. However, I would need some form of communication from Oblivion Script to ABP so to only apply the bound animation if the player is actually bound. Do you have any idea how I could go about this? It would be enough if it works for the player, but currently I am clueless. You seem to have managed to apply animations only to certain characters, which could be what I am looking for. As far as I can tell, going the ABP route has some disadvantages, such as requiring a modified SK Mesh for any mesh that has to work with the animation (and as such, creating incompatibilities). But for now, I would be happy for any hacky workaround that actually works and doesn't require me to create an entire new set of locomotion animations. I'm am somewhat well versed in TES modding including scripting, but have basically no UE experience, so I apologize in advance if anything in my post turns out to be wrong. Also, needless to say, I am really impressed with what you managed to do so far. Really, really good work! 7
rimchamp Posted May 6, 2025 Posted May 6, 2025 On 5/1/2025 at 5:36 PM, Krasue said: A fairly big task ahead of me, something I'm not sure I'm going to do well, is coming up with a name for the mod. It might sound trivial, but it's good to have an memorable name rather than "female body mod" or similar, especially if it gets used as a foundation for any armors or anything like that. K.R.I.S.P. Krasue's Retextures Including Special Parts KOCO Krasue's Oblivion Character Overhaul ORNATE Oblivion Remastered Natural Assets Textures Enhancements
Silvist Posted May 6, 2025 Posted May 6, 2025 On 5/5/2025 at 10:12 AM, Yanme said: It may be a longshot, but I figure you might have an idea as you seem to be the person with the most experience in this topic (the resident expert ): I was trying to add some form of hands-tied movement animation for the player to Oblivion Remastered. My original plan was to create a body with fake bound arms and equip it as an armor (as to avoid messing with animations at all), which would have been a nice quick and easy solution in most other TES/fallout games. Unfortunately, I didn't read your initial post before, and had to learn the hard way that in the remaster, armors no longer contain their own version of the body, so that apparently falls flat. It seems to be at least plausible to create a bound animation by fixing the arm bones in place via post-processing Animation BPs in UE. However, I would need some form of communication from Oblivion Script to ABP so to only apply the bound animation if the player is actually bound. Do you have any idea how I could go about this? It would be enough if it works for the player, but currently I am clueless. You seem to have managed to apply animations only to certain characters, which could be what I am looking for. As far as I can tell, going the ABP route has some disadvantages, such as requiring a modified SK Mesh for any mesh that has to work with the animation (and as such, creating incompatibilities). But for now, I would be happy for any hacky workaround that actually works and doesn't require me to create an entire new set of locomotion animations. I'm am somewhat well versed in TES modding including scripting, but have basically no UE experience, so I apologize in advance if anything in my post turns out to be wrong. Also, needless to say, I am really impressed with what you managed to do so far. Really, really good work! If you want any help you can always hop on the discord with us here btw lol: 1
TheDragonBone Posted May 7, 2025 Posted May 7, 2025 On 5/4/2025 at 10:13 PM, cptkorea said: Krasue's Natural Oblivion Charming Kinetics Enabled Replacer (KNOCKER). Probably too much of a stretch, only using kinetics as a poor synonym for physics, but when the male mod called KNOB comes out, we'd be installing KNOBS and KNOCKERS. Bro, instead of "Krasue's Natural Oblivion Charming Kinetics Enabled Replacer (KNOCKER)." I think having it as, "Krasue's Naturally Occurring Charming Kinetics Enabled Replacer (KNOCKER)." would sound better. Yes? No?
rimchamp Posted May 8, 2025 Posted May 8, 2025 SLICK Simply Luxurious Immersive Characters by Krasue (SL can be sexy, lewd, scandalous, whatever) B.O.U.N.C.E. (I like this one because it advertises the physics) Beautiful Oblivion Unofficial Nude Characters Enhanced TONAL Type One: Nude And Lewd MOT1ON (shows off the physics and the 1 makes it easy to search) Magnificent Overhauled Type 1 Oblivion Nudes A.W.O.O.G.A. Amazing Women for Oblivion Overhauled with Graceful Animations
Popular Post Krasue Posted May 8, 2025 Author Popular Post Posted May 8, 2025 Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Spoiler There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. 76
HelloFromTavernTrash Posted May 8, 2025 Posted May 8, 2025 19 minutes ago, Krasue said: Ползунки для тела! После долгих обсуждений того, как преобразовывать тела с помощью брони, мы пришли к выводу, что на данный момент использование целей для преобразования нецелесообразно. Всякий раз, когда вы надеваете броню, происходит объединение скелетной сетки, которое в значительной степени удаляет все цели для преобразования. Вместо этого я решил поэкспериментировать с масштабированием костей для создания форм тела, и результат оказался довольно хорошим. Поэтому я удвоил усилия и решил создать внутриигровую систему bodyslide для придания формы телам с использованием заранее определенных "поз", используя расширенный скелет, который я сделал для body mod. Конечно, у этой техники есть ограничения, но я вполне доволен уровнем настройки, которого мне удалось добиться с ее помощью. (Извините за плохое сжатие, видео с более высоким разрешением не удалось встроить. Весь текст справа — это отладочный текст, который не будет присутствовать в реальном моде) Раскрыть скрытое содержимое По-прежнему остаётся много вопросов об этой системе, таких как затраты на производительность и так далее, но результаты — по крайней мере, на первый взгляд — кажутся довольно хорошими и обеспечивают достаточную универсальность. Однако это не обычный мод для масштабирования костей. Каждая форма, которую вы видите в этом видео, — это заранее заданная форма, которую мне пришлось создать и загрузить в PoseAsset (так что технически это классифицируется как позы). Причина в том, что для использования системы масштабирования костей в Unreal требуется много усилий, поэтому я решил, что на данный момент это лучший способ. Основная проблема с этим модом на данный момент заключается в том, что вы можете попасть в бесконечный экран загрузки. Я ещё не выяснил причину, но, похоже, это связано с меню бодиморфирования, а не с изменением тел. Если вы перезапустите игру после того, как создадите идеальное тело, то проблем возникнуть не должно. Изменения в теле также влияют на всех NPC и сохраняются между сохранениями, поэтому, если у вас есть одно тело в одном сохранении, оно будет переопределяться всякий раз, когда вы используете меню. В будущем я хочу, чтобы тела также фильтровались по расам, чтобы у разных рас могли быть разные типы телосложения. Технически этого достичь не так уж сложно, но есть кое-какие нюансы UX, с которыми я пока не разобрался. То же самое касается уникальных тел игроков. Итак, что осталось? Ну, мне ещё нужно исправить некоторые веса и переместить их и новые кости в тела других рас, но после этого и версии с нижним бельём я начну готовить бета-версию. Лично у меня не так много времени, чтобы работать над этим, так как я уже потратил много времени, сосредоточившись исключительно на моде для Oblivion, когда у меня есть другие дела, требующие моего внимания. Так что я просто надеюсь, что бета-версия не будет слишком сырой. Я все равно выпущу облегченную версию корпуса, которая не будет содержать никаких настроек, только сам корпус и физику покачивания. Я также попытаюсь высвободить некоторые ресурсы, чтобы люди могли либо редактировать тело, либо использовать его для создания доспехов. Я не собирался углубляться в это так глубоко, как сейчас, но это было довольно весело, и лично я с нетерпением жду возможности увидеть все, что возможно, теперь, когда создана большая база знаний. The work is very good, I don't even remember this in Skyrim SE. Have you thought about organizing a kind of team or group of people to develop and support this mod? Cause, from the outside, it seems quite difficult for one person, and I would not like to lose such a valuable contribution due to possible burnout 7
Wickel1337 Posted May 8, 2025 Posted May 8, 2025 34 minutes ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Hide contents There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. "And they say that a hero can save us!" This is amazing, you really went above and beyond on this. Can't wait for the release! 1
Decèdere Posted May 8, 2025 Posted May 8, 2025 Will it also be possible to get face makeover? I find it hard to make a very attractive characters, especially female ones. 2
FromBeyondTime Posted May 8, 2025 Posted May 8, 2025 1 hour ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Reveal hidden contents There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. My mind is blown. You are a true hero. 2
Yhakp Posted May 8, 2025 Posted May 8, 2025 1 hour ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Hide contents There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. The people have been wondering where their lord and savior was these last few days. Turns out he has been preparing yet another miracle. 1
razar51 Posted May 8, 2025 Posted May 8, 2025 2 hours ago, Krasue said: Body Sliders! Truly the GOAT of OBR so far! Will the Body Slider version have import/export capability for the slider values? I imagine a lot of submods will be made for bodies of different shapes and sizes with these sliders. 1
MisterMoist Posted May 8, 2025 Posted May 8, 2025 2 hours ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Reveal hidden contents There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. Amazing work! I love the idea of wanting to make a different body for each race. One thing I'd love to see is a system similar to Original Oblivion's Setbody feature that allows the game to randomly assign a different body type to each NPC (it had options for per-NPC, per-stat, and per-race settings). With how it seems armor can match body type, that would be an amazing system for immersion (and one of my biggest wishlist items for Original Oblivion lol). Regardless of which way your work takes you, you're doing an amazing job so far. I'm looking forward to what you release. 1
ieraceu Posted May 8, 2025 Posted May 8, 2025 2 hours ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets . Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Reveal hidden contents There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen . I haven't figured out the cause yet but it appears to be done with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. Yep, Legend right here. You're pushing OBR further, faster than I thought possible. Sorry that you time is so short. Hope you don't disappear after this. 2
Big Kahuna NA Posted May 8, 2025 Posted May 8, 2025 3 hours ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Reveal hidden contents There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. It's you! The hero of Kvatch! AMAZING WORK!! 3
Bakayarou. Posted May 8, 2025 Posted May 8, 2025 3 hours ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Hide contents There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. OMG you absolute madman! 1
TheDragonBone Posted May 8, 2025 Posted May 8, 2025 3 hours ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. I'll never cease being amazed by the modders here. You are a legend. 1
Omaker Posted May 9, 2025 Posted May 9, 2025 7 hours ago, Krasue said: Body Sliders! After a lot of back and forth discussions regarding how to morph bodies with armor, we came to the conclusion that at this point using morph targets isn't viable. There's a skeletal mesh merge that happens whenever you equip armor which pretty much deletes all morph targets. Instead, I decided to experiment with scaling bones to create body shapes and the result was actually pretty good. So I doubled down and decided to make an in-game bodyslide system to shape bodies using pre-defined "poses" utilizing the extended skeleton I made for the body mod. There are of course limitations with this technique but I'm quite happy with the level of customization I was able to get using it. (Sorry for the bad compression, the higher res video didn't embed. All that text on the right is debug text and won't be present in the actual mod) Hide contents There are still lots of questions about this system such as performance cost and so on, but the results - at least at first glance - appear to be quite good and offer quite a bit of versatility. This isn't a generic bone scaling mod, however. Each shape you're seeing in that video is a pre-defined one that I had to make and load into a PoseAsset (so yes these are technically classified as poses). The reason behind this is because Unreal's bone scaling system requires a lot of legwork to use so I decided that this would be the best method for now. The main problem with the mod right now is that you can potentially put yourself into an infinite loading screen. I haven't figured out the cause yet but it appears to be do with the bodymorpher menu and not the morphing of bodies. If you restart your game after you've finished making your ideal body, then you shouldn't have an issue. The changes to the body also affects all NPCs and persists between saves, so if you have one body in one save, that will be overridden whenever you use the menu. In the future, I want bodies to also be filtered by race so that different races can have different body types. This is technically not that hard to achieve but there's some UX stuff that I haven't figured out for it. Same goes for player unique bodies. So, what's left? Well, I still need to fix some weights and move them and the new bones to the other race bodies but after that, and an underwear version, I'll start prepping a beta release. I personally don't have a lot more time to work on this as I've already spent a good chunk of time solely focusing on Oblivion modding when I have other things that require my attention. So I personally just hope that the beta isn't too broken. I'll still release a light version of the body that doesn't contain any of the customization stuff, just the body itself and jiggle physics. I'll also try and release some resources so that people can either edit the body or use it to build armors. I wasn't intending to get as deep into this as I have, but it's been quite fun and I personally look forward to see everything that's possible now that more of the knowledgebase has been established. holy shit pulling miracles here 1
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