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Gasmasks, Hoods & Devious Overlay Graphics


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Posted

I was in the right place.

I installed yours, had to replace a file, and still nothing on the screen  :(

In Art, the location is in red and with a .gif at the end.

I can only say that it works for me. Without editing the ESP. If you have edited it, maybe put the original back in place?

 

The inverted slashes under art seem to be normal. Could be a SWF thing.

 

This is what it looks like on my system with the debug panel enabled:

post-353608-0-61347400-1452026816_thumb.jpg

Posted

 

I was in the right place.

 

I installed yours, had to replace a file, and still nothing on the screen  :(

In Art, the location is in red and with a .gif at the end.

 

 

For the record, the full path for the overlay textures must be like this:

 

- for TiR -

Skyrim\Data\Interface\exported\overlays\clothes\tir_GasMask\gasmask_gnd.dds

- or for DCL and the overlay from this download -

Skyrim\Data\Interface\exported\overlays\devious\cursedloot\gimphoodhoodgnd.dds

 

Make sure that the Interface folder is located directly under "Data", not in "Data\Textures\"

 

 

I have a different Skyrim location (C:\TESV Skyrim\The Elder Scrolls V Skyrim), ENB, many mods and lightning overhaul. I don't think it could create a problem as it is an Overlay but still...

 

I don't *think* that it would matter, but there is a known conflict with the Overlays mod. The author states that it won't work with Immersive 1st Person by meh321 in case you have that installed (it does work with LogicDragon's Enhanced Camera though).

Posted

 

What I tried : 

Added : in overlays\clothes\tir_GasMask : gasmask_gnd.dds

That should be the correct path for my gasmask items. If you already were under Data\interface\exported, that is. The overlay for the Shiny Catsuits mod go somewhere else. If your overlay is red, that looks like the default overlay from the helmet overlay texture pack.

 

You could try extracting this archive directly inside your main Skyrim folder. It should create all required subfolders and place the file at the right location. The texture itself is mine and reflects my horrible talent when it comes to graphics, btw, so if you prefer HisDudeness's version, you'll have to replace it afterwards.

 

It looks like this: attachicon.gifreadme_gasmaskoverlay_full.jpg

 

attachicon.gifgasmask_overlays.7z

 

Would it then work with NMM if it makes all the right subfolders? And thanks for the gasmask overlay, Im not sure I have anything that uses gas masks though since I only really have used Cursed Loot.

 

 

 

 

I was in the right place.

 

I installed yours, had to replace a file, and still nothing on the screen   :(

In Art, the location is in red and with a .gif at the end.

 

 

For the record, the full path for the overlay textures must be like this:

 

- for TiR -

Skyrim\Data\Interface\exported\overlays\clothes\tir_GasMask\gasmask_gnd.dds

- or for DCL and the overlay from this download -

Skyrim\Data\Interface\exported\overlays\devious\cursedloot\gimphoodhoodgnd.dds

 

Make sure that the Interface folder is located directly under "Data", not in "Data\Textures\"

 

 

I have a different Skyrim location (C:\TESV Skyrim\The Elder Scrolls V Skyrim), ENB, many mods and lightning overhaul. I don't think it could create a problem as it is an Overlay but still...

 

I don't *think* that it would matter, but there is a known conflict with the Overlays mod. The author states that it won't work with Immersive 1st Person by meh321 in case you have that installed (it does work with LogicDragon's Enhanced Camera though).

 

Thanks for the paths that should help. Im still a little worried about messing up with Tes5 Edit though. Also, yay for enhanced camera, thats the one I like the best. Seems it works with everything.

 

Is there anyway to make a cursed loot patch or something that can be installed with NMM? Im going to try using it without messing with TES5 Edit though and see what works or not.

 

Posted

 

What I tried : 

Added : in overlays\clothes\tir_GasMask : gasmask_gnd.dds

That should be the correct path for my gasmask items. If you already were under Data\interface\exported, that is. The overlay for the Shiny Catsuits mod go somewhere else. If your overlay is red, that looks like the default overlay from the helmet overlay texture pack.

 

You could try extracting this archive directly inside your main Skyrim folder. It should create all required subfolders and place the file at the right location. The texture itself is mine and reflects my horrible talent when it comes to graphics, btw, so if you prefer HisDudeness's version, you'll have to replace it afterwards.

 

It looks like this: attachicon.gifreadme_gasmaskoverlay_full.jpg

 

attachicon.gifgasmask_overlays.7z

 

 

I hope you don't mind, but I tried giving your gasmask overlay the same immersive treatment that I did with the latex hood.

gasmask_overlays_immersive.7z

Posted

 

 

What I tried : 

Added : in overlays\clothes\tir_GasMask : gasmask_gnd.dds

That should be the correct path for my gasmask items. If you already were under Data\interface\exported, that is. The overlay for the Shiny Catsuits mod go somewhere else. If your overlay is red, that looks like the default overlay from the helmet overlay texture pack.

 

You could try extracting this archive directly inside your main Skyrim folder. It should create all required subfolders and place the file at the right location. The texture itself is mine and reflects my horrible talent when it comes to graphics, btw, so if you prefer HisDudeness's version, you'll have to replace it afterwards.

 

It looks like this: attachicon.gifreadme_gasmaskoverlay_full.jpg

 

attachicon.gifgasmask_overlays.7z

 

 

I hope you don't mind, but I tried giving your gasmask overlay the same immersive treatment that I did with the latex hood.

 

Thanks, I appreciate the immersive ones. However I guess my immersion breaks when I see gasmasks in medieval fantasy >.> I suppose if were going to get technical rubber bondage masks also aren't immersive, but I can pretend they could invent something similar for fetishyness if they can make giant walking golems and magic stuffs that open portals between the realms. :P

 

Anyway wanted to come back and say... nope, tried it with just installing the texture overlays [with NMM, but it apparently put the files in the correct place] and didnt work. Instead I got a wierd looking cloth fiber bag over my head sort of overlay. I guess I will have to do the tes5 edit thing after all, though Im not really sure what to do. Going in there it already seemed to have the correct file names where it needed them. Maybe Ill just start digging around in the cursed loot folder and see if I can find the specific overlay and replace it.

 

Or, maybe I could show Kimmy and she could add it officially if no one had a problem and she wasnt busy :P Either way guess I'll have to monkey around in there until I figure out what works or not.

Posted

Thanks, I appreciate the immersive ones. However I guess my immersion breaks when I see gasmasks in medieval fantasy >.> I suppose if were going to get technical rubber bondage masks also aren't immersive, but I can pretend they could invent something similar for fetishyness if they can make giant walking golems and magic stuffs that open portals between the realms. :P

Show a bit of flexibility! :P

 

Technically, it's not medieval. That term refers only to our world. On Nirn, some people may have a similar level of technology. But that's about it. The Dwemer are basically a Steampunk element, the Akaviri are giving an asian/samurai touch and then, of course, we have Vikings and magic and talking lizards and cats. But it's the gasmask that breaks the immersion! Yeah, right. ;)

 

But maybe I can help you out there. Wikipedia says that even in our world, people have come up with the idea of gasmasks long before the modern era:

 

According to Popular Mechanics, "The common sponge was used in ancient Greece as a gas mask..." An early type of rudimentary gas mask was invented in the 9th century by the Banu Musa brothers in Baghdad, Iraq. They described it in their Book of Ingenious Devices, mainly for protecting workers in polluted wells.

 

So it is not totally inconceivable, that, in a different world (especially one full of magic), this particular item could have been developed a bit faster.

 

You're welcome. :cool:

 

 

Anyway wanted to come back and say... nope, tried it with just installing the texture overlays [with NMM, but it apparently put the files in the correct place] and didnt work. Instead I got a wierd looking cloth fiber bag over my head sort of overlay. I guess I will have to do the tes5 edit thing after all, though Im not really sure what to do. Going in there it already seemed to have the correct file names where it needed them. Maybe Ill just start digging around in the cursed loot folder and see if I can find the specific overlay and replace it.

 

Yeah, I don't think editing the ESP is going to fix your problem. At least not as far as TIR is concerned. You can try, of course, but as you said: How would you fix entries that aren't broken?

 

Do the overlays work for other items? Vanilla helmets and stuff? Or do you have problems there as well? What's your resolution? Maybe the scaling of the texture has a problem with your specific screen proportions.

Posted

Anyway wanted to come back and say... nope, tried it with just installing the texture overlays [with NMM, but it apparently put the files in the correct place] and didnt work. Instead I got a wierd looking cloth fiber bag over my head sort of overlay. I guess I will have to do the tes5 edit thing after all, though Im not really sure what to do.

 

Hello,

 

You're probably only one step away from seeing the overlays in DCL.  :)  The cloth bag is the overlay artwork for the "ExecutionerHood" from vanilla Skyrim, which Kimy has used for some of the hoods' ScriptInstance world models (which makes perfect sense, I don't think you'll ever see those dropped on the ground). To get the custom overlay to show up on the DCL hoods the Tes5Edit process is really the only thing left to do.

 

Try to follow the Tes5Edit screenshots that I've posted, I think I've covered all the steps. There are really only a few entries that need to be changed. Don't forget  to change the world model entries in the "scriptInstance" items associated with the hoods, if I understood the DD framework correctly this is actually what your char is wearing (and thus from where the Overlays mod will read the world model). Keep a backup of the .esp and your latest savegame at hand and you can't really do any harm... if your edits do happen to break the .esp (which is unlikely if you follow the tutorial), just revert back to the backup.

 

/Edit: Just saw greyspammer's latest reply -- my reply above only refers to Cursed Loot and if the overlays mod is generally working (for example, on Vanilla items). TiR should indeed work right "out of the box", so to speak, with the custom gasmask overlay (which looks great, by the way!)

Posted

 

Anyway wanted to come back and say... nope, tried it with just installing the texture overlays [with NMM, but it apparently put the files in the correct place] and didnt work. Instead I got a wierd looking cloth fiber bag over my head sort of overlay. I guess I will have to do the tes5 edit thing after all, though Im not really sure what to do.

 

Hello,

 

You're probably only one step away from seeing the overlays in DCL.  :)  The cloth bag is the overlay artwork for the "ExecutionerHood" from vanilla Skyrim, which Kimy has used for some of the hoods' ScriptInstance world models (which makes perfect sense, I don't think you'll ever see those dropped on the ground). To get the custom overlay to show up on the DCL hoods the Tes5Edit process is really the only thing left to do.

 

Try to follow the Tes5Edit screenshots that I've posted, I think I've covered all the steps. There are really only a few entries that need to be changed. Don't forget  to change the world model entries in the "scriptInstance" items associated with the hoods, if I understood the DD framework correctly this is actually what your char is wearing (and thus from where the Overlays mod will read the world model). Keep a backup of the .esp and your latest savegame at hand and you can't really do any harm... if your edits do happen to break the .esp (which is unlikely if you follow the tutorial), just revert back to the backup.

 

/Edit: Just saw greyspammer's latest reply -- my reply above only refers to Cursed Loot and if the overlays mod is generally working (for example, on Vanilla items). TiR should indeed work right "out of the box", so to speak, with the custom gasmask overlay (which looks great, by the way!)

 

Thanks for the reply, yea I was coming back just to say I got them working, for the most part. I found that cloth overlay I didnt like and got rid of it from the overlays so it wont play it anymore. :P it makes it even harder than a normal blindfold. Otherwise I got the rubber mask overlay to work... except I have another problem which may be related to cursed loot.

 

When I put on the hood in third person I can still see and walk around, but when I go into first person and see the overlay, it also adds a blindfold effect. How do I disable the blindfold effect for the eye hole hood? Im not sure if its a mistake that Kimmy made, or if its something I did when tinkering around in there... it looks pretty much like your screen shot though except the blindfold is added.

 

For reference, Im using the hood that shares the same name as the blinding hood, theres two of them each called "Rubber Hood" generically. I found the hood normally in the game, aka not console commands, so is the hood just broken or should I be using a different one? I would like to figure out how to disable the blindfold effect in first person from the "rubber hood" with eye holes though if anyone knows how.

 

 

 

Yeah, I don't think editing the ESP is going to fix your problem. At least not as far as TIR is concerned. You can try, of course, but as you said: How would you fix entries that aren't broken?

Do the overlays work for other items? Vanilla helmets and stuff? Or do you have problems there as well? What's your resolution? Maybe the scaling of the texture has a problem with your specific screen proportions.

Also to Greyspammer, thanks for the advice. :) I had other helmets working though~ Like Dude said I was pretty close to getting it working, now I have the problem of it blinding me in first person. Maybe I should try reinstalling Cursed Loot to see if its something I broke somehow.

Posted

Nice to hear you got it work.

 

When I put on the hood in third person I can still see and walk around, but when I go into first person and see the overlay, it also adds a blindfold effect. How do I disable the blindfold effect for the eye hole hood?

 

That's also how they appear on my PC. When that happens I've always just turned the DD blindfold strength way down in the MCM and that made it playable (well, a still bit tricky in dark dungeons but then you shouldn't enter those in DD gear anyway, lol). I think "blindfold on hoods" was discussed in the DCL thread a while ago, but I forgot what the conclusion was.

Posted

well then I spose thats a problem with something that isnt your mods fault. What I find weird is I can still wear a blindfold in addition to the hood so I figured an eyeless hood wouldn't have to have a blindfold effect. But that essentially makes it so an eyeless hood [in first person at least] actually is harder to see because both the blindfold affect and the overlay than a normal hood that blinds entirely. Which, is kinda weird but not your fault.

 

I guess I would have to remove the hood keyword then or would that break things more than fix them?

Posted

Second attempt at the latex hood, narrower field of view, larger eye offset. Since I don't have TES5Edit, I haven't been able to test this, so I'm going to need some feedback on what's good and bad about it. If people prefer the narrower field of view and being more restricted, then this is better. I've offset the eyes more on this, which is more accurate than my first edit.

DCURhood-Overlay_Restrictive-Pink_Immersive.zip

DCURhood-Overlay_Restrictive-Black_Immersive.zip

Posted

Second attempt at the latex hood, narrower field of view, larger eye offset. Since I don't have TES5Edit, I haven't been able to test this, so I'm going to need some feedback on what's good and bad about it. If people prefer the narrower field of view and being more restricted, then this is better. I've offset the eyes more on this, which is more accurate than my first edit.

Id personally like it to be a bit wider not more narrow. It does look "cleaner" than the first one though, the first for some reason seemed off center/uneven to me. [is super ocd prolly just me]

Posted

 

Second attempt at the latex hood, narrower field of view, larger eye offset. Since I don't have TES5Edit, I haven't been able to test this, so I'm going to need some feedback on what's good and bad about it. If people prefer the narrower field of view and being more restricted, then this is better. I've offset the eyes more on this, which is more accurate than my first edit.

Id personally like it to be a bit wider not more narrow. It does look "cleaner" than the first one though, the first for some reason seemed off center/uneven to me. [is super ocd prolly just me]

 

 

Decreased the offset to increase primary FOV and increased eyehole size to increase total FOV.

 

Is this what you wanted? Since you are the only one giving me any feedback, you're the only person being catered to.

DCURhood-Overlay_Restrictive-Pink_Immersive_Larger_FOV.zip

DCURhood-Overlay_Restrictive-Black_Immersive_Larger_FOV.zip

Posted

 

 

Second attempt at the latex hood, narrower field of view, larger eye offset. Since I don't have TES5Edit, I haven't been able to test this, so I'm going to need some feedback on what's good and bad about it. If people prefer the narrower field of view and being more restricted, then this is better. I've offset the eyes more on this, which is more accurate than my first edit.

Id personally like it to be a bit wider not more narrow. It does look "cleaner" than the first one though, the first for some reason seemed off center/uneven to me. [is super ocd prolly just me]

 

 

Decreased the offset to increase primary FOV and increased eyehole size to increase total FOV.

 

Is this what you wanted? Since you are the only one giving me any feedback, you're the only person being catered to.

 

Hah, yay I get to be catered to *is so spoiled* Ill give the black one a try then and get back to you *nods* :D

 

But yea, essentially that was the idea, that considering theyre supposed to allow vision they shouldnt block vision too much so I feel blinded with it on and to allow maximum visibility. Since lets face it, its supposed to be pretty form fitting and its like right by the eyes and shouldnt block too much.

 

Since Im being catered to though... is it possible to do a full hood version [the one without eye holes] maybe just a slightly darkened/transparent sunglasses like effect? It would have been nice to have an effect like that for blindfolds instead. Could just set the DD options for darkness or blur way down and use custom first person helmet HUDS.

 

Not sure if it would be better or worse though than the default~ but that way we dont have to fiddle with the settings for the eyeless hood only. We could just give all blindfolds etc that are supposed to have a blinding effect their own transparent hud. Maybe we can have a couple different options of transparencies/darkness.

Posted

 

 

 

Second attempt at the latex hood, narrower field of view, larger eye offset. Since I don't have TES5Edit, I haven't been able to test this, so I'm going to need some feedback on what's good and bad about it. If people prefer the narrower field of view and being more restricted, then this is better. I've offset the eyes more on this, which is more accurate than my first edit.

Id personally like it to be a bit wider not more narrow. It does look "cleaner" than the first one though, the first for some reason seemed off center/uneven to me. [is super ocd prolly just me]

 

 

Decreased the offset to increase primary FOV and increased eyehole size to increase total FOV.

 

Is this what you wanted? Since you are the only one giving me any feedback, you're the only person being catered to.

 

Hah, yay I get to be catered to *is so spoiled* Ill give the black one a try then and get back to you *nods* :D

 

But yea, essentially that was the idea, that considering theyre supposed to allow vision they shouldnt block vision too much so I feel blinded with it on and to allow maximum visibility. Since lets face it, its supposed to be pretty form fitting and its like right by the eyes and shouldnt block too much.

 

Since Im being catered to though... is it possible to do a full hood version [the one without eye holes] maybe just a slightly darkened/transparent sunglasses like effect? It would have been nice to have an effect like that for blindfolds instead. Could just set the DD options for darkness or blur way down and use custom first person helmet HUDS.

 

Not sure if it would be better or worse though than the default~ but that way we dont have to fiddle with the settings for the eyeless hood only. We could just give all blindfolds etc that are supposed to have a blinding effect their own transparent hud. Maybe we can have a couple different options of transparencies/darkness.

 

 

Sure, since no one else is asking for anything.

 

As I said, I don't have any way to test this so you'll have to tell me which one works best. This is just an all black screen with the transparency set to different levels.

 

Changed filename to latexhood.dds to correspond with eyeless hood. Set alpha to 50%, 75% and 90%.

 

 

DCURhood-Overlay_Blakout_50%.zip

DCURhood-Overlay_Blakout_75%.zip

DCURhood-Overlay_Blakout_90%.zip

Posted

Sure, since no one else is asking for anything.

 

As I said, I don't have any way to test this so you'll have to tell me which one works best. This is just an all black screen with the transparency set to different levels.

 

Changed filename to latexhood.dds to correspond with eyeless hood. Set alpha to 50%, 75% and 90%.

What would I change the file name to effect the blindfolds?

 

So I think I found the right file name, wont know until I test it though. For reference though Ill share what I think it is.

 

overlays> devious> expansion> BlindfEbonite_go.dds

and

overlays> devious> devices> blindfold01_go.dds

 

I also did the same thing with the executioner hood to replace that cotton bag texture with the dark one, as well as added your wider immersive one to the folders so its all in one file. :P

 

 

 

Edit: Nope cant get any of the files to work. I saw Dude updated to give a blurry black version which I quite like though, and also works. I dunno why the textures you provided arent working though...

Posted

This looks great! However, I can't seem to get it to work. In fact, the hood doesn't display at all after I made the changes in TES5Edit. I did exactly as seen in the screenshots, only I chose to change another mod (the TZ_LockingLatexHoods v1.02). What could be wrong? I used the NMM to install. I would be very greatful if someone would like to help. 

Posted

 

Sure, since no one else is asking for anything.

 

As I said, I don't have any way to test this so you'll have to tell me which one works best. This is just an all black screen with the transparency set to different levels.

 

Changed filename to latexhood.dds to correspond with eyeless hood. Set alpha to 50%, 75% and 90%.

What would I change the file name to effect the blindfolds?

 

So I think I found the right file name, wont know until I test it though. For reference though Ill share what I think it is.

 

overlays> devious> expansion> BlindfEbonite_go.dds

and

overlays> devious> devices> blindfold01_go.dds

 

I also did the same thing with the executioner hood to replace that cotton bag texture with the dark one, as well as added your wider immersive one to the folders so its all in one file. :P

 

 

 

Edit: Nope cant get any of the files to work. I saw Dude updated to give a blurry black version which I quite like though, and also works. I dunno why the textures you provided arent working though...

 

 

You would have to ask the mod creator for that one. I think it would be as simple as using latexhood.dds for whichever armor pieces you wanted the effect for, but again, I don't have TES5Edit to know.

Posted

 

You would have to ask the mod creator for that one. I think it would be as simple as using latexhood.dds for whichever armor pieces you wanted the effect for, but again, I don't have TES5Edit to know.

Well all I did was change the name of the file to the blindfold ones and set the path to where the blindfold ones go. But also the new wider immersive hood file didn't work so I couldnt compare it to the blurry new one Dude made. Its as if all the overlays didn't show up at all. So I tested it with helmets and those still worked. I install the new one from Dude and that showed up too. I dunno why your textures wouldnt work though...

Posted

 

 

You would have to ask the mod creator for that one. I think it would be as simple as using latexhood.dds for whichever armor pieces you wanted the effect for, but again, I don't have TES5Edit to know.

Well all I did was change the name of the file to the blindfold ones and set the path to where the blindfold ones go. But also the new wider immersive hood file didn't work so I couldnt compare it to the blurry new one Dude made. Its as if all the overlays didn't show up at all. So I tested it with helmets and those still worked. I install the new one from Dude and that showed up too. I dunno why your textures wouldnt work though...

 

 

I made them the same way that I made the others so I have no idea why it wouldn't work.

Posted

What would I change the file name to effect the blindfolds?

Blindfolds won't work with the overlays mod. It only recognizes armor in the slots "head" and "hair" (in other words, headwear that hides the hair or the whole head while in 3rd person view). Any other headwear, like jewelry for example, will get ignored. Please see Scrivener's mod page (linked in my OP) for more details.

 

I can't seem to get it to work. In fact, the hood doesn't display at all after I made the changes in TES5Edit. I did exactly as seen in the screenshots, only I chose to change another mod (the TZ_LockingLatexHoods v1.02). What could be wrong?

The main causes I found when editing mods to work with the Overlays mod were

- wrong file or folder names in the path to your overlays texture (see a few posts above, there is an example for how the full paths should look like)

- overlays texture file name not matching the world model file name of the armor in the .esp

 

Judging by the Locking Latex Hoods mod name, I assume it's a mod from the Devious Devices family. In that case, there is probably an "[armor-name]_scriptInstance" entry for the hood in the Armor group in the .esp. In a DD mod this is what your char is actually wearing, you'll need its world model for the overlays mod.

 

I made them the same way that I made the others so I have no idea why it wouldn't work.

Same here. Probably a file/folder name mismatch somewhere.

Posted

 

What would I change the file name to effect the blindfolds?

Blindfolds won't work with the overlays mod. It only recognizes armor in the slots "head" and "hair" (in other words, headwear that hides the hair or the whole head while in 3rd person view). Any other headwear, like jewelry for example, will get ignored. Please see Scrivener's mod page (linked in my OP) for more details.

 

I can't seem to get it to work. In fact, the hood doesn't display at all after I made the changes in TES5Edit. I did exactly as seen in the screenshots, only I chose to change another mod (the TZ_LockingLatexHoods v1.02). What could be wrong?

The main causes I found when editing mods to work with the Overlays mod were

- wrong file or folder names in the path to your overlays texture (see a few posts above, there is an example for how the full paths should look like)

- overlays texture file name not matching the world model file name of the armor in the .esp

 

Judging by the Locking Latex Hoods mod name, I assume it's a mod from the Devious Devices family. In that case, there is probably an "[armor-name]_scriptInstance" entry for the hood in the Armor group in the .esp. In a DD mod this is what your char is actually wearing, you'll need its world model for the overlays mod.

 

I made them the same way that I made the others so I have no idea why it wouldn't work.

Same here. Probably a file/folder name mismatch somewhere.

 

 

Have you tried out my newer attempts at immersive hoods and/or the blackout hood? If so, what do you think?

Posted

Not sure if that was to me, but yea I couldnt get the new one to work sorry~ the first one did but not the seconds.

 

Also if its based on something occupying the head slot, wouldn't the custom versions of blindfolds that block helmets work then?

Posted

I really like this. I'm waiting for the new version of helmet overlays to come out (partly due to the debug on screen issue and partly because it will have IFPV support which I just started using) but I will definitely be trying this out when I install it again. Just curious, do you think it would be possible to do an overlay for the devious blindfolds? Maybe a sort of reverse where instead of seeing just the center you can only see the edges of the screen? I think a lot of people would be interested in something like that and you seem to have the skills to do it.

Posted

Thanks for the kind words!

 

I have tried several times to get an overlay for the blindfold gag working, but it just wouldn't work. I've got an overlay texture done but no use for it.  :-/  If anybody would like to experiment with it, please see the attached file. I'm uploading this here "as is" and without support, please feel free to do with it what you like. The texture was created based on a NifScope screenshot of the DD harness gag.

 

/Edit: Argh, forgot the attachment:

gagHarnessBall_go.7z

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