Monsto Brukes Posted March 26, 2015 Posted March 26, 2015 Any suggestions on this post? I realize that the instructions on the nexus page kind of "work around" the expectations of CK... unless I've read it wrong, it's not about creating a quest at all but giving CK what it wants so that the modder (me) can attach a script to the player and create a player-related esp. I have a .psc that's ready to go, I just need to do the attach part and save the esp but the nexus instructions aren't getting it done. How can I get past that hump?
Groovtama Posted March 26, 2015 Posted March 26, 2015 Take the racemenuplugin.esp, rename it, load rhe renamed file into TES5Edit, edit questname to your liking and the scriptname inside the quest to your script's name, compile the script with the papyrus compiler from console, done without opening the Chaos Kauser programm.
Guest Posted March 26, 2015 Posted March 26, 2015 Does Bodymorph refer to the breastsize and glutesize sliders? A bodysculpt feature would be really neat.
ousnius Posted March 26, 2015 Posted March 26, 2015 Does Bodymorph refer to the breastsize and glutesize sliders? A bodysculpt feature would be really neat. BodyMorph refers to the actual morphs that can now be used in-game. Previously you could only use bone aka. skeleton node sliders in-game. Actual morphs have way higher quality. Currently you can use BodySlide to build those morphs for RaceMenu, and with the plugin that comes in BodySlide's installer, they will be visible in-game.
dTd Posted March 26, 2015 Posted March 26, 2015 Hey, now I understand what the morpsha are all about, thanks for explaining it So you'll get a "breast small" and "breast large" in racemenu right?
ousnius Posted March 26, 2015 Posted March 26, 2015 Hey, now I understand what the morpsha are all about, thanks for explaining it So you'll get a "breast small" and "breast large" in racemenu right? Yeah. Well Breasts Large doesn't exist, but yeah.
Monsto Brukes Posted March 27, 2015 Posted March 27, 2015 Take the racemenuplugin.esp, rename it, load rhe renamed file into TES5Edit, edit questname to your liking and the scriptname inside the quest to your script's name, compile the script with the papyrus compiler from console, done without opening the Chaos Kauser programm. HHOTT I'll try that tmw evening. thanks.
Fredas Posted March 27, 2015 Posted March 27, 2015 There were more changes I neglected to mention: NiOverride snippet If NiOverride is now back on the menu, I'd like to briefly mention two things which I think would be of use to modders who rely upon it (and of which, admittedly, I myself would be able to make immediate use). 1: The most pressing item is body overlays. The textures show up on different bodies at different places, naturally. What is needed is some convenient means of transparently ascertaining body type (CBBE etc.), and the only thing that leaps to mind is a function which returns the number of vertices in a given actor's body mesh. Such a thing would suffice nicely. Without this, there's literally no other recourse, and body overlays must unavoidably continue to be guesswork. 2: Down the road, it would be nice to be able to use overlays on non-standard body parts such as SOS and its various counterparts across both genders. This would mean needing to define which overlays do and don't get added to an actor, in spite of ini settings.
Groovtama Posted March 27, 2015 Posted March 27, 2015 Ehm your 1 has more to do with the different uvs that CBBE unp and so on have and nothing with nioverride. And vertex number doesn't help much for determining if it is a CBBE body or something else because there are many CBBE uv compatible bodies but different vertex number. Even worser with unp Solution make two textures two overlays and write which uv used in the overlay name
Guest Posted March 27, 2015 Posted March 27, 2015 Does Bodymorph refer to the breastsize and glutesize sliders? A bodysculpt feature would be really neat. BodyMorph refers to the actual morphs that can now be used in-game. Previously you could only use bone aka. skeleton node sliders in-game. Actual morphs have way higher quality. Currently you can use BodySlide to build those morphs for RaceMenu, and with the plugin that comes in BodySlide's installer, they will be visible in-game. That makes sense. Is there a bodyslide that works for Sevenbase?
ousnius Posted March 27, 2015 Posted March 27, 2015 Does Bodymorph refer to the breastsize and glutesize sliders? A bodysculpt feature would be really neat. BodyMorph refers to the actual morphs that can now be used in-game. Previously you could only use bone aka. skeleton node sliders in-game. Actual morphs have way higher quality. Currently you can use BodySlide to build those morphs for RaceMenu, and with the plugin that comes in BodySlide's installer, they will be visible in-game. That makes sense. Is there a bodyslide that works for Sevenbase? Unified UNP for BodySlide. Comes with the official BodySlide installer from the Nexus.
Fredas Posted March 27, 2015 Posted March 27, 2015 Ehm your 1 has more to do with the different uvs that CBBE unp and so on have and nothing with nioverride. Yes, it has nothing to do with NiOverride directly. That doesn't change the fact that NiOverride does have to do with meshes / mesh duplication, and with 1) this being the case, and 2) the fact that different bodies mandate different texture geometries, it not only stands to reason that NiOverride would be the first pick for apps which might logically include such a function, but it's also probably quite easy to implement in this particular case. And vertex number doesn't help much for determining if it is a CBBE body or something else because there are many CBBE uv compatible bodies but different vertex number. Even worser with unp I wasn't attempting to suggest that it was the best solution. But you've underscored what I too have made note of: Although there are a lot of bodies out there with different vertex counts, I have yet to see a case where, say, a given UNP-compatible body had the same exact vertex count as a given CBBE-compatible body. With such odds being so low, the method I proposed is, at the very least, effectively foolproof. It would obviously be up to the modder to account for the multitude of body meshes with differing vertex counts, but that beats the heck out of guessing. Solution make two textures two overlays and write which uv used in the overlay name Two (or more) textures is a given, if one intends to take the body compatibility issue seriously. What you suggest sounds like shunting the work onto the user. It's debatable whether that would be acceptable even given a limited case, such as some kind of tattoo for a single follower. It certainly wouldn't work when overlays are being applied dynamically across any and every actor and the user has taken advantage of multiple body types.
Groovtama Posted March 27, 2015 Posted March 27, 2015 You have 2 textures one for CBBE UVs and one for UNP UVs, you make 2 new overlays one with name "blabla (CBBE)" with path X and one with "blabla (UNP)" with path Y. Vertex count doesn't help if you test if vertex count = n you will get problem even with a range, with different feet (and hand) meshes your solution will be screwed. That is why two choices, should the user use the right one.
Fredas Posted March 27, 2015 Posted March 27, 2015 You have 2 textures one for CBBE UVs and one for UNP UVs, you make 2 new overlays one with name "blabla (CBBE)" with path X and one with "blabla (UNP)" with path Y. Alright, maybe I am overlooking something here. How does this prevent the need for the user to manually pick one or the other? Vertex count doesn't help if you test if vertex count = n you will get problem even with a range, with different feet (and hand) meshes your solution will be screwed. How so? Body mesh != (body mesh + hand mesh + feet mesh + head mesh). There are maybe a dozen commonly used bodies out there, each with a specific vertex count that isn't going to arbitrarily change into a different number just to mess things up.
LukeDuke Posted March 31, 2015 Posted March 31, 2015 The link for version 3.1.1B is not working for me, it downloads older version 3.0.1B instead..
Redflyingmonkey Posted March 31, 2015 Posted March 31, 2015 Yep links for 3.1.1B download 3.0.1B instead. And youpilabiyoupilaboum for BodyMorph !!
Expired6978 Posted April 1, 2015 Author Posted April 1, 2015 I've fixed some morphing bugs, but I've run into another major problem with morphing. The game will internally re-use geometry for meshes that are essentially the 'same' and what defines the same is very unclear, but it seems to be defined by: Armor, ArmorAddon, Gender, and Weight. If all four of these parameters are the same, the game basically ignores the new meshes and geometry and decides to just render the same mesh. Make sense for normal gameplay, but doesn't with morphing and results in morphing other NPCs at the same time. It never seems to apply to the player from what I can tell. What makes this strange is that there are instances where the game will just stop using the cache anyway, like for example calling QueueNiNodeUpdate on an NPC, or using SetNPCWeight, or sometimes even just changing armor to one and back is enough. I have to figure out how I can disable caching for armors with tri files attached, but first I need to figure out where this cache is. It seems to be at renderer level since you can actually give NetImmerse completely different NiTriShape and NiTriShapeData and it'll still render with the other instance, I suspect it's cached by node name which look like " (00000D67)[1]/ (00000D64) [100%]"
Serithi Posted April 1, 2015 Posted April 1, 2015 You have 2 textures one for CBBE UVs and one for UNP UVs, you make 2 new overlays one with name "blabla (CBBE)" with path X and one with "blabla (UNP)" with path Y. Alright, maybe I am overlooking something here. How does this prevent the need for the user to manually pick one or the other? It doesn't. But the work it would take to make it so you only need the one image, assuming it's even remotely possible, is far too much for far too little gain. It's not that hard to just make a CBBE set and a UNP set and name them accordingly.
Fredas Posted April 1, 2015 Posted April 1, 2015 It doesn't. But the work it would take to make it so you only need the one image, assuming it's even remotely possible, is far too much for far too little gain. I submit that that is subjective. I happen to have a mod that's permanently on the backburner until there is some dynamic means of ascertaining body type, because it applies a body texture that simply does not work, visually, for any but the correct body, and I refuse to force onto the user the need to choose a type with a custom menu. I myself use half a dozen body types just for my own trial and error, let alone when the day comes that I actually play the game. Also, pinging vertex count (even if that is hardly the absolute best method) has got to be positively trivial within the context of a mod that already relies heavily on mesh-related data.
Expired6978 Posted April 3, 2015 Author Posted April 3, 2015 V 3.2.0 Preview https://drive.google.com/file/d/0BxcCUXFKD04_dVZ5ekpPS1FTdVU/view?usp=sharing What's new: -Fixed various morph problems -Added Sculpt brush Falloff -BodyGen Update your base scripts from the BSA archive if necessary. What is BodyGen and what does it do? BodyGen is a BodyMorph randomization engine for creating NPCs with random morphs, they are outlined by template files and morph files meshes\actors\character\BodyGenData\%PLUGIN%\templates.ini Sevenbase=7B High@1.0 | 7B Bombshell High@1.0 | 7B Natural High@1.0 | 7B Cleavage High@1.0 | 7B Bcup High@1.0 Breasts=BreastSH@1.0 | BreastSSH@2.0, Breast@1.0, BreastCleavage@0.1:1.0, BreastGravity@0.1:1.0 Waist=Waist@-1.0:1.0 | ChubbyWaist@-1.0:1.0 | WideWaistLine@-1.0:1.0 Random=Breasts@-1.0, BreastsSmall@-1.0, BreastsSH@0:1.0, BreastSSH@0:1.0, BreastsFantasy@1.0, BigTorso@-1.0, Waist@-1.0:1.0, ChubbyWaist@-1.0:1.0, RoundAss@-1.0:1.0, SlimThighs@-1.0:1.0, Thighs@1.0, PregnancyBelly@0:1.0, NippleDistance@-1.0:0.0, Arms@-1.0:0.0, NippleSize@-1.0:0.0, ButtCrack@-1.0:0.0, Butt@-1.0:0.0, ButtShape2@-1.0:0.0, Legs@-1.0,0.0 meshes\actors\character\BodyGenData\%PLUGIN%\morphs.ini Skyrim.esm|F62F0=Sevenbase,Random,Waist,Breasts Right now you must specify each ActorBase in the morphs.ini file but this could easily be generated via a TES5Edit script. The templating allows you to outline particular morphs, or sets of morphs. Syntax: @ - Separates Morph and Values : - Separates Value range , Separates AND morphs | Separates OR morphs (The OR operation will only take one of the morphs within the current comma) If a morph value is evaluated more than once it will take the last one evaluated. This would essentially increase the probability of that morph being evaluated. If an Actor is derived from a template, or is a LeveledActorBase it will evaluate from the root template's parameters. Note: BodyGen isn't available until the next SKSE release unfortunately, it is already in this build but it wont do anything without the SKSE plugin message that isn't generated in the current release. Bump - New version
Akzyra Posted April 4, 2015 Posted April 4, 2015 Because of SAM and RM 3.1: A tool to extract the delta files from the tri's would be very helpful to convert them for RM 3.1+. I tried to write something but failed. Manually extracting is an option but painful.
ousnius Posted April 4, 2015 Posted April 4, 2015 Because of SAM and RM 3.1: A tool to extract the delta files from the tri's would be very helpful to convert them for RM 3.1+. I tried to write something but failed. Manually extracting is an option but painful. https://github.com/ousnius/BodySlide-and-Outfit-Studio/blob/dev/TriFile.cpp#L3 (packed = smaller file size, RM supports both packed and unpacked, BodySlide exports only packed) Or are you talking about head morphs?
Zyxxas Posted April 5, 2015 Posted April 5, 2015 Because of SAM and RM 3.1... Out of curiousity, what's SAM?
LordNecris Posted April 5, 2015 Posted April 5, 2015 Because of SAM and RM 3.1... Out of curiousity, what's SAM? Shape Atlas for Men , or something like that. A new male bodymod made by one of the original creators of SoS, with a focus on the body this time. Its main point is the fact that, instead of just a 0 and 1 weight mesh, it also has 2 bodytypes, called Samson and Samuel. Samson is muscular, Samuel is chubby and fat. This allows for more varied bodies. Downside: Every Armor conversion takes not 2 files, but 4 files (for the Samuel/Samson injection). Another downside: Males seem to look much more 'Twinkish' to me. A Character that, in SoS or vanilla, looks tough and grizzled looks soft and young in SAM. It also clips horribly with vanilla gear that shows any amount of 'bare skin, and, last time I checked, the creators haven't shown up in the thread for it for multiple months. The default skins for males are also pretty much in the same 'skimpyness' league as most female 'sexy' armor (or, like I call it, Slutwear). The Body Creators themselves said that they will not do more conversions. But some other modders have made proper vanilla armor conversions, from what I heard. Oh, also, SAM really focuses on the body. Dicks are, compared to SoS, pretty much tiny. And you can only scale it via SAM's MCM, which, however, doesn't seem to work, last time I checked.
Zyxxas Posted April 5, 2015 Posted April 5, 2015 Shape Atlas for Men.... Hmmm, sounds pretty interesting. I think I'll check it out
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