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Haydee Modding


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Posted

Anyone know the proper steps that need to be taken when using the exporter with Blender? I keep making dmesh files but edith pops the error "Failed to load stream" each time I try to export it to make a mesh file.

Posted

I went and made a proper head mod so you can swap it with the helmet. I used the name Eva as the name for the folder where the human head is located. Just unzip and place the files and thats it. This is the lines you add to the haydee outfit file.

 

   mesh
    {
        mesh        "Outfits\Haydee\EvaHead.mesh";
        skin        "Outfits\Haydee\EvaHead.skin";
        material    "Outfits\Eva\Body.mtl";

        common        true;
        mask        true;
        visor        true;
        jacket        true;

        slot        "Head" "Eva";
     }

 

   mesh
    {
        mesh        "Outfits\Haydee\CydeeHead.mesh";
        skin        "Outfits\Haydee\CydeeHead.skin";
        material    "Outfits\Eva\CydeeBody.mtl";

        common        true;
        mask        true;
        visor        true;
        jacket        true;

        slot        "Head" "Cydee";
     }

 

   mesh
    {
        mesh        "Outfits\Haydee\HaydaHead.mesh";
        skin        "Outfits\Haydee\HaydaHead.skin";
        material    "Outfits\Eva\Body.mtl";

        common        true;
        mask        true;
        visor        true;
        jacket        true;

        slot        "Head" "Hayda";
     }

 

 

Heads.rar

Posted
On 12/31/2018 at 3:22 PM, piddlesworth said:

Upon getting new hardware and reinstalling Haydee, I think I have realized the "problem" many are having with the mod pack in my earlier post:

Technically it works, but on the current versions of Haydee instead of loading all outfit data when loading the game, it instead only loads the outfit files (I think) for outfits other than the one the game is starting on and then, when you actually select any outfit, it will load all of the data at that time.  While this allows faster initial loading of the game, this gives the appearance of the game hanging whenever you switch to a larger outfit pack when in fact it's just loading... for up to 4 minutes straight.  This makes it completely pointless to have more than two such outfit packs loaded at a time (in addition to the default Haydee outfit) as you are unable to even scroll past one of these outfits without waiting for it to load fully to get to the others.  There's really no reason to even have more than one outfit pack at a time, in fact.  If your game is doing this, the only reasonable solution that I can come up with is to move all .outfit files not part of the specific pack you want to try out from the Outfits directory (I suggest moving them to the Outfits/scripts directory).  So, in the hopes that this enables more people to have fun with what is essentially a character creator that combines almost all of the mods previously posted in this thread, I will repost the link (make sure to read the earlier posts if you want the details about it):

Download link: https://mega.nz/#!aSBHwAYK!yfasdKW3SnFxq6WmG_1REW-RKY2Q8K83AhyFb4aTdxU (690 MB, 5.00 GB unpacked)

Also, since the earlier post's images were deleted by the image host losing its URL, I will repost the images here:
 

SuitedCyborg is the first main outfit class and it makes use of the Cyborg body type that default Haydee also uses.  Here are some screen shots of this outfit class:

SC01.png SC02.png SC03.png SC04.png SC05.png SC06.png SC07.png SC08.png SC09.png SC10.png

SuitedHuman is the second main outfit class and it makes use of the Human body type, specifically those models with no cleavage between the breasts.  Here are some screen shots of this outfit class:

SH01.png SH02.png SH03.png SH04.png SH05.png SH06.png SH07.png SH08.png SH09.png SH10.png

NudeHuman is the third main outfit class and it makes use of the Human body, specifically those models with cleavage between the breasts.  Here are some screen shots of this outfit class:

NH01.png NH02.png NH03.png NH04.png NH05.png NH06.png NH07.png NH08.png NH09.png NH10.png

The fourth obvious main outfit class to include would be a nude cyborg class, using nude cyborg bodies.  Unfortunately no one has made those, but as a hacky way around having to make those that also allows the use of existing human body models is the "Topless" type outfits, which simply make the heads and arms from NudeHuman mods completely transparent.  So the fourth outfit class, although a minor one assembled from the assets of the other classes, is the Topless class.  The problem with this approach to a nude cyborg body is that it leaves places where the different model parts don't match up.  For example, even using the assets this was originally designed to use, there are gaps in the shoulders that allow seeing through the body.  A change I've made from the original Topless mods is to make the body covers two-sided to lessen how apparent this is, but some of the body combinations don't even have the neck line up.  Here are some screen shots of this outfit class:

TL01.png TL02.png TL03.png TL04.png TL05.png TL06.png TL07.png TL08.png TL09.png TL10.png

The fifth class is the PaintedOn class, which includes all of the mods with clothed torsos that show cleavage and thus need to be applied to the NudeHuman body models instead and also includes many of the mods from the SuitedHuman class since some of those were intended to be applied to the nude human bodies as well (at least the small-breasts ones, anyway).  Here are some screen shots of this outfit class:

PO01.png PO02.png PO03.png PO04.png PO05.png PO06.png PO07.png PO08.png PO09.png PO10.png

REMINDER: If your game appears to hang when switching outfits, you will need to remove all .outfit files other than those used by the outfit pack you wish to use from the Outfit directory (I recommend to the Outfit/scripts directory).  It should be obvious which .outfit files belong to which pack based on their file names, easily selected when sorted alphabetically.  Depending on the outfit pack you are testing, the game's initial load will take approximately 1 minute to 6 minutes longer, but as long as you have only one outfit pack in use this loading should only occur upon the game starting up.  When uninstalling this outfit pack, remember to replace the haydee.outfit file in the Outfits directory, and also remember to not delete the Outfits/Haydee directory.

What if I want to merge Inverted nipple (by Alan47) surface with another mod, not included here, how do I extract it? I don't see any .dds files. Or maybe there is an original post with this suit? I can't find it anywhere.

Posted
23 hours ago, Mandred said:

What if I want to merge Inverted nipple (by Alan47) surface with another mod, not included here, how do I extract it? I don't see any .dds files. Or maybe there is an original post with this suit? I can't find it anywhere.

bump

  • 2 weeks later...
Posted
On 4/28/2019 at 2:03 PM, Mandred said:

What if I want to merge Inverted nipple (by Alan47) surface with another mod, not included here, how do I extract it? I don't see any .dds files. Or maybe there is an original post with this suit? I can't find it anywhere.

 

On 4/29/2019 at 1:36 PM, kiri445566 said:

bump

There are two ways to accomplish this.

The first is to incorporate your mod into the mod pack, thus enabling all options to be used with your mod of choice, including the Inverted Nipple option.  The way to do this is to add the components of your mod to the "Class_SuitedCyborg.______List" files as well as make mod-specific list files in a subdirectory somewhere.  It is probably easiest to just look at these files and copy the format, but to attempt to explain it in an example: to add just a body surface mod, you need to add a directory name and mod name to Class_SuitedCyborg.BodyModList, for example the entry for PlayFree, from which the Inverted Nipple option comes, has "homeless" as the directory in which the mod-specific list files are stored (on account of the original author not giving them their own directory) and "PlayFree" as the prefix for the relevant list files in that directory (make sure to leave a blank line after each mod so it gets read correctly).  In that directory, then, we need files using the prefix ending with .DList, .EList, NList, and SList, which list the Diffusion maps, Emission maps, Normal maps, and Specular Maps that the mod consists of.  Using PlayFree as our example again, PlayFree.DList contains the location within the Outfits directory of the Diffusion map (*.dds) on the first line and the name to be associated with it on the second.  The other three files follow the same format, skipping the names if there is only one option used by the mod, and even using "N/A" if there's no associated file.  The exception is *.Slist, which also needs to list the specular values which will be used in the *.mtl files.  With all of that set up, make sure that the contents of the "current.class" file in the Outfits directory is just "Class_SuitedCyborg" or whichever class you are intending to add to and then run "!ClassBodyMaker.vbs" in the Outfits directory (you may need to copy this from the scripts directory).  This will construct all of the *.mtl files as well as the *.outfit file for the mod you are adding (named for the class and mod).  This may all sound annoying, but it is honestly the only way I could figure out to make it possible to add stuff given how the game requires *.outfit files and *.mtl files individually list out all combinations of elements to be combined.  Adding any other sort of mod element can be added in the same way, as long as the correct list file and script is used.

The second way to accomplish this is to do it outside of adding it to the pack, by simply looking for the asset and adding it to your mod.  For example, Class_SuitedCyborg.SurfaceList contains "Inverted Nipple (Haydee Suits)" located at "homeless\PlayFree_N.dds".  To add this to your mod directly, simply change the *.mtl file for your mod to use "normalMap "Outfits\homeless\PlayFree_N.dds";" instead of whichever normal map it is currently using, which is probably "normalMap "Outfits\Haydee\Suit_N.dds";".  Note that my *.mtl files use formatting to be human-readable, but this isn't necessary, only a convenience.  If you want to have Inverted Nipples only be an option, you will have to make *.mtl files for both the normal and inverted nipple options and then edit your *.outfit file to allow you to select between them.  To clarify the *.outfit file format a bit, each possible combination of mesh, skin, and material (*.mesh, *.skin, and *.mtl) needs to be listed as its own entry, with "slot" tags being used to enable selecting the options.  Again, it's best to look at examples to understand how this works.

Edit: I want to emphasize here that the inverted nipple surface (normal map) only works on other mods that follow the same format as the *.dds of the original Haydee model.  You can't, for example, apply the Inverted Nipples option to most of the full-human bodies because the *.dds formats they use are completely different from the original Haydee model.

Posted

How would I go about adding a new slot to a class? I'm trying to add some of the penises from the FUTA2 mod on Steam. I created a new directory with the .mesh and .skin files, then I created a new file called "Class_Topless.PenisList" that pointed to the files in the new directory. I then ran the !ClassBodyMaker script in the Outfits directory (current class was set to Topless), but I didn't see a new slot, and it seemed to add another body on top of the existing body.

Posted
On 5/17/2019 at 5:12 PM, FutonArizona said:

How would I go about adding a new slot to a class? I'm trying to add some of the penises from the FUTA2 mod on Steam. I created a new directory with the .mesh and .skin files, then I created a new file called "Class_Topless.PenisList" that pointed to the files in the new directory. I then ran the !ClassBodyMaker script in the Outfits directory (current class was set to Topless), but I didn't see a new slot, and it seemed to add another body on top of the existing body.

You would have to modify my scripts to add more slots than I currently use.  In general, to add a slot to a *.outfit file, just add its tag to any entry in that *.outfit file and then it will show up for all options of that outfit.  But, because those other options do not interact with that tag, they will show up regardless of what you select on that slot.  In order to make other options interact with the selection you need to explicitly insert that slot and a corresponding selection to activate those options.  Doing this by hand for every relevant combination of slot selections is annoying, hence another reason why I made the scripts.  But, for your specific goal I'm not sure of the best way to go about it since I am unfamiliar with those assets.  My suggestion would be to look at how all of the breast size/body shape options are handled and copy that setup.

Posted
On 5/17/2019 at 5:12 PM, FutonArizona said:

How would I go about adding a new slot to a class? I'm trying to add some of the penises from the FUTA2 mod on Steam. I created a new directory with the .mesh and .skin files, then I created a new file called "Class_Topless.PenisList" that pointed to the files in the new directory. I then ran the !ClassBodyMaker script in the Outfits directory (current class was set to Topless), but I didn't see a new slot, and it seemed to add another body on top of the existing body.

This may be too late to help you, but I just realized there's a possibility it's really easy to do what you want to here: if all you are doing is adding new body shapes, and those body shapes reference the same formats in the *.dds files, then you can probably literally just modify the Class_SuitedCyborg.BodyList file and rerun my scripts without any modifications and get what you are after.  This will simply add your new body shapes to the body shape options slot, so no new slot is needed.

Posted
On 5/30/2019 at 12:36 AM, faszsetudja1998 said:

Does anyone still has the Tomb Raider Gold finder outfit for haydee in any format? Such as google drive or something?

https://youtu.be/xqQ2A0K4PT8

here's a video how it looks

 

I think so:

Gold Finder.7z

 

But I've tried dropping it into my outfits directory and it doesn't work, at least not in its present state. I think it has a lot of dependencies on other mods, like specific skins and hair variety, and I don't have those installed so I get a lot of whitebody. If you have the right base mods installed already you may have better luck than me.

 

But the suit files inside - D, N and S - are good. In fact, I used them in this mod:

 

Tombraiderbetapreview.jpg.6a56eab02c1ab9cb3e16e63772a26cce.jpg

 

Currently beta, another mod made from borrowed parts, credit to LK, Simplesim and 4as. I'd like to know who made Gold Finder, but they didn't leave a note in the .outfit file.

 

TombRaiderBeta.7z

 

I'd appreciate it if someone could test it out. I'm trying to use the censor map to create a better reflectivity/wet effect. Normally the S map only shines when light falls on the texture, but leaves them looking dry in the shadows. I wanted a bit of shine to show:

 

wetmapinshadowpreview.jpg.4efc815055a3f2c362da69617416db8a.jpg

 

You can see a little bit of what is supposed to look like droplets of water running down her skin in that image, that's kind of what I'm trying to get. But I'd like a pair of fresh eyes to see if it's actually worth doing. Censorship has to be activated in the game settings menu for it to work.

Posted

Just DLed the whole pack on steam, but apparently not all of them are included in the content like the one in the attached image, and skin packs like that kill la kill girl I often see in haydee mod vids, hopefully those missing files are re-uploaded on Steam

Haydee 'Samus thicc' mod.png

Posted

I have models that I want to be implemented within Haydee, however, I have no experience in modding the game. Is anyone willing to add these into Haydee? Or is it possible to make these playable?

 

Pictures of the models:

 1274517137_modelsblue.PNG.3cf781abcbe164220a49fbbcaab5e964.PNGmodel.PNG.088203d8b13f9d3c39174112ff8a0077.PNG

Posted
On 22/6/2019 at 21:34, PinataMeme said:

Tengo modelos que quiero implementar dentro de Haydee, sin embargo, no tengo experiencia en la modificación del juego. ¿Alguien está dispuesto a agregar estos en Haydee? ¿O es posible hacer estos jugables?

 

Fotos de los modelos:

 1274517137_modelsblue.PNG.3cf781abcbe164220a49fbbcaab5e964.PNGmodel.PNG.088203d8b13f9d3c39174112ff8a0077.PNG

if possible, copying and editing the file haydee.outfit and change the name to the file haydee.outfit  in a text editor for example Notepad++ ,i am willing to add into haydee, if you want i help you

Posted
13 hours ago, tavo9707 said:

if possible, copying and editing the file haydee.outfit and change the name to the file haydee.outfit  in a text editor for example Notepad++ ,i am willing to add into haydee, if you want i help you

By all means, go ahead thanks!

 

though I would like some tutorials as to how I can make models playable myself in the future. Is there a guide anywhere on the web that shows me how to?

If so, could you perhaps link it?  

 

Posted
On 6/30/2019 at 4:28 AM, manserpent said:

I don't know why, but my mod is messed up.
Help?

Sorry I didn't look into this sooner. Anyway, it's the .skin files. You're still using the default ones, so it's trying to map the vertices from the default Haydee model to your model. You have to save your own .skin files when you save the .mesh from EDITH.

Also, you don't need to include all the files from the default Haydee folder, only the changed ones. You can just reference the original files in the Haydee folder from the .outfit file.

  • 3 weeks later...
Posted
On 7/28/2019 at 9:39 AM, punkin2011 said:

 

it is awsome can you do a samara from mass effect5ce3f5ecc24ff3137206659.jpeg.2eb47158139a4b1e18ab5d2e3818bdd7.jpeg

 

Sorry to say, I can't model worth a damn. My Liara mod is made from borrowed parts and a lot of texture work (I like to think that it looks good). I haven't got a place to start on a Samara.

 

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