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Bad Dog's Skimpy Clothes


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Posted

Perhaps this is already known info, but still...

 

The problem with the Black Boots(at least as far as CCOR calls the Warlock boot meshes), and similar meshes, seem to be centered around the meshes themselves, not the way the item is set up in-game. Recently tried out the mod UUNP Vanilla Outfits Bodyslides, which does exactly as it suggests. However, I tried to use the Warlock/Monk/Vaermina/etc robe meshes from Jerok's conversion of GomaPero's robe meshes. Almost predictably, I discovered that this leads to the same issue, where the boots are cut off when wearing robes such as those. So I tried comparing the meshes from the linked mod, and the ones from the Remodeled Armor for UUNP mod in Nifskope, and did not see too much of a difference, though something must be, if they render differently in-game when wearing those robes - since the meshes from RMA do not get cut off at all when using Goma's converted meshes, obviously since the Warlock/Monk/Vaermina/etc meshes in RMA do not cover up the boots at all. 

 

 

Posted

Perhaps this is already known info, but still [...]

If boots are being cut off or loosing the upper part of their meshes when equipping robes, that is probably because the robe ArmorAddons also have the "Calves" slot checked. Some clothing items do that in order to hide the upper part of some boots (assigned to the Calves partition instead of the Feet one as the rest of the boot mesh) and prevent clipping with the pants/legs of said clothing. Though obviously since the new skimpy meshes usually don't have pants or cover the legs anymore, you get the gap at the boots.

 

Should be easy to fix by editing the replaced robes AAs and removing the Calves slot from the list.

  • 5 months later...
Posted

Nice work, Bad Dog. Now I'm a little bit closer to having sexy clothes and armor for everyone in Skyrim. Really hoping you'll do the tavern wench, farm clothes and Jarl clothes for men too - that'll complete the set!

  • 5 months later...
Posted

Edit: Got it to work finally. Yiffyageconsolidated.esp kept activating when bashing patch in WyreBash.

I don't know why but Some of the clothes like the black mage clothes on NPC's and others like the Thalmor justiciar's have holes where their junk should be. And I disabled every single schlong in SOS and even tried changing these guys schlongs with the Player/NPC settings in MCM but they would not show at all whatever I did while they were wearing their armor. I also flagged their armor for revealing and still did nothing. Is it because they have tails? Something is stopping their "junk" from showing.

I have the sos revealing armors and skimpy as well as Yiffy age. Everything is installed. Just figuring out if there is any errors or bugs issues with all my mods running in my play through. And this is one of them I found.

These are what I have like your load order. I don't know what else to do. I even have YiffyAgeConsolidated.esp unchecked.

 

  Sexy Vanilla Armor for UNP, Revealing Armors for SOS and Bad Dog's Skimpy CLothes

Posted

yiffyageconsolidated shouldn't really make a difference, I don't think. Certainly I run with RA for SOS and Skimpy Clothes with YA enabled. 

 

The missing junk is because SOS has decided not to equip junk on that NPC, or has equipped junk but there's no available style for the NPC's race. I have had rare problems with SOS trying to put a female schlong on a male NPC. I haven't chased that down yet. Otherwise, SOS might not equip junk because it thinks the armor is concealing, but you say you checked for the revealing KW. 

 

I would load up your entire load order in TES5Edit and bring up one of the robes that has the problem. Maybe some other mod is overwriting the keyword.

  • 4 weeks later...
Posted
11 minutes ago, zarphus said:

is this for both male and female, or only male?

The mod will effect the male meshes for the items it changes, but since it also will change the items in-games(adding a keyword to tell SOS they are revealing), it means that females equipping the modfied armors will also share that functionality - however, this mod does not touch the female meshes. For that, you may consider something like the Remodeled Armor mod, which has versions for CBBE and UUNP - and you can use the Zap options in Bodyslide to make the females similarly skimpy as the male ones, and have less to no clipping with schlong meshes. Though that implies you are using a SOS addon that supports females, and isn't something like the No Schlong for Females mod, or the SOS Pubic Hair addon. 

  • 3 weeks later...
Posted
2 hours ago, Bad Dog said:

SE version up here: 

Are you going to update this version (LE) with the new armors for SE? I ask because the Dark Brotherhood and Nightingale armors are not present in this file but they are included in the SE download, so I don't know if they were made for LE but you forgot to pack them or they have been built specifically for SE.

Posted

Erm, guess I never posted those. I did them a while back. Just did some merchant and tavern clothes too. I'll put them up.

 

I *think*, with that last set, all clothes have now been made properly skanky. ?

Posted
On 7/31/2018 at 4:25 PM, Bad Dog said:

I *think*, with that last set, all clothes have now been made properly skanky. ?

I believe one variant of farmer clothes is missing, Farmclothes04

Posted

Has anyone had where on some outfits, not all of them, the schlong is missing and there is a hole in its place? 

For the merchant and hamerfell garb I see the schlong but for the mage robes I see the hole.

Posted

Clothes need a keyword so SOS knows to give the actor a schlong even though he's dressed. It seems that keyword is missing or not picked up. You can use the SOS MCM commands to make the NPC's clothes revealing.

Posted
15 hours ago, Bad Dog said:

Clothes need a keyword so SOS knows to give the actor a schlong even though he's dressed. It seems that keyword is missing or not picked up. You can use the SOS MCM commands to make the NPC's clothes revealing.

That did the trick, thank you so much.

Posted

Could this somehow work with arousal? Like this mesh appears with arousal > X ? Like creature framework works with swapping meshes, but I don't know if it's doable with armors.

  • 2 weeks later...
Posted

Now that most of them are done, I just realized I have a way better way to do this. Should do like this:

 

Load up the _1 weight of clothes. Load up the _0 weight. Then blend the _0 into the _1 as a shapekey. (!) Make modifications, clipping away whatever, subdividing where the mesh is stupidly blocky. Everything gets applied to both weights at once. (!) Export _0 and _1 and it all just works.

 

The same method will work to clip away parts of the body that don't show. That's a performance win but even more important it keeps the body from showing through the clothes when the guy moves. Load up _0 and _1 meshes, clip away whatever (usually butt and shoulders) and export. The two weights stay in sync. 

 

Gotta try this. Maybe I'll do Skimpy Immersive Armors, I've been wanting to get that mod back in my game.

Posted

So... that sorta worked. Trick is you have to keep the base unchanged, and put both the _0 weight and the modifications in separate shapekeys. Then you can stack the two and the right thing happens. Had a lot of trouble with the body mesh being out of place, but I don't think that was related.

 

Here's the Dawnguard armor. I made a slit up the butt for easy access and lulz, but my argonian says it's totally practical and why doesn't all my armor have it?

 

Spoiler

DG2.jpg DG3.jpgDG1.jpg  

 

Also I keep finding more stuff that needs converting. Miner's clothes, for sure, and there may be more DG stuff. 

Posted
2 hours ago, Bad Dog said:

So... that sorta worked. Trick is you have to keep the base unchanged, and put both the _0 weight and the modifications in separate shapekeys. Then you can stack the two and the right thing happens. Had a lot of trouble with the body mesh being out of place, but I don't think that was related.

If you are having trouble with the body and already have the actual armor meshes done, you could try using Outfit Studio to get the nifs exported.

 

That's how I build all of my male armors: I have a custom "project"/sliderset in OS that is simply the _0 SOS body mesh with a slider that goes to the _1 one. I import the meshes I want and fit them to the _0 body and do whatever else is needed (rigging them, fixing weight paints, delete parts, etc), then conform to the slider, and get the _1 shape too. This way you always make sure the _0 and _1 nifs are identical, as well as that Blender's export settings won't screw up the file or whatever.

 

Note that it is possible to do most of the armor building in Blender and get both the _0 and _1 shapes as OBJs (like you've done here), so all you need to do in OS is rigging and saving as nifs.

 

If you want to give this method a try, I'm pretty sure I posted the project with a small guide somewhere else in the forums, and I could help you with more detailed instructions on how to do it.

Quote

Here's the Dawnguard armor. I made a slit up the butt for easy access and lulz, but my argonian says it's totally practical and why doesn't all my armor have it?

Okay, that looks great. Funny how I've never liked the design of the Dawnguard armors, but I'd be happy to use it if it was that version, lol. I really like the collar, that's a nice touch. Was it actually part of the vanilla armor, or did you create it by reusing/merging parts or something like that?

 

You always know how to properly skimpy-fy the vanilla armors and clothes, looking forward to seeing how any future sets turn out.

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