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Has any work started on a sexlab framework for Fallout 4?

 

Have the devs of sexlab framework made any official statement yet?

CPU is the main known dev of the ST (SexTec) framework, which is the Fallout 4 version of SL. I think Ashal and maybe other SL contributors are wanting to work on it, but I'm not sure and this is mostly speculation.

 

Now, CPU already answered that question somewhere. But, although I can't find his words exactly, there is a lot of things missing to be able to create the full framework :

 

We don't have the CK to write scripts.

We also don't have a reliable way to create animations (there was hkxcmd in Skyrim).

Finally, we don't have a way to launch animations (FNIS in Skyrim).

 

Now, some people (wink wink) are working on exactly these tools, but results aren't even guaranteed yet.

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We also don't have a reliable way to create animations (there was hkxcmd in Skyrim).

Finally, we don't have a way to launch animations (FNIS in Skyrim).

 

Now, some people (wink wink) are working on exactly these tools, but results aren't even guaranteed yet.

I really wish you the best luck and success to get this working.

 

Without that, adult/porn mods will be text-only or fade-to-black. Even the regular screenarcher business is unbelievably boring without posing mods, all you can do is stand around and wait for your char to play the least stupid looking vanilla idle.

The player char won't even change his facial expression when firing a gun or things like that, maybe we can at least get facial expressions working with the CK.

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We also don't have a reliable way to create animations (there was hkxcmd in Skyrim).

Finally, we don't have a way to launch animations (FNIS in Skyrim).

 

Now, some people (wink wink) are working on exactly these tools, but results aren't even guaranteed yet.

I really wish you the best luck and success to get this working.

 

Without that, adult/porn mods will be text-only or fade-to-black. Even the regular screenarcher business is unbelievably boring without posing mods, all you can do is stand around and wait for your char to play the least stupid looking vanilla idle.

The player char won't even change his facial expression when firing a gun or things like that, maybe we can at least get facial expressions working with the CK.

 

My char changes expressions when firing a gun, just like before in FONV. That must be broken just for you.

post-197452-0-87050200-1456527477_thumb.png

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Has any work started on a sexlab framework for Fallout 4?

 

Have the devs of sexlab framework made any official statement yet?

Not Really

 

and

 

Not really

 

Will you be tryin your hand at a prego mod for FO4? Enjoyed your FONV mods thoughly, thanks for that.

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Will you be tryin your hand at a prego mod for FO4? Enjoyed your FONV mods thoughly, thanks for that.

Probably not as there are a couple of people already interested who are better scripters than I am, so hopefully I will work on other more devious less framework stuff :)
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Probably not as there are a couple of people already interested who are better scripters than I am, so hopefully I will work on other more devious less framework stuff :)

 

 

I will not work for a specific "prego" mod.

But for sure I will work on the framework that this mod will use.

 

The animation system is progressing (but still not finalized), and for scripting it is almost the same as Skyrim, so when the CK will be out I will start right away.

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Fallout 4 uses the exact same engine as Skyrim (creation engine) it's just been given a major facelift.

 

So I would assume that writing code/scripts for mods would be almost identical to that of Skyrim.

 

All that modders need is the CK and then, and ONLY then, we will finally see the truly spectacular mods.

 

And where the hell is the creation kit? I read that it was due for release in Q1 of this year.

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Fallout 4 uses the exact same engine as Skyrim (creation engine) it's just been given a major facelift.

 

So I would assume that writing code/scripts for mods would be almost identical to that of Skyrim.

 

All that modders need is the CK and then, and ONLY then, we will finally see the truly spectacular mods.

 

And where the hell is the creation kit? I read that it was due for release in Q1 of this year.

 

Sometime in April.

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Fallout 4 uses the exact same engine as Skyrim (creation engine) it's just been given a major facelift.

 

So I would assume that writing code/scripts for mods would be almost identical to that of Skyrim.

 

All that modders need is the CK and then, and ONLY then, we will finally see the truly spectacular mods.

 

And where the hell is the creation kit? I read that it was due for release in Q1 of this year.

 

Very similar engine not 100% the same. let's say 98% the same.

 

Scripting will be really similar, with a few new benefits. But if you know how to script for Skyrim, then it will be a piece of cake to do scripting for FO4.

 

After a little while (consider that an awesome mod is not done in a night), but substantially yes.

 

The official post is that we will get it in April. (Between DLC1 and DLC2) Q1? Not really, but close. No shame on the game developer for that (Bethesda.)

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My char changes expressions when firing a gun, just like before in FONV. That must be broken just for you.

Your pic is in VATS... screenarchery doesn't mean pressing the screenshot button while playing, it's about staging digital art.

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Fallout 4 uses the exact same engine as Skyrim (creation engine) it's just been given a major facelift.

 

So I would assume that writing code/scripts for mods would be almost identical to that of Skyrim.

 

All that modders need is the CK and then, and ONLY then, we will finally see the truly spectacular mods.

 

And where the hell is the creation kit? I read that it was due for release in Q1 of this year.

 

Very similar engine not 100% the same. let's say 98% the same.

 

Scripting will be really similar, with a few new benefits. But if you know how to script for Skyrim, then it will be a piece of cake to do scripting for FO4.

 

After a little while (consider that an awesome mod is not done in a night), but substantially yes.

 

The official post is that we will get it in April. (Between DLC1 and DLC2) Q1? Not really, but close. No shame on the game developer for that (Bethesda.)

 

 

 

With everything else being so similar between Skyrim and FO4 I'm surprised the CK for Skyrim wouldn't work with FO4 (with a little...modification?). Do you know if anyone has looked at making the CK of Skyrim work for FO4?

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Fallout 4 uses the exact same engine as Skyrim (creation engine) it's just been given a major facelift.

 

So I would assume that writing code/scripts for mods would be almost identical to that of Skyrim.

 

All that modders need is the CK and then, and ONLY then, we will finally see the truly spectacular mods.

 

And where the hell is the creation kit? I read that it was due for release in Q1 of this year.

 

Very similar engine not 100% the same. let's say 98% the same.

 

Scripting will be really similar, with a few new benefits. But if you know how to script for Skyrim, then it will be a piece of cake to do scripting for FO4.

 

After a little while (consider that an awesome mod is not done in a night), but substantially yes.

 

The official post is that we will get it in April. (Between DLC1 and DLC2) Q1? Not really, but close. No shame on the game developer for that (Bethesda.)

 

 

 

With everything else being so similar between Skyrim and FO4 I'm surprised the CK for Skyrim wouldn't work with FO4 (with a little...modification?). Do you know if anyone has looked at making the CK of Skyrim work for FO4?

 

 

holy crap.

 

the ignorance.

 

i'm disappointed.

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My char changes expressions when firing a gun, just like before in FONV. That must be broken just for you.

Your pic is in VATS... screenarchery doesn't mean pressing the screenshot button while playing, it's about staging digital art.

 

Yeah, it was. So what. Facial animations aren't broken was my point.  Glad that's settled.

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Will you be tryin your hand at a prego mod for FO4? Enjoyed your FONV mods thoughly, thanks for that.

Probably not as there are a couple of people already interested who are better scripters than I am, so hopefully I will work on other more devious less framework stuff :)

 

What could be more devious than your previous contributions? I suppose only time will tell.

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With everything else being so similar between Skyrim and FO4 I'm surprised the CK for Skyrim wouldn't work with FO4 (with a little...modification?). Do you know if anyone has looked at making the CK of Skyrim work for FO4?

I'm going to give you some insights of what actually changed between the Skyrim data and the FO4 one.

 

1 - Most of the containers were carried over to 64 bits.

To keep it in simple terms, that means that the size (in bytes) of every address has been doubled in memory (from 4 to 8 bytes). So, everythin AFTER these values have also been moved.

2 - Some modding data was added or moved.

That's especially true for the mod files. The internal structure of a .esp file is well known in Skyrim, but not so much in Fallout 4. This is due to the fact some things were added or moved. So, everything after what was added or moved isn't valid.

 

And also, some insights about how the Creation kit works.

 

1 - I don't know.

And to be fair I think noone outside Bethesda knows how the CK works. This is mostly because we never had to open the CK and find out how it works. It had no interest back when we had it for FO3, FNV, Skyrim. Because we had it, and it was enough.

Now, actually opening it and finding out what it does is a time-consuming thing (we're talking a few dozen nights of unpaid work for people with the right knowledge and the right tools). It so happens that people with this ability would focus on other things that I guess they find more entertaining : creating and using meshes (the NifTools guys), extracting data from the game (mostly Figment), the Script Extender (the SilverLock guys : beHippo, Schlangster, ...), RaceMenu (Qazyhn), etc...

 

So, with these informations, I think you can guess that people with the ability to understand source code, the willingness to develop tools for Fallout 4 and the time to invest in this task are pretty rare. Add to that the fact modifying the CK to use it for FO4 would be a temporary solution anyways, obsolete in at best 6 months because it would have been replaced by the new official CK, and you may understand why nobody attempted it.

 

 

But, and I can't say it enough, if you're (or anyone else is) willing and motivated to try and do that yourself, go ahead ! Nobody just came out and became a godly programmer the day they touched a keyboard, and wanting to convert the Skyrim CK to FO4 is as good as any reason to get into programming.

 

Here are some hints about how/where to get started :

C++ with MSVC : This is the base, as it will allow you to actually write code for your computer. There is plenty of stuff out there to learn about it, I guess either CodeCademy , Udacity or things like that can help too. There's also a tutorial available on Microsoft site directly.

Retro-engineering : You can educate yourself about retro-engineering (over on the dedicated subreddit or using the available resources on the interwebs). This is basically the art of understanding how a thing that works works, but the subject is vast, so try to stick to programming it that's what you want to do.

Code injection : You'll probably also need to know MSVC and have some notions about either Reflection or DLL injection. You can also learn that on the net. I'd recommend keeping that for the end as it wouldn't be really interesting on its own.

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Here are some hints about how/where to get started :

 

 

Oh, that is now some proper trolling :D Knowing a bit of programming and all the concepts, I can say that even if we had full source code for CK3, it would take much more time to get it working with Fallout 4 than just waiting for official new CK from Bethesda, even if it comes out later than April. And starting from scratch? Muahaha.

 

Yeah, better work on some other stuff.

 

I'm actually wondering, did someone extract animation skeleton and base mesh of the characters from the game? I mean I think mesh yes, but skeletons? Any tools from Skyrim working for F4 to do that maybe? I saw that people already add new meshes to the game, so I guess it's already possible to extract things, right?

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Oh, that is now some proper trolling :D Knowing a bit of programming and all the concepts, I can say that even if we had full source code for CK3, it would take much more time to get it working with Fallout 4 than just waiting for official new CK from Bethesda, even if it comes out later than April. And starting from scratch? Muahaha.

I'm not arguing that anyone could start from scratch without any knowledge of programming and do it before April. I'm just saying that if someone is genuinely interested in this stuff, that he can learn about it using these keywords.

 

The full CK source code wouldn't be necessary to inject some code at the right place and allow use/decryption of Falloout 4 data format instead of Skyrim's. The more I think about it the more I feel like with good knowledge someone could have some functions available before the real CK happens if he started today.

 

However, my point was that most people who could weren't gonna do it because they aren't interested.

 

I'm actually wondering, did someone extract animation skeleton and base mesh of the characters from the game? I mean I think mesh yes, but skeletons? Any tools from Skyrim working for F4 to do that maybe? I saw that people already add new meshes to the game, so I guess it's already possible to extract things, right?

For the meshes, yes. There's NifSkope that allows to extract meshes from the game files.

 

For the skeleton, I know Highflex had some success with his tool but I think skeleton extraction was one of the things that didn't work. I myself am stuck on how the skeleton data is represented (the things called RELARRAYs), so it won't be available yet on the next version of hkxpack. I hope to be able to solve it soon though, as it is somewhat important.

 

For the record, we already know where and how the skeleton data is stored. We just don't know exactly how to convert the 0s and 1s ourselves into readable data.

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