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OB:Remastered Unreal Modding - What We Know So Far


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Posted
On 5/7/2025 at 8:04 AM, TheDragonBone said:

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?

sure, sounds a lot better!

Posted
9 hours ago, Krasue said:

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.

 

This could be due to an error in an animation's transition. I suppose an animation could hypothetically be expecting bones to be in a certain position, as the animations could have been preloaded by the game before the use of the slider menu. When the bones don't match up properly after the use of the sliders menu, the game could become confused and either continuously attempt to reload them or hitch if there is not a failsafe programmed into the game to resolve it.

 

I only propose this because there was a similar issue with RE4R where a body swap mod would plunge the game into an infinite loading screen only before a cutscene played at the start of 2 specific chapters when very specific animations would play.

 

Just a theory though, in case you haven't ruled it out it yet. I could be way off. 

Posted
19 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

Ujwzgdfm oimage.png.9adddbd3d6b4f420b62bb4bdb7c0c48e.png

 

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, we are literally witnessing the birth of a legend here. Incredible work

Posted (edited)

 

 

Please prioritize this creature if you do any creature related stuff. They gave us real fan service without any mods.

 ezgif-2ff7030dbf0907.gif

Edited by Nepro
Posted
On 5/8/2025 at 11:50 AM, 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

Ujwzgdfm oimage.png.9adddbd3d6b4f420b62bb4bdb7c0c48e.png

 

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. 

 

Maybe this is a dumb question, but is this body mesh going to have meshed out nipples, or are they just painted on? It's hard to tell from the few pictures and videos I've seen.

Posted
2 minutes ago, Z0mBieP00Nani said:

 

Maybe this is a dumb question, but is this body mesh going to have meshed out nipples, or are they just painted on? It's hard to tell from the few pictures and videos I've seen.

If you watch the video he posted showing off his sliders, there are a couple positions where you can see the nipples side profile for a brief second. That has me assuming they'll be meshed out and morph with the sliders.

Posted (edited)
1 hour ago, woxyfoxy3234 said:

If you watch the video he posted showing off his sliders, there are a couple positions where you can see the nipples side profile for a brief second. That has me assuming they'll be meshed out and morph with the sliders.

I saw a gif image he posted, the space where a video is supposed appear is just a large black square though.

 

EDIT: Well, that's odd. The video shows up in the quoted portion...

 

EDIT 2: Yeah, the video answered my question, and the answer is definitely a yes. I guess a better question is: "Will this mod inject randomized slider proportions for every NPC in the game?" That would be amazing. I'm not sure what kind of load that would put on the game's performance though.

Edited by Z0mBieP00Nani
Posted
2 hours ago, Z0mBieP00Nani said:

I saw a gif image he posted, the space where a video is supposed appear is just a large black square though.

 

EDIT: Well, that's odd. The video shows up in the quoted portion...

 

EDIT 2: Yeah, the video answered my question, and the answer is definitely a yes. I guess a better question is: "Will this mod inject randomized slider proportions for every NPC in the game?" That would be amazing. I'm not sure what kind of load that would put on the game's performance though.


Puffy nipple enjoyers rejoice 😁

Posted
On 5/9/2025 at 2:50 AM, 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

Ujwzgdfm oimage.png.9adddbd3d6b4f420b62bb4bdb7c0c48e.png

 

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 just followed another forum member for the first time in years - amazing what you're doing here!

 

I don't want to bog you down with questions or anything because you sound busy... I'm kind of wondering how compatible this method would be with adding extra animations "over the top," because you said the scaling is like a pose... Anyway I don't know anything about UE and haven't even played this remaster yet so no need to respond to this.

 

This is just awesome though... Character is beautiful... Great work!

 

 

 

Posted
2 hours ago, TW1234 said:

Do we know if there's going to be sliders for things other than breasts?

 

Yes, not only that I've tinkered a bit on vanilla body so I know where the seams are and I can tell you first hand that this is a way more impressive base than CBBE (no offence to the OG). The simple fact that that the morph also affects the connected head/feet/hand meshes is beyond anything ever in a Bethesda engine.

Posted
11 hours ago, unbeltedjoker said:

 

I was completely expecting that to be the case for now.

Is that Discord still joinable? The link on the first page does not seem to be working.

Posted

Hey @Krasue is this a typo or did you mean something like "i have it but not played it" ? Thought you might wanna fix.

"As I do own the game on Game Pass, I have not verified if this works. If there are more steps involved, I will update these instructions."

Posted (edited)

I tried this new nude mode and its amazing. the morph sliders are really nice. i was able to create a petite cute wood elf. and clothing morphs to fir the body you create and it has physics. its really nice mod. Now we just need sex mods!!! XD

 

Thank you so much @Krasue

Edited by sophiextime
Posted
1 hour ago, Krasue said:

Natural Bodies of Oblivion with Body Morph has now been released!

 

Jsh4mego o

 

Natural Bodies of Oblivion (NBO) with Body Morph at Oblivion Remastered Nexus - Mods and community

 

You can find the release on Nexus Mods for now but I will make a thread for it here on LL later. I usually get quite anxious ahead of releasing just about anything so I need to take a brief break and step outside. It's still work in progress and there are some bugs and issues that need to be addressed. I've already mentioned the obvious ones but a few have already popped if the comments are anything to go by.

 

A bit of fun trivia: Those screenshots inadvertently showcase a temporary (now removed) function I added to the Body Morpher menu that would let you pose your character. You can see the poses in a couple of shots (I made three and they're quite scrappy). Other people have already experimented with adding pose stuff so it's nothing ground-breaking but I felt it was fun to mention. That and also point out it's quite easy so long as you have a usable rig.

The poses were also placed onto the new skeleton and not the old SKEL_HumanoidSkeleton. What this means is that things like the rigged genitalia can be animated with (hopefully) no problems in the future.

Great job! Is there any chance of you implementing random slider values distribution to NPCs?

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