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Posted
On 7/6/2019 at 1:16 PM, Adviser69 said:

Doesn't hurt to be careful. I've seen modders on other sites get taken down for less.

Have you gotten the permission yet?

 

EDIT: nvm

Posted
On 7/24/2019 at 8:26 PM, Adviser69 said:

Kimy has already stated to me via PM that she will be posting the bodyslide conversion in the download section of this thread when she gets the time, so at this point it kind of a non-issue. I'm still testing the conversions as it is too, making sure that there is minimal to no clipping in light of updates to both the body type and updates to AAF animation packs that could utilize DD items.

Happy to help beta-test if you're looking for testers, I rather miss DD since switching to ZeX.

Posted
3 hours ago, Adviser69 said:

Given that Kimy has been away for a while, here is a conditional link to the file until she posts it herself.
https://www.dropbox.com/s/4l2m8hhibkx2q7d/DDFO4 - Fusion Girl Bodyslide.rar?dl=0

Man, thankyou so much for this. I was struggling to try an fix a couple pieces myself, actually for a chunk of today, and was getting nowhere. Meanwhile, this is looking fantastic.

 

I installed it and build everything with Fusion-ZeroSliders preset. Ingame I tried the black elegant latex dress and the silver chain harness, and some gags. They all looked good, morphed correctly to my FG body's sliders. No more crazy clipping or subbing in a CBBE body when wearing DD for this guy!

Posted
2 minutes ago, lurkless said:

Man, thankyou so much for this. I was struggling to try fix a few pieces myself, actually for a chunk of today, and was getting nowhere. Meanwhile, this is looking fantastic,

 

I installed it and build everything with Fusion-ZeroSliders preset. Ingame I tried the black elegant latex dress and the silver chain harness, and some gags. They all looked good, morphed correctly to my body's sliders, no crazy clipping.

That's good to hear. I still need to redo the shoes/heels on a few of the outfits because they look funky though. Probably the parts that took me the longest were the straight jackets and the restrictive boots, just because I was hung up for a while on how to zap limbs from a build.

Posted
On 8/1/2019 at 1:05 AM, Adviser69 said:

Given that Kimy has been away for a while, here is a conditional link to the file until she posts it herself.
https://www.dropbox.com/s/4l2m8hhibkx2q7d/DDFO4 - Fusion Girl Bodyslide.rar?dl=0

Looks good! Testing this out, i see no noticeable clipping except occasionally on the outer thighs with tall boots (restrictive boots, leather corset) during a handful of AAF animations. That's not surprising though as I play with some atypical bodyslide proportions.

 

It seems like you probably built everything against the older ZeX skeleton from before the physics bones got added, since applying any of the outfit items (anything that includes footwear) seems to turn off body physics, and wearing any of the other non-outfit items when physics are active seems to cause them to float stationary while the body parts to which they're attached jiggle and sway.

 

I can see what you mean about foot deformation in heeled footwear, and am seeing similar problems with the gloves leaving fingers in a permanent "gripped" position. This causes some weird effects with mods like Pip-Pad (hands projecting into the device when brought up) and Wedding Ring Enhanced (finger and toe rings floating in space beyond the ends of their respective digits).

 

All in all this is excellent work--thanks for putting your time into it and sharing!

Posted
9 hours ago, vaultbait said:

It seems like you probably built everything against the older ZeX skeleton from before the physics bones got added, since applying any of the outfit items (anything that includes footwear) seems to turn off body physics, and wearing any of the other non-outfit items when physics are active seems to cause them to float stationary while the body parts to which they're attached jiggle and sway.

Would need to have physics added to the items the usual way, unless it's set up for/workin with CBP.

Can do the usual way in OS, just tedious to get right, and for the amount of individual meshes DD has, would take a couple hours at least.

  • 2 weeks later...
Posted

It's a great mod, but it's a shame development stopped completely. I've been looking at the items recently and it had always bothered me how shiny the latex clothes and shame mask are. The shame mask in particular almost looks like it's made out of polished silver. Considering I'm a noob when it comes to editing (in outfit studio), can someone tell me how to turn 1) the white latex straitjacket into the white leather one and 2) the shame mask into a less shinier version?

Posted
On 8/18/2019 at 1:13 AM, g2798484 said:

It's a great mod, but it's a shame development stopped completely. I've been looking at the items recently and it had always bothered me how shiny the latex clothes and shame mask are. The shame mask in particular almost looks like it's made out of polished silver. Considering I'm a noob when it comes to editing (in outfit studio), can someone tell me how to turn 1) the white latex straitjacket into the white leather one and 2) the shame mask into a less shinier version?

More than once, I've considered re-writing it from scratch, but I lack the programming background to really be able to do that successfully. Maybe one day.

As for the items themselves, presumably you could mess around with them/the textures themselves for that. May be off, but I recall something about 'wetness materials', I can't remember if you can adjust/fuck with that outside of the global in-game setting.
Either way, probably NifSkope for that, for finding the textures used, and Material Editor [googling .bgsm/bgem editor should come up] for altering the actual textures.

Posted
On 8/17/2019 at 5:13 PM, g2798484 said:

It's a great mod, but it's a shame development stopped completely. I've been looking at the items recently and it had always bothered me how shiny the latex clothes and shame mask are. The shame mask in particular almost looks like it's made out of polished silver. Considering I'm a noob when it comes to editing (in outfit studio), can someone tell me how to turn 1) the white latex straitjacket into the white leather one and 2) the shame mask into a less shinier version?

To have an item, lets say a hammer in games you basically have at least five files:

a) Mesh, it defines the structure (ball, cube, etc.). In Fallout it's .nif

b) Texture, seperated into file_d, file_n, file_s. It's mostly .dds. _d is a diffuse map, _n is a normal map and _s is a specular map. The Diffuse map defines the color, eg. black or brown table. The Normal map defines bumps and dents (its still a flat surface but looks like it's not). The Diffuse map defines the "shinyness" and gives a correct feeling of different materials. If you apply the Diffuse map of polished metal onto a wodden table it looks wrong.

c) Materials, to be honest I don't know why I need these if I defined how something looks with a Normal map already.

To reduce shinyness you want to edit the file_d.dds files of the items you want to modify. Black <-> White Color = Less <-> More Shine. You want to use Photoshop and the Intel DDS Plugin so you can open and save these files. Works with Gimp too but don't know what Plugin you need for that.
If you simply want eg. the Latex Jacket to look like the Leather Jacket you can simply copy the Leather Jacket files and name them like the Latex Jacket files. It's a dirty hack but works. Ingame it's still called "Latex" but look like the Leather variant.

 

I also noticed that the shine is not always identical. Sometimes it looks like polished silver, sometimes it looks correct. You perfectly can see the different with the Silver Restraint Chain. Sometimes it's black-ish, sometimes it's shiny silver.

Posted
On 8/19/2019 at 4:15 AM, an3k said:

I also noticed that the shine is not always identical. Sometimes it looks like polished silver, sometimes it looks correct. You perfectly can see the different with the Silver Restraint Chain. Sometimes it's black-ish, sometimes it's shiny silver.

Fairly sure that's an issue with FO4's transparency shite. Probably also to do with the 'wetness materials' effect with rain. The Sirius armour changes completely from rain to sun, with one of the material-swapped things, like SunFlare.

If you run 'round with the 'vynil' shit from this, you can really see it.
Different angles & lighting can take it from 'normal', to 'why the fuck can I see that through 100m of water, at night?'

Posted
3 hours ago, an3k said:

You need a key to unlock them. You can buy them in Kimys Store (Ingame).

Not quite, but that's one way.

2 minutes ago, 008zulu said:

No struggle option then.

Should have quest-menu pop-ups to interact with when attempting to remove or apply devices.
Through that, there's an unlock option [Keys], and in the 'try to escape' section, 'struggle' [mostly chance based, depends on the item], 'pick lock', 'repair lock' [not really used], and 'back'.

Pick lock option is also chance-based, unless you've changed the setting to enable the lock-picking 'mini-game' [the same as most lock-picking in FO4].

You'll want to use the DCM for that, and it only [I think] applies to future item applications, not currently applied ones.

Posted
On 8/1/2019 at 6:32 AM, Adviser69 said:

I still need to redo the shoes/heels on a few of the outfits because they look funky though. Probably the parts that took me the longest were the straight jackets and the restrictive boots, just because I was hung up for a while on how to zap limbs from a build.

Are you considering to make use of the recently surfaced High Heels System for Fallout 4 (hopefully with the item script by EgoBallistic, that removes the need for the original cloaking spells functionality)?

...i tested it on the Restrictive Boots - converted the item from DD for Skyrim SE (which has unbutchered legs) to FO4 Fusion Girl, and it works well.

 

I also made a custom copy of the feet-ground impact effect with removed particle effects, and assigned it to the boots Armor Addon, because the particle effects would be spawned at the ankle due to how the HHS works (better to have no boots-kicking-dirt-up effect than having it look weird).

Other than that i only noticed one small issue with the right toe hovering above ground when crouched and not moving, but i guess there is nothing to do about that (except making custom crouched anim), and its a very very small price to pay for a true working HH system.

PM me if you want to have a look at the files.

Posted
2 hours ago, Roggvir said:

Are you considering to make use of the recently surfaced High Heels System for Fallout 4 (hopefully with the item script by EgoBallistic, that removes the need for the original cloaking spells functionality)?

...i tested it on the Restrictive Boots - converted the item from DD for Skyrim SE (which has unbutchered legs) to FO4 Fusion Girl, and it works well.

 

I also made a custom copy of the feet-ground impact effect with removed particle effects, and assigned it to the boots Armor Addon, because the particle effects would be spawned at the ankle due to how the HHS works (better to have no boots-kicking-dirt-up effect than having it look weird).

Other than that i only noticed one small issue with the right toe hovering above ground when crouched and not moving, but i guess there is nothing to do about that (except making custom crouched anim), and its a very very small price to pay for a true working HH system.

PM me if you want to have a look at the files.

There is already a simple model which just empty the step-dirt meshes

https://www.nexusmods.com/fallout4/mods/40434

Posted
2 hours ago, cinemagic said:

There is already a simple model which just empty the step-dirt meshes

https://www.nexusmods.com/fallout4/mods/40434

Yes, but that is something you may want to use if you want to remove the impact effects from EVERY outfit in the game - it is replacing the original NIF files with empty NIFs.

I wanted to remove the effects only from some specific outfit items, and for that the best way is to create a new footstep sets, new impact sets, using new impact data with no effect nif files assigned to them, and then you set the outfit Armor Addon to use this new footsteps set.

Its super simple - make your own copy of all data related to default footsteps, then remove links to the effect nifs in the impact data, and make your outfit use this set.

 

EDIT:

It's also better to create custom footsteps/impact set, because then you can also change the sounds the HH shoes make.

Posted

A quick question: this needs the DLC but does it need all of them? I assume Nuka-world, Far harbor and Automaton are required, but what about the Vault-tech, wasteland and Contraption workshops? And techiquly the creation club is considered DLC on steam, though i'm 99% sure that is unneeded. So does one need all six/seven?

Posted

i was having an issue and would like some help if i'm allowed, after i start a new game and get the restraint dress off my character is locked into a jumping walking animation, even with no restraints. When i have my weapon out i move normally and can sprint. I'm not sure what the issue could be, any help would be appreciated

 

 

 

EDIT: after looking through some of the other Q&As in this page i found a solution, equip then un-equip a leg restraint and it fixes this issue

Posted
On 8/29/2019 at 6:38 PM, Hiddenname21 said:

A quick question: this needs the DLC but does it need all of them? I assume Nuka-world, Far harbor and Automaton are required, but what about the Vault-tech, wasteland and Contraption workshops? And techiquly the creation club is considered DLC on steam, though i'm 99% sure that is unneeded. So does one need all six/seven?

Technically, probably not.

Realistically, safest to have em all.
Various reasons, some of which is from alterations/additions/fixes from DLC, some will be from maintaining versions for DLC vs Non-DLC, as is the case with maaany mods.

 

For what they add, the 'workshop' DLC's aren't really worthwhile bar on a sale, but for simplicity's sake especially with more sizeable/complicated mods, the piece of mind is worth it, at least to me.

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