Kimy Posted January 7, 2021 Author Posted January 7, 2021 3 minutes ago, Racoonity said: You could put it in as a straitjacket, until an animator shows up! ? ? Doesn't work like that, unfortunately. Armbinders are not completely encasing the arms, so they can't just be temporarily made invisible, which is what the straitjacket does.
naaitsab Posted January 7, 2021 Posted January 7, 2021 11 minutes ago, Kimy said: Doesn't work like that, unfortunately. Armbinders are not completely encasing the arms, so they can't just be temporarily made invisible, which is what the straitjacket does. Are you sure the straitjacket route is not possible? There are no arms or hands visible while wearing the binder. If you can "recycle" the straitjacket AA that is. 1
Guest Posted January 7, 2021 Posted January 7, 2021 57 minutes ago, Kimy said: Doesn't work like that, unfortunately. Armbinders are not completely encasing the arms, so they can't just be temporarily made invisible, which is what the straitjacket does. 44 minutes ago, naaitsab said: Are you sure the straitjacket route is not possible? There are no arms or hands visible while wearing the binder. If you can "recycle" the straitjacket AA that is. Spoiler Yeah, that's why I suggested it. ? If I remember correctly, none of the models from that mod uses animations, so they can be used like normal pieces of armor. The majority of "creative" mod outfits around uses as the main body a partially deleted base shape to avoid clipping: for example, an outfit using stockings would have its body deleted from tights down, mainly to avoid knee clipping in animations. This way you won't need need an animation for the arms, because there are no arms! ? (I'm sure you knew already, but in case you didn't ?) ? ps: Anyway, I'm sure I saw a boxbinding animation somewhere, maybe in the zaz animations pack? Or maybe in SD+? I think it was using the vanilla leather cuffs.
Guest Posted January 7, 2021 Posted January 7, 2021 22 minutes ago, Racoonity said: The majority of "creative" mod outfits around uses as the main body a partially deleted base shape to avoid clipping: for example, an outfit using stockings would have its body deleted from tights down, mainly to avoid knee clipping in animations. Another example: recently I made a BS conversion for the Rubber Resources mod. ? It uses a transparent version of the catsuit, but the original didn't have a body beneath at all! ? So I had to inflate it here and there, using tools and sliders, to make room for a body shape inside it. ? But I totally understand why the original author did that: it was the best way to make sure there wouldn't be any clipping issue (except for neck, wrists and ankles ?, but fixing that, for DD and RR, is on my list of things to do ?). ?
Kimy Posted January 7, 2021 Author Posted January 7, 2021 Oh wow, you guys are right! There is really no portion of the arm visible when wearing the boxbinder. In it will go! 5
mangalo Posted January 7, 2021 Posted January 7, 2021 A simpler alternative to the device hider ? https://www.nexusmods.com/skyrimspecialedition/mods/44097
Zaflis Posted January 7, 2021 Posted January 7, 2021 7 hours ago, Racoonity said: Try downloading the new version I uploaded. The underscores version is a typo, sorry. ? Yeah it works well now, petsuit isn't clipping anywhere, yay!
Guest Posted January 7, 2021 Posted January 7, 2021 33 minutes ago, Zaflis said: Yeah it works well now, petsuit isn't clipping anywhere, yay! Happy to hear that! ? ?
Taki17 Posted January 8, 2021 Posted January 8, 2021 The wooden yoke used in certain DDc furniture pieces seems to be a perfectly functional yoke on its own. Could it be added as a standalone item as well?
NIND (jimmyyu) Posted January 10, 2021 Posted January 10, 2021 [NIND] DD Armbinders 0.9b.zip Can someone with CBBE try this bodyslide for the EboniteElbowBinders to make sure it works on their preset too? It looks good on mine, but I want to check before I do the others or add in the UUNP sliders.
NIND (jimmyyu) Posted January 10, 2021 Posted January 10, 2021 On 1/5/2021 at 1:33 PM, Racoonity said: I guess it's a no, then... ? ? Sorry Racoon! I just saw your direct reply..... I can get both of them no problem. I'll make a combined sliderset for each of the elbow binders to support UUNP and CBBE.
NIND (jimmyyu) Posted January 10, 2021 Posted January 10, 2021 On 1/7/2021 at 12:00 PM, Kimy said: Without an animator making me that AA set, I can't put it in, unfortunately. Even when I'd really like to get a boxbinder pose in. I did! It's on the to-do list! On 1/7/2021 at 5:00 PM, Kimy said: Oh wow, you guys are right! There is really no portion of the arm visible when wearing the boxbinder. In it will go! Please note that this is the same way for the other ones in this mod and the expansions as well: The arms behind the bakc are not a pose.... they are part of the body. It occupies the hand slot as well so that doesnt appear.
Guest Posted January 11, 2021 Posted January 11, 2021 Hi everyone, ? I noticed that, when equipping any restrictive boots with a catsuit, boots' calves use to disappear: Spoiler So I checked the nif, and I found that boots had too many partitions: probably it was done on purpose, to give the effect that the boots were being worn under the catsuit, but that wouldn't explain why the tights part is visible... I deleted the exceeding ones in OS and this is the result: Spoiler If you wanted to test them, to see if everything is fine, I'd be really grateful ? Fixed Restrictive Boots.7z
Guest Posted January 11, 2021 Posted January 11, 2021 19 minutes ago, Baltasarr80 said: Thats an Artist at work o.O ? You're too kind ☺️
Kimy Posted January 11, 2021 Author Posted January 11, 2021 On 1/8/2021 at 2:42 AM, Taki17 said: The wooden yoke used in certain DDc furniture pieces seems to be a perfectly functional yoke on its own. Could it be added as a standalone item as well? I guess so? 1
UnEvenSteven Posted January 11, 2021 Posted January 11, 2021 1 hour ago, Racoonity said: Hi everyone, ? I noticed that, when equipping any restrictive boots with a catsuit, boots' calves use to disappear: So I checked the nif, and I found that boots had too many partitions: probably it was done on purpose, to give the effect that the boots were being worn under the catsuit, but that wouldn't explain why the tights part is visible... I deleted the exceeding ones in OS and this is the result: If you wanted to test them, to see if everything is fine, I'd be really grateful ? With those partitions removed the boots will now clip heavily with hobble dresses, hobble straitjackets and clothing and armor. The partitions were there to help prevent such clipping, it had nothing to do with the catsuit as they were added to the framework well after the boots IIRC.
Guest Posted January 11, 2021 Posted January 11, 2021 10 minutes ago, UnEvenSteven said: With those partitions removed the boots will now clip heavily with hobble dresses, hobble straitjackets and clothing and armor. The partitions were there to help prevent such clipping, it had nothing to do with the catsuit as they were added to the framework well after the boots IIRC. Got it, thanks! ? Just to clarify, I never intended this as a total replacement for everyone, but as a taste based replacement: I don't care much about that kind of clipping, but I know someone else does. ?
Guest Posted January 11, 2021 Posted January 11, 2021 7 minutes ago, Racoonity said: a taste based replacement That's why I gave a different name to the projects. ?
UnEvenSteven Posted January 11, 2021 Posted January 11, 2021 58 minutes ago, Racoonity said: Got it, thanks! ? Just to clarify, I never intended this as a total replacement for everyone, but as a taste based replacement: I don't care much about that kind of clipping, but I know someone else does. ? Fair enough, just to note I wasn't trying to call you out or anything. I may have a solution, though. It's something I tested before with earlier versions of the framework but couldn't get it to work, I tried again with the beta build and seems to work now. In the Armor Addon section of the CK there's a "Priority" setting. From my understanding the Priority setting tells the engine to favor displaying an article of clothing over another if their priority is set higher. The restrictive boots have a lower Priority than the catsuit as it is now, I gave the boots a slightly higher priority and now they appear to display properly with catsuits without messing with partitions or biped slots. Also changed the priority of pony boots since they had the same issue. Because of the change to the boots I also had to change to priority settings for hobble dresses and straitjackets so they hide the proper partitions of restrictive boots to prevent clipping. Appears to work but there could be unforeseen issues with other devices. Here's a patch if anyone wants to test, may need to remove any devices you're currently wearing and try putting them back on. If all is well with the priority changes then perhaps Kimy can merge them in to the framework. AAPriorityTestPatch.esp 1
Guest Posted January 11, 2021 Posted January 11, 2021 41 minutes ago, UnEvenSteven said: Fair enough, just to note I wasn't trying to call you out or anything. I may have a solution, though. It's something I tested before with earlier versions of the framework but couldn't get it to work, I tried again with the beta build and seems to work now. In the Armor Addon section of the CK there's a "Priority" setting. From my understanding the Priority setting tells the engine to favor displaying an article of clothing over another if their priority is set higher. The restrictive boots have a lower Priority than the catsuit as it is now, I gave the boots a slightly higher priority and now they appear to display properly with catsuits without messing with partitions or biped slots. Also changed the priority of pony boots since they had the same issue. Because of the change to the boots I also had to change to priority settings for hobble dresses and straitjackets so they hide the proper partitions of restrictive boots to prevent clipping. Appears to work but there could be unforeseen issues with other devices. Here's a patch if anyone wants to test, may need to remove any devices you're currently wearing and try putting them back on. If all is well with the priority changes then perhaps Kimy can merge them in to the framework. AAPriorityTestPatch.esp 72.32 kB · 1 download This is awesome and definitely a better solution than mine!! ?
NIND (jimmyyu) Posted January 11, 2021 Posted January 11, 2021 22 hours ago, NIND (jimmyyu) said: [NIND] DD Armbinders 0.9b.zip 938.11 kB · 5 downloads Can someone with CBBE try this bodyslide for the EboniteElbowBinders to make sure it works on their preset too? It looks good on mine, but I want to check before I do the others or add in the UUNP sliders. I'll go ahead and add the UUNP sliders tonight for both binders and submit for merging @Kimy
Guest Posted January 12, 2021 Posted January 12, 2021 20 hours ago, Racoonity said: Hi everyone, ? I noticed that, when equipping any restrictive boots with a catsuit, boots' calves use to disappear: Reveal hidden contents So I checked the nif, and I found that boots had too many partitions: probably it was done on purpose, to give the effect that the boots were being worn under the catsuit, but that wouldn't explain why the tights part is visible... I deleted the exceeding ones in OS and this is the result: Reveal hidden contents If you wanted to test them, to see if everything is fine, I'd be really grateful ? Fixed Restrictive Boots.7z 3.56 MB · 12 downloads 17 hours ago, UnEvenSteven said: Fair enough, just to note I wasn't trying to call you out or anything. I may have a solution, though. It's something I tested before with earlier versions of the framework but couldn't get it to work, I tried again with the beta build and seems to work now. In the Armor Addon section of the CK there's a "Priority" setting. From my understanding the Priority setting tells the engine to favor displaying an article of clothing over another if their priority is set higher. The restrictive boots have a lower Priority than the catsuit as it is now, I gave the boots a slightly higher priority and now they appear to display properly with catsuits without messing with partitions or biped slots. Also changed the priority of pony boots since they had the same issue. Because of the change to the boots I also had to change to priority settings for hobble dresses and straitjackets so they hide the proper partitions of restrictive boots to prevent clipping. Appears to work but there could be unforeseen issues with other devices. Here's a patch if anyone wants to test, may need to remove any devices you're currently wearing and try putting them back on. If all is well with the priority changes then perhaps Kimy can merge them in to the framework. AAPriorityTestPatch.esp 72.32 kB · 7 downloads Thanks! I tested it, and it seems to work. ? I set already all catsuit straitjackets to use priority 5 or less (restrictive boots use p6). ? I'm writing down a priority list: if anyone finds a conflict like this, tell me please, so I can add it there. ?
naaitsab Posted January 12, 2021 Posted January 12, 2021 I added the 3 part 'boxbinder' set files that have permissions from the creator in a file. I also added the CBBE conversion by NIND to the file. If @Racoonity or @NIND (jimmyyu) could take look at it to finalize them. I think the original UUNP files need some adjustments as the body has non-standard parts like 'bush' need to go. As for the Bodyslide NIF build location I would suggest meshes\devious\expansion but perhaps @Kimy has another idea? BoxBinder.7z
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now