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Posted
36 minutes ago, naaitsab said:

But as the arms are moved back in that MT I'm guessing it will clip at the back.

Arms not clip back if you use armbinder pose, but got deformation  of straitjacket shoulders.

Spoiler

ScreenShot22.jpg.8a7a902fd397ffeff06007c9ce938c52.jpg

 

The best version is:

Spoiler

ScreenShot23.jpg.e217c921a57d3f67edc4d9f588909a38.jpg

 

@vaultbait For that you need use  DD_EffectSpell_CuffedWrists_Institute_FrontLow "Restrained Hands" [SPEL:0B09EA9D]

It always use hands animation forward and with jump not deforming shoulders. See in xedit:

 

Spoiler

Clipboard.jpg.51fe77c7b6604fde46799d33698d0abe.jpg

 

Posted
On 7/11/2021 at 11:42 PM, izzyknows said:

You can. Kimy has pretty much abandoned this mod. Just not "officially" said so.

 

Drop the attached file in your Fallout4 folder, change the first 2 digits to match your load order for each key (d044e9f). Then in game run bat keys.

Tip: easy way to find the prid, help chastity 4 keym. The txt files are not loaded like normal game files, so you can edit them while running the game.

keys.txt 46 B · 29 downloads

 

Are you able to do this the same way to remove the keys from your inventory? I tried making a seperate txt files for removing the keys, but all it did was give me the item count

Posted (edited)
23 minutes ago, SpicyNuggies24 said:

 

Are you able to do this the same way to remove the keys from your inventory? I tried making a seperate txt files for removing the keys, but all it did was give me the item count

That would be something like

player.drop XX44e9f

player.drop XX04c57

or

player.removeitem XX44e9f

player.removeitem XX04c57

Which would drop 1 key. I you want more then you need to define an amount. ie: player.drop XX44e9f 6

Edited by izzyknows
Posted
2 hours ago, Elsidia said:

For that you need use  DD_EffectSpell_CuffedWrists_Institute_FrontLow "Restrained Hands" [SPEL:0B09EA9D]

It always use hands animation forward and with jump not deforming shoulders.

 

Aha, good point! I hadn't looked closely at the straitjackets and forgot they're bound in front of the body rather than behind, so the front cuffed position does seem far better suited. Thanks!

 

@naaitsabWould you consider adding that effect to all the straitjackets?

Posted (edited)
43 minutes ago, vaultbait said:

Aha, good point! I hadn't looked closely at the straitjackets and forgot they're bound in front of the body rather than behind, so the front cuffed position does seem far better suited. Thanks!

But this will not solve floating ring problem will it maybe now float a middle of SJ

There still separate anims - high front low back middle back and strict back.

Edited by Elsidia
Posted
5 minutes ago, Elsidia said:

But this will not solve floating ring problem will it maybe now float a middle of SJ

 

That's at least less distracting than having them fly about, and also solves the crazy shoulder morphs.

Posted
17 minutes ago, vaultbait said:

That's at least less distracting than having them fly about, and also solves the crazy shoulder morphs.

I check back middle arms animation - it's moves a shoulders and lightly damages shoulders, that means my first version will be best version of worse. Can try institute effect high then ring will float in middle air, or in first version low air.

 

Posted (edited)
1 hour ago, Elsidia said:

I check back middle arms animation - it's moves a shoulders and lightly damages shoulders, that means my first version will be best version of worse. Can try institute effect high then ring will float in middle air, or in first version low air.

 

 

Worst case, we just add the hand biped slots to straitjackets so that rings are removed. I'm mostly concerned about the shoulder problems reported anyway. Thanks for the testing!

 

Edit: Scratch the slot idea, normal rings have their own biped slot separate from the hand slots.

Edited by vaultbait
Posted
8 minutes ago, naaitsab said:

Is the shoulder thing a FG bug or something? Haven't seen any weirdness on the CBBE bodyslide files.

 

I don't have CBBE so not sure, but it's possible the CBBE conversion has all the arm bones deleted so that the shoulders don't move around when the zapped ghost-arms invisibly flail about.

Posted (edited)
1 hour ago, naaitsab said:

Is the shoulder thing a FG bug or something? Haven't seen any weirdness on the CBBE bodyslide files.

 

1 hour ago, vaultbait said:

 

I don't have CBBE so not sure, but it's possible the CBBE conversion has all the arm bones deleted so that the shoulders don't move around when the zapped ghost-arms invisibly flail about.

No CBBE  doesn't have the arm bones deleted.

When the standing idles play you can see the shoulders move. During a surrender the hands up idle it's really noticeable.

If you have ring/s equipped you'll see them floating. On occasion tattoos also float.

Running walking and sprinting also moves the shoulders, rings, tattoos....

I figured a simple, but not perfect, solution would be to apply the cuffed low animation to the straight jacket which would prevent arm movement.

 

 

 

Edited by izzyknows
Posted

So Arms Front Low is best to pick for sure? I could add it as a new SJ effect. That's no problem. On CBBE the straps around the upper arms are a bit wonky and way to big, never noticed it before ?

Posted
39 minutes ago, naaitsab said:

So Arms Front Low is best to pick for sure? I could add it as a new SJ effect. That's no problem. On CBBE the straps around the upper arms are a bit wonky and way to big, never noticed it before ?

If the  arms are DD_EffectSpell_CuffedWrists_Institute_FrontLow  then they don't look as wonky, since the shoulders & arms line up a lot better.

Posted
38 minutes ago, naaitsab said:

So Arms Front Low is best to pick for sure?

When i try arms middle behind and armbinder pose it makes things worse. I not try arms behind strict and low, but seems version,where arms is arms front low, is best option. Also i don't notice any changes compare by front low with arms front up, only rings floats a high place not low)

Posted (edited)

Why are you all talking about animation.

As long as the

LArm_collarbone_skin 

RArm_collarbone_skin

LArm_shoulderFat_skin

RArm_shoulderFat_skin

weight of straitjackets is deleted, If there are prompted that meshes do not have any weights, assign them to chest

the shoulders of straitjackets should not be affected by any animationm, It will also remain stable in AAF animation

Edited by kziitd
Posted
9 minutes ago, kziitd said:

the shoulders of straitjackets should not be affected by any animation

True... buuuut you could still see the PC playing idle, running walking etc. animations. By assigning the cuffed animation it prevents the arms and shoulders from moving. 2 birds with one stone. :)

 

Posted (edited)
32 minutes ago, izzyknows said:

True... buuuut you could still see the PC playing idle, running walking etc. animations. By assigning the cuffed animation it prevents the arms and shoulders from moving. 2 birds with one stone. :)

 

On the straitjacks, Transferring the bone weights of collarbone and shoulder to chest will not affect the appearance of the animations you mentioned. The role of these two bones is the change of the shoulder when the arm moves greatly, and they are not as important as the cyclic motion of chest. At the same time, because straitjacks should "restrict" all the movements of the arm and shoulder. In those movements and other animations, It is logical that the shoulders lose their vitality.

Edited by kziitd
Posted
38 minutes ago, izzyknows said:

True... buuuut you could still see the PC playing idle, running walking etc. animations. By assigning the cuffed animation it prevents the arms and shoulders from moving. 2 birds with one stone. :)

 

If you wear straitjacks to run some AAF animations, many poses will still break the shoulder appearance of straitjacks. They should be restrained but They are broken by the moment when the animation itself "raises its arms".

The way to make it most adaptive is to give their weight to chest.

Posted
1 hour ago, kziitd said:

If you wear straitjacks to run some AAF animations, many poses will still break the shoulder appearance of straitjacks. They should be restrained but They are broken by the moment when the animation itself "raises its arms".

The way to make it most adaptive is to give their weight to chest.

The cuffed animation is no longer broke by AAF. So that's not an issue.

I agree removing the bones would help...

Posted (edited)
4 hours ago, izzyknows said:

The cuffed animation is no longer broke by AAF. So that's not an issue.

I agree removing the bones would help...

Has it been corrected? I thought it would be taken over by AAF animation like Yoke

well, now there's really no problem with MT's cuffed animation.

Edited by kziitd
Posted

As long as removing/hiding bones does not break other things that might be the best option. But no idea how to do that. As said, the less MT stuff the better as it's not the most stable. Well nothing is stable in a Bethesda game but that's part of the game :P 

Posted (edited)
33 minutes ago, naaitsab said:

As long as removing/hiding bones does not break other things that might be the best option. But no idea how to do that. As said, the less MT stuff the better as it's not the most stable. Well nothing is stable in a Bethesda game but that's part of the game :P 

In the new framework of ego's work, all the contents of constraining the arm are completed in the form of body replacement. In fact, it is like the form of straitjacks in DD. that's really simple. I have done nearly 100 such things, without clavicle weight and shoulder weight, because they are in the "heavily constrained" state, and animation such as subtle shrugging is meaningless. The weight of clavicle and shoulder is not necessary.

After the bones are removed, the blank weights are all supplemented in the chest or chest_rear.

I didn't find any problems.

826903771_Fallout42021-10-3114-54-11-25.jpg.ef883599d295f123875f36fce35474cc.jpg

Edited by kziitd
Posted
48 minutes ago, kziitd said:

Has it been corrected? I thought it would be taken over by AAF animation like Yoke

well, now there's really no problem with MT's cuffed animation.

Yes, basically all the arm bound animations, cuffed positions, yokes, armbinders... :)

 

Posted
11 hours ago, naaitsab said:

As long as removing/hiding bones does not break other things that might be the best option. But no idea how to do that. As said, the less MT stuff the better as it's not the most stable. Well nothing is stable in a Bethesda game but that's part of the game :P 

 

I think it's that basically each straitjacket outfit in every BodySlide conversion (CBBE, FG, FG+HHS) would need to be opened up with Outfit Studio, and then the affected bone weights selected and deleted from the project, then saved overwriting the original NIFs. That said, worn rings will float out to the sides of the body and fly around distractedly if the arms are not forced into some restrained position.

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