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[Idea][Request] new gender options


DeadSomething

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Okay, i know this will most likely be possible by itself, but it will carry a very long rats tail of changes for every other mod.

 

until now, you have to go through setbody and apply a new body to your char or a NPC, but to the game they were still either male or female, which showed up in dialogues and scriptresults.

 

a male char with female genitals would cause strange fellatio on a nonexistent penis, except if you include dialogue lines to select "lick my cunt" which then again would sound odd on a pure male char.

 

the solution is extending the vanilla gender options during character creation (and making it possible for NPCs).

My idea is that modders then could use this genderdata to adjust their mods to make certain animations or dialogue options available for certain genders, dependant on if there is a vagina, penis or boobs present for use.

this could reduce menumeddling on the playerside and reduces the amount of redundant unfitting dialogue lines which always breaks immersion.

 

I divided them into two groups from the main body appearance

 

male (penis and testicles, no vagina)

hermaphrodite with testicles (penis and vagina and testicles)

hermaphrodite without testicles (penis and vagina no testicles)

androgynous female with huge clitoris (vagina, pseudopenis, no testicles)

androgynous female with normal clitoris (vagina, no penis, no testicles)

 

female (vagina, no penis, no testicles)

hermaphrodite with testicles (penis and vagina and testicles)

hermaphrodite without testicles (penis and vagina no testicles)

androgynous male with small penis (penis and testicles, no vagina)

androgynous male with normal penis (penis and testicles, no vagina)

 

this is because it's easier for selection of heads/hairstyles/armors as the game-engine only knows male and female.

also, vanilla dialogue would suggest that NPCs regard an androgynous female as male because they don't see the lack of penis until... you know ;)

 

The new chargen could then look like this:

  1. vanilla chargen (Name, Race, male/female, create a face and select hair)
  2. chose your gender (restricted by male/female)
  3. chose genitalia variation (hemipenis, barbed penis, cut or with foreskin; different vaginatypes?)
  4. chose bodystyle (similiar to setbody but filtered for the selected genitalia)
  5. accept/restart->[2.]

then this is saved into the char and every mod can possibly use it.

 

all that can happen inside the prison cell before the tutorial dungeon or within any other alternative start module.

 

then have a little script that applies a similiar data to all NPCs you encounter if they don't have that data yet.

 

this is my try at how the new menu boxes could look:

 

 

well, during chargen, you selected a gender, and directly after it, a popup comes up with options according to the gender you just chose.

for male

 

 

select your gender:

male (penis and testicles, no vagina)

hermaphrodite with testicles (penis and vagina and testicles)

hermaphrodite without testicles (penis and vagina no testicles)

androgynous female with huge clitoris (vagina, pseudopenis, no testicles)

androgynous female with normal clitoris (vagina, no penis, no testicles)

 

 

for female

 

select your gender:

female (vagina, no penis, no testicles)

hermaphrodite with testicles (penis and vagina and testicles)

hermaphrodite without testicles (penis and vagina no testicles)

androgynous male with small penis (penis and testicles, no vagina)

androgynous male with normal penis (penis and testicles, no vagina)

 

 

both dialogues would then let the player chose from a selection of bodystyles featuring this set of genitalia.

 

 

 

roadmap:

  1. generate a framework for this
  2. create and sort meshes
  3. create basemodule for modified chargen
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I don't know if it's possible to just extend on the way the genderdata is stored in the vanilla game or if it has to be added onto that.

if vanilla stores it in a boolean, then we just use basic appearance as above and add tokens for presence or absence of certain primary and secondary genitalia.

Only the second option is viable, I think, and it can be quite useful. Setting the sex through the CS restricts you to use only two genders. When I created my first transgender companion I set his sex as male, has he had male genitals, but all the remaining atrributes were female. This was accomplished using Blockead and a custom race (more details here).

This has several advantages (cum settings are effective on such a character, to make just one example), and dialogues more fitting and immersive. I had also copied vanilla female voice files into the custom race, to make the character more feminine. The downside: such characters can only use male equipment (not fitting to the body) or special equipment, or female equipment designed as unisex (without the female variant in CS) such as Nailflan's Harness Wear or Impractical Bodysuit, for instance.

 

Using your suggested approach instead, one can mantain the vanilla sex (no more need to create a custom race), set a custom body as female in Setbody, but of corse this would require a massive rewriting of every LAPF mod... and I don't think there is too much interest about these modifications.

 

If I was a bit more experienced and prepared, I would gladly help you, but I feel that this endeavour would be a bit over my head.

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Well, i think the first step is to just provide a basemodule to extend the chargen and maybe make it setbody compatible by having the first steps ingame being:

- gender: male/female (defining the general body appearance)

- extended gender: if (gernder==male){male/femboy/hermaphrodite} OR if (gender==female) {female/shemale/hermaphrodite} (setting the primary genitalia, according to your gender)

- bodystyle: different bodystyles according to your first choices (male slender/normal/muscular - penistype and size - vaginatype - female cupsize and booty)

 

then this is saved into the char and every mod can possibly use it.

 

all that can happen inside the prison cell before the tutorial dungeon.

 

then have a little script that applies a similiar data to all NPCs you encounter if they don't have that data yet.

 

if noone wants to rewrite their scripts/dialogues, thats fine, but you can scratch off setbodyspells etc from cluttering your menues

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This is a seriously ambitious project.

You've both identified BlockHead as an essential plugin for this project. (I agree)

Can I suggest you Look at AddActorValues and MenuQue as two more plugins that might help?

My advice would be to avoid tokens whenever possible. Sometimes there is no option, but they are often used when not needed and the results can be clunky.

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of course i meant to save the data inside the characterinfo instead of an item in their inventory, but maybe i was unclear in my text.

 

this is merely an idea thread and maybe someone with the moddingskills picks it up and creates something very valuable for the community.

 

the ideabase can of course be used for other games too.

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@ DeadSomething

I completely missed your intention to extend the default character generation, sorry.

 

So, if I get this right, every NPC in the game would start with default values for the extended gender (i.e. no extended gender). Those extra values could be modified at any moment through script (why not through a spell - a Magic script?). Looks like a generalization of Setbody to me.  Something that allows the player to pick a detailed ('extended') description of the character's sex, and after that, set a body among the alternatives matching this description.

 

One thing that bugs me with the current Setbody (or more precisely, LoversJoystick) scheme is the lack of dildos/strapons for the female actors in active position. I mentioned it to movomo once, and he was not contrary in principle to the idea, but proposed to create an addon, much like the one created by Satytist to extend Setbody with the Beast Body menu. He understandably refused any involvement, though: too busy with other projects.

 

@ Symon

Knowing that someone from the higher ranks can throw a suggestion or lend a hand from time to time is comforting and encouraging. Thanks.

 

P.S.

I propose to correct/extend the list of possible 'extended' genders like this:

 

 

 

Male options:

- Male (like vanilla)

male body with penis

- Femboy

male body with penis, but less remarked male traits

(Slender, smoother skin, smaller penis etc. I have in mind the body created by GIGABITE - even though that one is set as female in CS)

- Hermaphrodite

male body with vagina and penis

 

Female options

- Female (like vanilla)

female body with vagina

- Shemale (I suggest finding a different term - Transgender or Transsexual perhaps - because 'Shemale' can be offensive or perceived as such. The same is true for 'Trap'.)

female body with penis

- Tomboy

male body with vagina (I moved this here from the male section)

- Hermaphrodite

female body with vagina and penis

 

 

 

And since we are just defining the big picture, I'd include also a vital information (besides, it's already included in some LAPF mods like LoversRapers): sexual orientation. It could help restricting the possible positions/animations that two NPC can play (to such an extent, that it could even prevent the dialogue to progress).

Ex:

- "Hey, I need to ask you something..."

       ........

- "Not interested".

 

This is the moment we should throw in any idea that could be even scarcely relevant, in my opinion.

Of corse many things could (and undoubtely will) be left behind in the final implementation.

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Once the general framework (setting up the data for each NPC, creating the body models, writing the new dialog) is complete, deciding how the data is assigned becomes rather simple. There can even be multiple plugins that decide how it is assigned in different ways, to grant players more choice.

 

The problem is creating the framework itself. Starting with adding the values in an intelligent way to each NPC would probably be best. Altering the Setbody scripts will come after, with the problem of creating the models, then changing the dialog.

 

Of course, you can start with the dialog; nothing's stopping you from doing that, and it does give those with less scripting knowledge a fair amount to work on while the scripters attempt to do their part. However, this does create the possibility that, if the scripters do not finish their part, the writers work will be for naught.

 

Also, I suggest to keep this as simple as possible; consider how much each feature adds, and how much work it will take to implement, before you make your decisions.

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@ QuiteTheTail: i already extended them in the "preview menur box" spoiler.

yes, the names should be short enough, but i tried to keep some dignity to them, as some of such names rather appear in porno buisiness and have a correct socially acceptable term.

 

i moved the Tomboy or "androgynous female" to the male section, because it's rather masculine in appearance except for the vagina.

that is because the game will make it more difficult otherwise to make a char look masculine if not selected right away.

 

@Vaelorian: i know...

this is more of a presentation of an idea and the framework is the part that bugs me most as i don't know enough about scripting.

 

most of the meshes already exist in other mods and with a little luck and diplomacy, we can use them.

 

it's more like taking every bodytype included in setbody, and adding every possible set of genitalia to them, thus creating a handful of new meshes.

to be honest, i dont know exactly how setbody arranged the meshes in the folders.

 

what would be better for our database?

-meshes/charachters/extendedgender/HGECA/Female.nif; HermA.nif; etc.nif

or

-meshes/charachters/extendedgender/HermA/HGECA.nif; HGECB.nif; TGND.nif;

 

i think the latter will be easier, should someone want to create a new set of genitalia, while the first would be easier for adding new bodytypes.

 

 

maybe having an index.ini where others can add their bodystyles would make it most adjustable.

at least its more flexible and reliable than having 30 different versions of the mod out there with some not including certain bodystyles, while others not include some genitalia.

 

btw: is there a way of making all bodyand clothes seam-compatible with setbody? that would solve a few problems in this cause.

 

updating OP for new list of genders.

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...

it's more like taking every bodytype included in setbody, and adding every possible set of genitalia to them, thus creating a handful of new meshes.

to be honest, i dont know exactly how setbody arranged the meshes in the folders.

 

what would be better for our database?

-meshes/charachters/extendedgender/HGECA/Female.nif; HermA.nif; etc.nif

or

-meshes/charachters/extendedgender/HermA/HGECA.nif; HGECB.nif; TGND.nif;

 

i think the latter will be easier, should someone want to create a new set of genitalia, while the first would be easier for adding new bodytypes.

 

 

maybe having an index.ini where others can add their bodystyles would make it most adjustable.

at least its more flexible and reliable than having 30 different versions of the mod out there with some not including certain bodystyles, while others not include some genitalia.

 

btw: is there a way of making all bodyand clothes seam-compatible with setbody? that would solve a few problems in this cause.

 

updating OP for new list of genders.

 

Q1. Based on memory alone, I'm not in front of my Oblivion PC as I'm back 'on the road' again, the folder arrangement is so you can select via the Setbody menu. It was originally structured based on the most common or popular used body types, then more were added as they came about.

 

 Q2. Again based on memory I think Setbody uses a string for body types. Which would be better for your database/approach/extenstion would need to be examined and as mentioned above the level of work determined. Sometimes what is easy upfront makes things harder later and visa versa.

 

I would not recommend having multiple versions as it becomes a maintenance nightmare. Those approaches often end up not maintained or continued. (Hard enough to get members to read OPs and readme files, let alone contribute to MODs.)

 

Q3. Seam compatible clothes/armor. Yes, but it entails those wanting to make use of this having to use this specific Setbody and not all are inclined to do so. Then there is the mountainous effort of converting the massive amount of clothes and armors available today. A Blockhead approach may be the answer and better choice here too, but I'd never use it.

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to be honest, i always found the setbody menues confusing - they lack logical structure or follow their own twisted logic.

the stringtags for the bodytypes are as confusing as the menues.

the string for bodytypes were okay, as long as it's easy to determine what kind of body you got at hand...

so if setbody would be restructured to easily add new bodyoptions without making it more confusing than it already is, that would of course be an option to me to just use an extended setbody.

 

the main reason i mentioned setbody is that i know of no other set of upperbody and lowerbody meshes to mix and match without creating terrible seams or even holes between the two meshes.

i still can't understand why modders create clothes and armor for bodies that are asymmetrical (in UV, weightpainting and actual geometry) and tend to not match a different upper/lowerbody than the one the creator used on his own game build.

 

i don't know about the pros and cons of blockhead.

 

another (technical) question:

how would a penis mesh on a female character determine which texture it should use?

i mean if i'd play a hermaphrodite (female) argonian, what are the steps to apply the male penis textures and will they be tinted correctly?

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Setbody has gone through a number of iterations and by different MOD authors, the very original were Japanese or Chinese authors.

 

The latest by I believe it was gerra6 and later movomo made more improvements, is the best that could be done based on the limitations in many cases posed by Oblivion itself. I now use movomo's Setbody Reloaded as my standard (and use its resources to do any cloth and armor conversions I want). Could it be improved upon? Of course. Is it perfect for every user out there? Hell no! But in order to try and attempt to establish a standard, somethings needed to be dropped, and others added. Always a compromise.

 

Understanding why a MOD author did this or that, some can be guessed at, some not. Some actually prefer asymmetrical, some were just by accident, others that was what was available at the time. Some of these variations also came about during the Blender or 3dsmax construction.

 

Blender artists will tend to alter the underlying body so that the clothing or armor fits right or works correctly in-game, especially in those cases where altering the cloth/armor doesn't provide immediate good results. Pretty much a prior standard practice, in what is a for-free, volunteer community.

 

Always keep in mind this is an unpaid hobby for most. They do it for fun and not money, so quality may not be the same or on the same level as if it were a paid-for activity. Paid-for or monetized has a indirect quality control; over time not many will buy it if the quality is crap. For-free has less of a control and only gets fixed if the author is motivated to do so, or the community.

 

One of the immediate cons of Blockhead is it is not compatible with some MODs, I forget which (maybe beautification MODs), but when I researched it over a year ago that was what I discovered and decided not to use it. I prefer to leave that part of my build as is.

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Setbody has gone through a number of iterations and by different MOD authors, the very original were Japanese or Chinese authors.

 

The latest by I believe it was gerra6 and later movomo made more improvements, is the best that could be done based on the limitations in many cases posed by Oblivion itself. I now use movomo's Setbody Reloaded as my standard (and use its resources to do any cloth and armor conversions I want). Could it be improved upon? Of course. Is it perfect for every user out there? Hell no! But in order to try and attempt to establish a standard, somethings needed to be dropped, and others added. Always a compromise.

 

Understanding why a MOD author did this or that, some can be guessed at, some not. Some actually prefer asymmetrical, some were just by accident, others that was what was available at the time. Some of these variations also came about during the Blender or 3dsmax construction.

 

Blender artists will tend to alter the underlying body so that the clothing or armor fits right or works correctly in-game, especially in those cases where altering the cloth/armor doesn't provide immediate good results. Pretty much a prior standard practice, in what is a for-free, volunteer community.

 

okay, i understand now, why there's no such standard... but we got setbody and maybe someone just has to start converting... it will be a big project, but i think it's worthwhile.

 

 

Always keep in mind this is an unpaid hobby for most. They do it for fun and not money, so quality may not be the same or on the same level as if it were a paid-for activity. Paid-for or monetized has a indirect quality control; over time not many will buy it if the quality is crap. For-free has less of a control and only gets fixed if the author is motivated to do so, or the community.

in that point, Call of Duty has proven you wrong for over 10 years by now.

 

 

 

One of the immediate cons of Blockhead is it is not compatible with some MODs, I forget which (maybe beautification MODs), but when I researched it over a year ago that was what I discovered and decided not to use it. I prefer to leave that part of my build as is.

okay, as the beautification mods i'd like to use definitely require blockhead, i'll use it for my oblivion build.

maybe it isn't even needed for this kind of framework.

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Members Someone, Somebody and SomeoneElse have all gone on permanent hiatus, due to so many here requesting they do all the lite to heavy lifting. They simply got sick and tired of it and left. :P

 

I was talking about Oblivion an old game based on old tech and challenging to MOD, and not Call of Duty or any other. Other communities and other games have other motivations. I feel you missed the point.

 

 

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i guess my words sound demanding and they shouldn't.

i am well aware that there are not so many people left who are putting their efforts into creating mods for this game and the count of active players is stagnant.

i know that modders aren't magicla creatures who transform coffee and pizza into great mods.

still i think this game could do much more than what already is done.

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SetBody reloaded: you want
male/femboy/hermaphrodite
female/shemale/hermaphrodite
male slender/normal/muscular - penistype and size - vaginatype - female cupsize and booty

 

OK it is possible ...but who creates all the meshes ? and it will enlarge the Mod file site by 400%.
All available Bodies in shemale/hermaphrodite/femboy/hermaphrodite versions.

 

My idea/ solution:

First a note how I use SetBody.
I use a "classic" SetBody version  not SetBody reloaded.
I use custom bodies for my player charactes . Some bodies are not in Set Body and some are default bodies but with added piercing, finger nails or claws,...

I use the folder
meshes\characters\Bombshell\AGHGEC\  with subfolders A, B, C, D  all with all 4 body meshes ( hand, foot, upper, lower )

 

Most SetBody reloaded folders have only one hand and foot mesh and many upper-lower bodies
So if you replace one body , all 4 meshes, you change all bodies in that folder.

 

So in the "classic" setBody version I use the AGHGEC folders and can customize all 4 body meshes.

 

What SetBody reloaded needs are some custom/Player folders for customized player/race bodies or new bodies which are not included in SB-reloaded.

4 or 5 Player body folders ( or custom folders ) for males and females
meshes\characters\Bombshell\PlayerM(or customM)\ and 4-5 subfolders with all 4 body meshes
meshes\characters\Bombshell\PlayerF(or customF)\ and 4-5 subfolders with all 4 body meshes

 

So you must not overwrite bodies. You can use the folders for all new created bodies.You can use BlockHead to add the bodies to your race. ....

 

Now an example how you can do your race Mod:

Add 3 female and 3 male races in the esp.
male/femboy/hermaphrodite
female/shemale/hermaphrodite
In your Mod download you add a resources folder with Bodies , you can choose bodies and add them in the Player/custom folders.
With BlockHead you can set each race to a body, the male and female can use default SB-reloaded bodies and the femboy/hermaphrodite/shemale/hermaphrodite  use the bodies in the Player/custom folders.

Now all race NPCs (and player) will use the right body in game. And you can also create a custom player body ( example: you want a shemale with piercings and nails but all NPC shemales should not have piercings and nails)

So with 4-5 SB-reloaded Player/custom folders you can do all you want.
No more updates needed if new bodies are released.
And no 500MB download if you add all femboy/hermaphrodite/shemale/hermaphrodite bodies in the SB-reloaded Mod.

----------------------------------------

Textures:
Penis meshes/textures with female bodies.
Best you add the penis texture to the footfemale texture.
post-3205-0-74088900-1443048709_thumb.jpg
you can recolor the penis part to match the body texture.
post-3205-0-21904600-1443048652_thumb.jpg

 

Or you create a new texture. Using a male texture will not work in most cases, wrong color or normal map.
The new texture you can recolor to match the body texture.
post-3205-0-57003600-1443048712_thumb.jpg

Now the penis must have the same same color in game if you use the color sliders in the race menu.
This solution will only work with races without tail.
You set the penis of the nif to tail ( NiTriStrips/Shape name Tail) and the the NiMaterialProperty to Skin
post-3205-0-62868200-1443048638_thumb.jpg ( the LAPF lowerbody I use for the "shemale" race, with ani penis.
In the esp you add a tail texture ( no tail mesh/model)
post-3205-0-29405800-1443048665_thumb.jpg

 

Now in game the penis will use the race tail texture and has the color you have set with the color slider.

You can customize your Mod body meshes for best results ( change position and size of the UV map)
You can add LAPF lowerbodies with an erect penis , used during sex, in your Mod resources folder.
In LAPF are free folders:

female
meshes\clothes\as\6 to 9
male\
meshes\clothes\as\7 to 9
So your race can use the right bodies during sex.
Or better: LoversJoystick must have 4-5 Player/custom folders for male and female, then you can set all in the BlockHead ini. Then your races will use the right nude and Lovers/sex bodies.

----------------------
Conclusion:
SB-reloaded and LoversJoystick both need 4-5 female and 4-5 male player/custom folders.

 

 

 

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okay... that sounds logical.

so the chargen menues are only directing to a modified setbody.

but what about khajiit and argonian herms? would it be possible to "weld" the penisshape directly to the lowerbody? as i understand you, that would solve a problem with the tail, but then the penistexture would have to be included in the footfemale.dds (which is one of the easiest for me to modify).

if i'd change a trishape's material to "skin" would that cause it to automatically use the character's skin textures?

 

i can do a lot of texture work, but the meshes and the esps/scripts are beyond my understanding.

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You can use the footfemale texture for the penis like i did it with the flaccid penis. Above the foot part right of the Body is enough space.

 

Then in the Nif you use "Skin" and NiTriStrips/Shape Name "foot" and it will work.

 

And SetBody: hope movomo can / will do it. I don't want to change his Mod.

And the Player/custom Folders all People can need/use. Like I said I need Folders for my custom Player meshes with piercings, other People can add new Body meshes,....

 

And the texture/mesh work for your femboy/shemale Mod .... it will be a few months work. Not all penis meshes fits to all female bodies so the meshes must be fixed with blender or MeshRigger. Also all the animated penis Versions.... the penis must be bound the the penis bones.

And not all penis meshes have the same UV map ( shape and placement on the Texture ) so it will be almost impossible to use one footfemale texture for all penis Versions.

Examples: 4 penis meshes ( with and without balls) and 4 different UV map shapes ( the size and Position can be changed easily  bu not the shape)

 

 

post-3205-0-69312800-1443052810_thumb.jpg post-3205-0-43051600-1443052816_thumb.jpg post-3205-0-40791600-1443052823_thumb.jpg post-3205-0-98912600-1443052829_thumb.jpg

 

 

I spent some days to create my "shemale" flaccid and erect and the textures. ( only for one Body type )

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yes, sounds like a lot of work and it is dependant on setbody.

but wasn't there an option to add new bodyshapes to the folders and adding them to the ini to make them accessible by the game? i barely remember as i never really fiddled with setbody - i installed it and saw how autosetbody made my fps drop to zero and deactivated it leaving only setbody in there, but almost never used it.

 

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Adding new/custom bodies to Setbody menus is VERY easy (the Setbody readme file is very detailed about this matter). I am a lazy person, so when I add a new body menu I usually put all the body parts inside, but if you use HGEC, DMRA or other standard hands/feet you can also avoid adding them and point the path to those resources. It helps saving disk space. Here is a sample menu I wrote for the RA-GUTS family (includes "tbsk body" which is a mix of Light GUTS upperbody and RA-GUTS lowerbody). This snippet must be appended to Setbody.ini, and the related meshes put in the appropriate folders:

 

 

 

;
; Samhain's DMRA GUTS and tbsk body
;

; setting custom packages: Light version
 set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTSLight,DMRAGUTS\Light\femalefoot.nif,DMRAGUTS\Light\femalehand.nif,DMRAGUTS\Light\femaleupperbody.nif,DMRAGUTS\Light\femalelowerbody.nif"
 SetStage BombshellQuest 20

; setting custom packages: Light version with Manga nipples
 set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTSLightMNG,DMRAGUTS\LightMNG\femalefoot.nif,DMRAGUTS\LightMNG\femalehand.nif,DMRAGUTS\LightMNG\femaleupperbody.nif,DMRAGUTS\LightMNG\femalelowerbody.nif"
 SetStage BombshellQuest 20

; setting custom packages: SE version (extra buff)
 set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTSSE,DMRAGUTS\SE\femalefoot.nif,DMRAGUTS\SE\femalehand.nif,DMRAGUTS\SE\femaleupperbody.nif,DMRAGUTS\SE\femalelowerbody.nif"
 SetStage BombshellQuest 20

; setting custom packages: SE version (extra buff) with Manga nipples
 set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTSSEMNG,DMRAGUTS\SEMNG\femalefoot.nif,DMRAGUTS\SEMNG\femalehand.nif,DMRAGUTS\SEMNG\femaleupperbody.nif,DMRAGUTS\SEMNG\femalelowerbody.nif"
 SetStage BombshellQuest 20

; setting custom packages: tbsk body
 set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTStbsk,DMRAGUTS\tbsk\femalefoot.nif,DMRAGUTS\tbsk\femalehand.nif,DMRAGUTS\tbsk\femaleupperbody.nif,DMRAGUTS\tbsk\femalelowerbody.nif"
 SetStage BombshellQuest 20

; setting custom menu entries
 set BombshellQuest.bCustomMenuIsMale to 0
 set BombshellQuest.sCustomMenuItemText to sv_Construct "DMRAGUTSOpt,.: DMRA GUTS Options :."
 SetStage BombshellQuest 21

; setting buttons
 set BombshellQuest.sCustomMenuItem to sv_Construct "*ROOT,1,DMRA GUTS>,DMRAGUTSOpt,DMRAGUTS,0"
 SetStage BombshellQuest 22

 set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,Light,^,Light,0"
 SetStage BombshellQuest 22

 set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,Light with Manga nipples,^,LightMNG,0"
 SetStage BombshellQuest 22

 set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,SE (extra buff),^,SE,0"
 SetStage BombshellQuest 22

 set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,SE with Manga nipples,^,SEMNG,0"
 SetStage BombshellQuest 22

 set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,tbsk Body,^,tbsk,0"
 SetStage BombshellQuest 22

 set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,1,< Main Menu,*ROOT,^,1"
 SetStage BombshellQuest 22

 

 

 

This is very basic work. As I said, I could have used standard resources already included in Setbody, and found a better naming convention and package ordering. But this is for my personal use, mind you. That's why quality control was "relaxed".

 

[EDIT] By the way, including redundant parts have also its advantages. If a new version of Setbody alters the package layout, you don't have to worry about it because you use your replica of those assets. Second, often the body parts from original authors are not perfectly identical to those included in setbody, so the only way to prevent body seams is using ALL the original body parts [/EDIT]

 

The naming convention used by setbody is based on an incremental name construction that reflects the package (folder) structure, which can be very handy in our case. The only caution required is using unique names, not conflicting with already defined body codes.

 

EXAMPLE:

 

EG (external folder/package containing all the 'extended genders' - this helps keeping the names 'unique' and menus more organized)

EG\DMRA (subfolder/package containing the 'extended genders' based on DMRA bodies)

...

the body code would be EGDMRA so far and it's what would be used to create the menus.

I won't go further adding details because it's really simple.

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i moved the Tomboy or "androgynous female" to the male section, because it's rather masculine in appearance except for the vagina.

that is because the game will make it more difficult otherwise to make a char look masculine if not selected right away.

Good point.

In the end, it doesn't really matter as long as the dialogues and world interactions defined are fitting.

 

P.S.

I you have read carefully my previous post, it suggests a simple idea. A script could inspect the custom or standard bodycode(s) in use to decide whether a certain action/dialogue/animation is appropriate for a character or a couple of characters. 

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i moved the Tomboy or "androgynous female" to the male section, because it's rather masculine in appearance except for the vagina.

that is because the game will make it more difficult otherwise to make a char look masculine if not selected right away.

Good point.

In the end, it doesn't really matter as long as the dialogues and world interactions defined are fitting.

 

 

yes, and i think they will.

if it were moved to female, you'd have female hair and voice choices for your androgynous female / male hair and voice for androgynous male.

i think its easiest this way.

 

i had the converter runnign for about an hour now and the outcome is quite frustrating: clipping in many cases and weird shapes in other cases. sometimes the vertexes are just distorted. and this was just hgeceLL to dmra converted.

so i have to get deeper into adjusting meshes if i want to convert a base of 5 male and 5 female genderbases into the other bodytypes...

 

anyway, i installed Oblivion and lovers yesterday and the seamless meshes (setbody compatible?) today and will test it today :)

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yes, and i think they will.

if it were moved to female, you'd have female hair and voice choices for your androgynous female / male hair and voice for androgynous male.

i think its easiest this way.

For this case, and similar ones, I wish there was a(n easy) way, or an option at chargen time, to have male hair and female voice. That would give an immediate impression of the main attributes of the character, without having to... remove the pants. And here we delve into a matter of personal preferences... I designed my first male transgender character to have female voice, but someone could prefer the male voice.

 

[EDIT] It would be very nice to have the option to choose which voice files and hairstyles to use, male or female, in every possible combination. [/EDIT]

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Will these changes be possible only at character creation time, or can be set at runtime?

Imagine that at some point you want to change a NPC's voice (or any other feature, for that matters, including genitals or other secondary attributes like hairstyle).

I would prefer this second approach.

Scripts should be designed to detect only changes to the extended bodycode (the 'extended' gender).

Changes to hairstyle and voice would be less critical, as they don't affect directely dialogues and gameplay.

 

In other words, I would make a clear distinction between essential features (those that have influence on the gameplay) and simple cosmetic features.

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I f we should decide to adopt a dynamic approach, I wonder: changing the bodycode from male to female (or the other way around) will require some work to make the character use the appropriate variant of the equipment (perhaps a simple call to "update3d"?). I am only trying to anticipate the possible problems that could arise, and see if there's an easy way to solve them.

 

I offer my personal experience as contribution (definitely off topic). Usually I don't use a complete armor replacer. Instead, I have different armor styles for different body types. To make a detailed example, in my game the female ebony armor is always the DMRA version, the iron armor is DM GUTS, and so on. If I equip a female companion with ebony armor, I set her body as DMRA. Of corse, a female marauder in ebony armor will use the DMRA armor but will have the standard (HGEC EVE in my case) body.

 

If I want to change that, I replace that particular set of armor with a different conversion, and change my companion's body accordingly.

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