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Posted

 

 

 

so while you can technically add things to the game, you can't create anything to add yet

 

 

Post #418, just sayin. :D

 

 

...I thought that was a texture, I guess I scrolled past it too quickly

 

Going to share your secret? :blush:

Posted

 

 

 

 

so while you can technically add things to the game, you can't create anything to add yet

 

 

Post #418, just sayin. :D

 

 

...I thought that was a texture, I guess I scrolled past it too quickly

 

Going to share your secret? :blush:

 

All I can say is that Outfit Studio is gonna be the bomb. I'm on bug patrol and as far as I know I'm the only person that's imported a custom clothing model fully rigged into FO4.

Posted

 

 

 

 

YAY! I figured it out finally. Ok, here's some pics. They were right after I installed Bodyslide. I need to take some more pics, as I re-did the body a lot after tinkering with the sliders.  

 

So wait, you got outfits to work/conform to/fit the body?

 

+1 to this, if yes rip BUSTY lol

 

Sorry friend, the body mesh is just using a different texture set.  Kind of like the underwear.  You ain't getting rid of me that easy. :)

 

Haha then more Busty then, anyways without BUSTY i cant make good boobs, i dont know why

 

 

Lol, I wish the outfits conformed with cbbe. In time though. Yah, all I did was paint the texture that came with it.Currently trying to get a shorts version and a yoga pants thing going, but I'm having trouble lining everything up. And I really suck at texturing. I was actually going for a grey translucent to give it a see through bodysuit kind of look, but even at 20% opacity it still shows in-game a solid black. On a side note- I've been seeing some major clipping on even small leg stuff like regular combat armor legs. I don't see any clipping at all using the heavy combat armor legs, even when the thighs were set much thicker than I have them in the pics. The leather chest strap thing clips- tons now that I changed the breast size. Oddly, it only clips through the breasts even though I cranked up the big torso slider to match the hips and thighs I put on her and also so I could get a good arch on the back. I'm not complaining though, I really like it. I gotta do some more screenies and post them. I have been busy trying to get the hang of this steam controller. Ugh, though it is a good controller it is sucking my soul away with all its extra stuff. And I'm not used to gaming with a trackball/mouse/touchpad. 

Posted

Hi just wanted to post this again somewhere where people might understand it.  The basic point is that it is possible to edit Skyrim animations with Maya (also easier and faster than other methods).

 

On another note, as you can tell by this mod, I figured out how to import/export Skyrim animations in the last two weeks.  The funny thing is that I ended up giving up 3ds max (it can't export finger animations!) and blender (had trouble setting up the nif plugin + didn't like the interface).  I am using Maya to edit skyrim animations with this plugin:

 

Maya 2016 nif plugin

http://www.nexusmods...im/mods/65421/?

 

One warning though, whife Maya nif plugin perfectly imports/exports skyrim animations, the exported KFs need to be edited in NifSkope like this:
 

(I wrote an autohotkey script that does this for me)

 

sqHNwea.png

 

Here is a maya save file with a skyrim skeleton if anyone wants to try using maya:

 

7z.png  XPMSE 3-0 2014.7z   1.17MB   1 downloads

 

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

 

I am thinking of eventually writing a tutorial for making/editing skyrim animations.  I can't believe all the current animation tutorials focus on 3ds max/blender when Maya is so much better and easier.  (it only took me two hours to import, edit, and export the 72 animations in this mod!)

 

Hopefully someone finds this useful.

Posted

Basically, the full list of required software for what you're asking for is this - and someone correct me if I'm wrong:

 

FO4Edit (released as alpha, needs work)

NifTools plugins (not released)

NifSkope (released as alpha, needs work)

OutfitStudio (not released)

G.E.C.K (posibly, maybe not - not released)

 

But once everything but Creation Kit is released (assuming that will be released last because modders are faster than people in suits) you will be able to create and add custom outfits.

Nice list, but maybe a bit more background information might be necessary.

 

To make it simple there are 7 types of content in the game:

  • Textures (*.dds), modified by any texture editor that supports that format
  • Sounds (*.wav), modified by any Sound editor
  • Interface (*.swf), modified by Flash/Scaleform tools
  • Meshes (*.nif), modified my Nifskope, Niftools, Bodyslide, Outfit Studio
  • Data (*.esm *.esp), modified by FO4Edit, G.E.C.K. (or Fallout Snip)
  • Scripts (*.pex *.psc), modifed by G.E.C.K. (or community decompilers and Skyrims compiler maybe)
  • Animations (*.hkx), in Skyrim modified by FNIS

Editing textures and sounds should be no problem, because the file format is documented and implemented in some/many third party and open source tools. So creating a custom outfit just by re-texturing an old one is already possible.

 

Because the sources for the interface files where not supplied with the CS in Skyrim and I think it will be the same in FO4 modifying them involves decompiling the Flash swf files and or writing an own sdk like the SkyUI guys have done. That is also currently done, because there are a couple of great Flash decompiler available.

 

Because the mesh format changed between Skyrim and FO4, the new format has to be reverse engineered and tools like Nifskope and the niftools plugins have to be fitted to work with them.

Because the Skyrim CS doesn't came with a documentation about the NIF format I think it will be the same in FO4. Therefore the release of G.E.C.K. doesn't help here.

But Caliente and Cell together with jonwd7 have reverse engineered enough to be able to replace a mesh with one generated by external 3d tools. And that is a great achievement for modding as a whole, without even speaking about which mesh they were able to get in the game. ;)

So if you just want to replace a outfit mesh with one you created yourself, you could do it now. But it might be a rough road until all the edges of Nifskope/niftools/OS are smoothed out. (You might have to write some tools yourself or need to compile some from source until OS is enabled in BodySlide)

 

The data files are necessary if you want to add you outfit as a new object into the game without replacing it. This is the point where G.E.C.K. comes in. The data files store records of every object, quest, npc, race, etc. of the game and you might be able to modify some of those record typles using FO4Edit (or the shunned Fallout Snip) now.

But be careful because some of those record types have changed and some of them are new in FO4 in comparison to Skyrim. So FO4Edit doesn't know what some values in those records mean and cannot modify them correctly.

AFAIK the FO4Edit developers are waiting for the G.E.C.K. to come out before they start the reverse engineering process of the records.

So you might be lucky and every record you need is already known by FO4Edit or not. See: http://puu.sh/lKUgN.pdf

 

The scripts come with the game in a binary format (*.pex) and have to be decompiled in order to modify them. They take care about stuff that happens in game. If you are happy with that stuff, you might not need to modify them. With the exception of functional outfits (Advanced Recon Gear and the like) you might not touch them if you want to add an outfit. The F4SE guy have release a decompiler of them, but I would wait for the G.E.C.K. because it comes with the sources of those files and a compiler.

 

Animations are like in Skyrim the *.hkx format form the Havok tools. They might be using a new Havok SDK so that FNIS might not work anymore. In Skyrim days you could download a binary form of the Havok SDK, but since Microsoft took over its no longer available.

I have no idea if animation replacers are currently possible or if there ever will be some point in the future where modders are able to add there own animations to FO4 like they did in Skyrim and before. That might involve a lot of reverse engineering.

 

TLDR:

Replacing outfits should now be possible, but might be a rough road for you until OutfitStudio is enabled in BodySlide.

To create new outfits you might need to wait for the G.E.C.K if you are unable to do so with the FO4Edit now.

 

Please correct me it I said something untrue. If there are other methods available to modify the game, I would like to know. ;)

Posted

This texture thing is making me crazy.  Fallout 4 is much different than Skyrim.  The only way to alter texture paths is through an esp that over rides the paths in the esm, but that is pointless.  So far I see no way to escape having to convert all clothing and armor to CBBE or the texture will look bad.  Also the first person hand will need to be remodeled to match the 3rd person hands.  This would be my major concern right now.  I'm not giving up, but I am running out of good idea's.  What I need to do is figure out how to force the game to load a different texture for only the nude body.  

 

Yes, you can't point the body to a different texture (neither in the NIF nor the BGSM material), because it's using a texture set in the .ESM. Because of that, as we already pointed out in the download post on page 7, all armor/clothes will HAVE to be converted. That's not a problem though, because once we start with that it should only take 1 or 2 days (without sliders at that point).

How do you make BodySlide look in the data directory for its textures rather than the ba2 files?

 

It does that automatically if there's a loose file in your data folder. If you don't want it to load any BA2 textures at all, you can disable that in the settings.

 

 

This is extremely impressive considering not even a proper niftools it out, this must be the most advanced mod yet, adult or non-adult, and especially when OS is released. I'm sure if the dedication for everything was as high as the dedication for sexy women everyone would get things done faster ;)

 

I have a small problem... literally. I've read the whole thread and I think I'm the only one with this issue (maybe I'm the only one trying to create small boobs!)

 

It seems that the mesh normals aren't edited when the shape is edited? For example setting BreastsGone to almost all the way up creates a good mesh shape, but in-game it's like the mesh has a normal map of big boobs applied. Shadows are cast under the boob that is much more intense than it should be, and they still look very round, until you see a profile view and they are flat.

 

I thought it might be the diffuse texture so I edited the baked in shadow out, but it didn't help; they still react to light as if they are heavily spherical, i've tried viewing them under different light sources to be sure. After I was sure it's vertex normals, I exported the .nif of my flat chested girl into a modeling program and checked the normal angles, and indeed under the breast they were all pointing 'down' and above the breast they were all pointing 'up' and they looked spherical at any angle that wasn't a profile view.

 

If this isn't the intended behaviour of BodySlide, could Caliente or someone try to recreate this issue? Is it posible to edit vertex normals so that they don't inheret the base shape, for example just if there was a "reset normal angle" button?

 

I can provide images if it would help.

 

Edit: here's an image just in case, where red is where the normals are pointing, and green is where they should be pointing, and the fake shadow that is also in-game:

 

attachicon.gifUntitled-1.jpg

 

If this is the standard behavior of BodySlide, doesn't it mean that if the normals are baked into vertexes from the original base mesh, then the further people's edits deviate from the base mesh, the more incorrect normals will be? While everyone's results so far look really good, and it's possible that you only really notice this in rare scenarios, wouldn't it be much better to have the vertex normals be based on the edited shape rather than the base mesh shape?

 

 

 

I think we intended the normals to be updated together with the shape. It could be caused by a bug that it's not working, because Cali told me it should.

 

There was a fix commited to BodySlide that might fix it for the next version.

Posted

@Nightasy - I know you!  Loved your tutorials for Skyrim :D  That's a nice custom panty mesh you got there!

 

Also a heads up for anyone doing textures using photoshop.  Fuse was kind enough to point me in the direction of a built in plugin for photoshop that he used to make his mods for FO4.  Thus bypassing the annoying steps you had to take to preserve corruption.

 

Its otherwise known as Intel® Texture Works Plugin for Photoshop, Get it here:

 

http://gametechdev.github.io/ITW-Beta-Test/

 

Also what are you guys talking about regarding texture pathing?  

 

Are you saying the femalebody_n.dds isn't applying to all armors/clothes that show skin?  So far as long as I used the same naming convention that the game used, I've been able to replace textures no problem.  I was even able to use a Skyrim CBBE texture on the FO4 CBBE body.

 

 

Posted

Are you saying the femalebody_n.dds isn't applying to all armors/clothes that show skin?  So far as long as I used the same naming convention that the game used, I've been able to replace textures no problem.  I was even able to use a Skyrim CBBE texture on the FO4 CBBE body.

 

If I understand corerctly, the problem is that you can't point the nude body, and just the nude body, to something else than all armor and clothes use. So you have to convert all the clothes to CBBE or else it's going to look horrible due to the different UVs.

 

Posted

@Koffii - So were talking the nude body mesh, not textures.  Wow, that's incredibly annoying.  I wonder if there's any new special naming convention inside of nifskope.  Alot of modders in Skyrim overlooked this, and thus had conflicts in their mods.

 

Such as the NiNode, or even the ordered number of all the parts had to match up exactly between say the _0 and the _1.  Though a picture is worth a thousand words lol:

 

 post-4075-0-46573700-1449928833_thumb.png

 

The big red circle indicates the names, and also the numbers I'm referring to as well.  I know that say the Skyrim guard armor, would not except a texture override unless the order of the meshes was the body part first.

Posted

Correct me if I'm wrong but didn't trishapes with the skin shader assigned ignore the texture path in the nif/texture set and used the texture path defined by the race of the character wearing in the ESM/ESP?

Posted

Hey, i made a "mistake". I forgot to bkp the original files. Anybody have them?

 

 

The original files are in the BA2s, you don't need to backup anything, simply remove the CBBE meshes and textures if you want to revert back.

Posted

 

Hey, i made a "mistake". I forgot to bkp the original files. Anybody have them?

 

 

The original files are in the BA2s, you don't need to backup anything, simply remove the CBBE meshes and textures if you want to revert back.

 

 Oh! Thanks!

Posted

I hope first version as a blant covertion is just a first step and we are going to see more enchanced version in terms of detailed genitals in future with HDT support, as there already huge chunk of those things being developed for Skyrim and would be really awesome to take them on next game's level

Posted

Ultimately textures specified in Plugins and the NIF themselves are usually overwritten by the Material files, regarding assigning specific textures to specific outfits. Dunno how it works for skin but it's that way with other objects including the clothing part of outfits.

Posted

Ultimately textures specified in Plugins and the NIF themselves are usually overwritten by the Material files, regarding assigning specific textures to specific outfits. Dunno how it works for skin but it's that way with other objects including the clothing part of outfits.

 

No, I think plugin always has top priority in-game.

NIF -> Material overrides -> Plugin overrides.
 

Clothes usually don't have a texture set in the plugin unless there's retextures of it, but skin has one (it was the same for Skyrim).

I tested it that way: change texture path in .BGSM and .NIF - nothing changes.

Posted

 

Ultimately textures specified in Plugins and the NIF themselves are usually overwritten by the Material files, regarding assigning specific textures to specific outfits. Dunno how it works for skin but it's that way with other objects including the clothing part of outfits.

 

No, I think plugin always has top priority in-game.

NIF -> Material overrides -> Plugin overrides.
 

Clothes usually don't have a texture set in the plugin unless there's retextures of it, but skin has one (it was the same for Skyrim).

I tested it that way: change texture path in .BGSM and .NIF - nothing changes.

 

 

I think it will be a good idea if you and miss Caliente release your body with an ESP to change the skin folder to a standalone path

 

Since the UV maps are so different with vanilla textures.

 

 

And another question: will it be something impossible if I want to move a slider sets from the skyrim BS to FO BS ? Yes I mean your master piece UUNP

Posted

@Cell - Yea, we saw the same thing when testing the txt files found in the Meshes.bsa that was with the actors/characterassets folder.  Any edit done to those did not affect the game at all what so ever.  I really hope we don't need to do any repacking...

Posted

 

 

Ultimately textures specified in Plugins and the NIF themselves are usually overwritten by the Material files, regarding assigning specific textures to specific outfits. Dunno how it works for skin but it's that way with other objects including the clothing part of outfits.

 

No, I think plugin always has top priority in-game.

NIF -> Material overrides -> Plugin overrides.
 

Clothes usually don't have a texture set in the plugin unless there's retextures of it, but skin has one (it was the same for Skyrim).

I tested it that way: change texture path in .BGSM and .NIF - nothing changes.

 

 

I think it will be a good idea if you and miss Caliente release your body with an ESP to change the skin folder to a standalone path

 

Since the UV maps are so different with vanilla textures.

 

 

And another question: will it be something impossible if I want to move a slider sets from the skyrim BS to FO BS ? Yes I mean your master piece UUNP

 

Pointing to a different folder in a plugin won't help, it would be the exact same as not doing it, just in a different folder (vanilla outfits will point to the new folder containing the CBBE textures as well - same bugs).

 

Porting UUNP would require moving over 100 body shapes over to the FO4 default pose and seams, way too much work. I don't want to port it to FO4 because it's not clean enough and the sliders are way too many to get many good looking conversions out of it that work well for all shapes.

 

The only reason I did it for Skyrim, was to unify all the shapes into one to rid of the community split something like that creates. FO4 doesn't have those bodies yet, so there's no reason to unify any.

 

I won't be granting permission to port our UUNP body and slider files that come with BodySlide from Skyrim to FO4, but you are free to take the Skyrim bodies and make your own sliders off of them for FO4, because I don't want to and can't put permissions on 3D shapes (that others made) and it equals to the same amount of work anyway.

 

In a perfect world, you would be able to create all shapes you want with only body part sliders, and full-body sliders like UUNP's wouldn't be needed.

Posted

Wooo! Woo! I'm a steam train on the trail of Fallout 4 and CBBE!

Thnaks a lot Caliente! I seen the unauthorized version on Nexus and got disgusted, so I waited till there was a release here. Just using the vaniall CBBE body without body slide.

I always found it goofy when raiders where wearing underwear under the armor all the time.. :P

Posted

 

How do you make BodySlide look in the data directory for its textures rather than the ba2 files?

 

It does that automatically if there's a loose file in your data folder. If you don't want it to load any BA2 textures at all, you can disable that in the settings.

 

Well then I suppose I should report that doesn't work for me. It loads the vanilla texture from the ba2 but it doesn't load the CBBE texture which is in my data files (I know because I've tested it in-game - heck, I've converted my entire CBBE Innies for FO4).

 

Hmm... Ah... I figured out the culprit. It doesn't like the BC7 format that I saved my texture in. NifSkope doesn't like it either, but it's relatively lossless and works in-game. 8.8.8 and 8.8.8.8 don't work and DXT1 degrades the quality way too much...

 

What format should I be saving my diffuse in for best quality?

Posted

 

Pointing to a different folder in a plugin won't help, it would be the exact same as not doing it, just in a different folder (vanilla outfits will point to the new folder containing the CBBE textures as well - same bugs).

 

Porting UUNP would require moving over 100 body shapes over to the FO4 default pose and seams, way too much work. I don't want to port it to FO4 because it's not clean enough and the sliders are way too many to get many good looking conversions out of it that work well for all shapes.

 

The only reason I did it for Skyrim, was to unify all the shapes into one to rid of the community split something like that creates. FO4 doesn't have those bodies yet, so there's no reason to unify any.

 

I won't be granting permission to port our UUNP body and slider files that come with BodySlide from Skyrim to FO4, but you are free to take the Skyrim bodies and make your own sliders off of them for FO4, because I don't want to and can't put permissions on 3D shapes (that others made) and it equals to the same amount of work anyway.

 

In a perfect world, you would be able to create all shapes you want with only body part sliders, and full-body sliders like UUNP's wouldn't be needed.

 

Cell, is that mean we will be able to copy our own sliders which we made for Skyrim bodyslide to Fallout 4 bodyslide? If it would be real then there is no reason to wait for blender or 3ds max plag-in since we can just edit old CBBE for Skyrim, create slider to fit to new body shape and then copy this slider to Fallout 4 bodyslide. For me it looks like something unreal since new CBBE contain more vertices, but maybe I just don't understand something ^-^

Posted

Thanks again everyone.   :) 

 

Want to mention that while I think I'm seeing all questions being answered, if you're having a problem or have a question that's not being answered, feel free to PM me here or on nexus and I'll try to answer it.  Tough to keep track of a busy thread while trying to work on the mod :)  

 

On UVs:  it's actually less work to convert all the outfits (to a basic non-slider state) than to repaint a decent set of body textures. :)  OS does a pretty good job and only takes a few minutes per outfit.  The base body shape is slightly thinner and curvier than the vanilla one but the outfits naturally fit fairly well even without conforming. :)   

 

On texture:  the only viable format I found for body textures is DXT1.  Photoshop will export a BGR 8.8.8 with the texture tool plugin from nvidia but that file ends up nearly 100mb.  The trick with DXT1 is to make sure your source texture is 16 bit per color channel in photoshop.  There's still some artifacting after saving but it's MUCH better.  This same thing also reduces artifacts for other formats as well, though the color textures is the worst offender in fallout.

 

 

Posted

 

 

Pointing to a different folder in a plugin won't help, it would be the exact same as not doing it, just in a different folder (vanilla outfits will point to the new folder containing the CBBE textures as well - same bugs).

 

Porting UUNP would require moving over 100 body shapes over to the FO4 default pose and seams, way too much work. I don't want to port it to FO4 because it's not clean enough and the sliders are way too many to get many good looking conversions out of it that work well for all shapes.

 

The only reason I did it for Skyrim, was to unify all the shapes into one to rid of the community split something like that creates. FO4 doesn't have those bodies yet, so there's no reason to unify any.

 

I won't be granting permission to port our UUNP body and slider files that come with BodySlide from Skyrim to FO4, but you are free to take the Skyrim bodies and make your own sliders off of them for FO4, because I don't want to and can't put permissions on 3D shapes (that others made) and it equals to the same amount of work anyway.

 

In a perfect world, you would be able to create all shapes you want with only body part sliders, and full-body sliders like UUNP's wouldn't be needed.

 

Cell, is that mean we will be able to copy our own sliders which we made for Skyrim bodyslide to Fallout 4 bodyslide? If it would be real then there is no reason to wait for blender or 3ds max plag-in since we can just edit old CBBE for Skyrim, create slider to fit to new body shape and then copy this slider to Fallout 4 bodyslide. For me it looks like something unreal since new CBBE contain more vertices, but maybe I just don't understand something ^-^

 

 

Sliders won't work directly because of vert count differences.  However, you can transfer sliders by conforming the same way you do with outfits.  when shapes match it's very accurate too.   This might be a bit tricky the first time you do it though so we'll probably have to provide some kind of tutorial for how to do it well.  

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