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Dwarven Cyborg Collection & -Biological Automaton Framework-


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On 12/11/2017 at 11:39 PM, senlovenima said:

Are you intrested this?

http://bbs.3dmgame.com/thread-4103762-1-1.html

Angeli's Cyborg Maiden...

 

That does look like it could be interesting, from what I can see of it in those screenshots, but I'm afraid the links on that page won't let me actually download much of anything. I can get right to the start of downloading the main one, but then it just pops up a red 'not allowed' box and doesn't do anything else.

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  • 2 weeks later...

 

Okay, finally, this update. This god damn update.

 

This was supposed to be up yesterday, but I'm scraping the bottom of this drive's storage space and it's causing... problems. Had everything pretty much queued up and ready to go outside of a few images when Windows started giving me 'out of memory' freakouts, and ended up losing every single thing I had written except for the first four words of this post. Fortunately it did save most of the images I had uploaded, and I had C&P'd a copy of new text for the description off before I started working on the images for it, but I've still got to redo it's formatting, re-upload the new files, and completely re-write this post. So this might end up getting put up in bits and pieces, depending on how things behave.

 

Anyway, this was initially going to be a very small update. I figured out how to get the shaved head meshes working shortly after the last update, and was just going to release them and the Gynoid Hair fix (turns out you need to have slot 41 marked off on both the armor and add-on entries to get a mesh that doesn't actually use the slot to displace the helmet hair meshes), but I kinda wanted to have something more to put out. And then I found it.

 

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I somehow missed Clockwork. I think I might've come across it back when it was released, but discounted it because I'm not a huge fan of anachronistic player homes, and because I wasn't looking for Dwarven parts at the time. To the first point, it's actually not all that bad once you're actually playing it, and to the second, the helmet mesh Antistar made for his Gilded was exactly what I needed. A decent 'open' version of the Dwarven helmet with a fully realized faceplate part is something that I've been looking for since I started work on this project, and this suits my needs to a T. A little bit of tweaking to the original mesh gave me not only a version that works wonderfully with my replacement heads, but also one that's sized to work with any non-decapitated female character, as well. (Aside from the inevitable elf ear clipping, anyway.) And while I was positioning it, I made sure to leave enough space for... Accessories.

 

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It also gave me a source for some Dwarven metal-colored flexible tubes, which I used to upgrade all the Skull set heads with 'spinal cords', among other things, and inspired me to finally figure out how to add cubemapping back to the crest model I salvaged from TAWOBA so I could add it back in to the helmet. I didn't apply chroming to the crest throughout the mod, however- I actually kinda like the matte version, personally, and am reconsidering how I'm using the crest on the Skull sets anyway, so I'm just kicking it down the line for now. But I did decide to go ahead and redo the eyes, having stumbled across the Dwemer button mesh in my resource pile and realizing that it would be a spectacular replacement for the existing convector lid crystal, which lost its glow in my earlier clumsy conversion process. It works quite well, especially with the Gilded masks.

 

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And I also decided that it was insulting to make the non-human NPCs have to wear human skulls all the time, so I went ahead and added the skulls from Beast Skeletons in. 

 

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In the midst of all that, I've been poking away at that 'one last thing' I've been wanting to do with the Edhildil set ever since I first put it together: a full-automaton version of the body. Putting the parts together wasn't difficult, but getting the spine weighted was a nightmare. Trying to transfer the weights from the UUNP reference body only did horrible things, and my attempts at hand-painting them all ended poorly. I had a pile of failed iterations even before I downloaded Vicn's Creature Pack to start work on the Gynoid set and found the human-skeletoned Dwarven Trooper model in it. I initially thought I could just borrow its spine and stick it on here, but it turns out that the Trooper is a single piece mesh and, for some damn reason, trying to cut or edit it in any way crashes the ever-living fuck out of Outfit Studio. So I was stuck again until, in the process of trying to get some other stuff working, I figured out how to load a mesh into OS as a reference and steal the weights from it. That got my spine working almost perfectly. (There's some odd clipping during movement that's visible on the 'nude' version, but nothing intolerable.) And by that time I had access to the Clockwork assets and had found mahty's Resource pack, which let me fill in a lot more detail than I was originally going to have. The end result is quite entertaining.

 

5a3d845c2bc69_4THEtc-ScreenShot12-17-17at07_32AM.thumb.jpg.1e21ce3827ec68ed481941e8e2afab26.jpg5a3d847e59972_4THEtc-ScreenShot12-03-17at10.00AM002.thumb.jpg.b2eefc848a0fb17b4c36759a25288ca9.jpg5a3d849a750e1_4THEtc-ScreenShot12-03-17at09.49AM003.thumb.jpg.085789292f6e2e5d23cb56cc43ee8130.jpg5a3d84a3f2888_4THEtc-ScreenShot12-03-17at09_47AM.thumb.jpg.60b2f4c554263901844bb394f20984ba.jpg5a3d84db63c51_4THEtc-ScreenShot12-03-17at09.47AM004.thumb.jpg.34e7426706283e85c7d80fd86e30cfb8.jpg5a3d84ec44438_4THEtc-ScreenShot12-03-17at09_46AM.thumb.jpg.7ab10d1b43f0ae7315ae403537d2d34f.jpg

 

And that other stuff that I figured out the weight-theft trick for? UUNP conversions of the Draugr Rags and the shredded shirt from the Fox 33 set. Both of which I wanted in the Extras set from the start, but had to cut from the initial release due to not being able to get the weights to work. The Fox 33 shirt actually has an even longer history than that; a non-body version of it was one of the first successful mesh edits I ever made, back a couple years ago, and this reshape was one of the first UUNP conversions I did. It just always had this one little tag of fabric at the back just out of range of the butt bone that I could never get to behave properly before this. It's still marginally off-kilter from how you would expect it to move, but it's no longer trying to fly off into space or moving sideways or anything like that. So I'm calling this a win. 

 

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Then in the course of testing out all this stuff and trying to find outfits for followers who were using the Bikini body, I got annoyed enough by how its slight discrepancy from the UUNP reference shape kept introducing clipping to outfits that worked fine on the other two bodies to go ahead and implement the plan that I first sketched out when people started asking for individual-limb versions. I realized straight away that the only way to do that would be to replace the physically cut body mesh used by the original TAWOBA cyborg with a copy of the UUNP reference body and an extensive series of zaps, and that fixing the clipping would be a happy side-effect. Building the base models for that wasn't hard, simply a matter of tossing all the parts into one .nif and making zaps for everything, but making the individual bodyslide file for each version was crazy time-consuming.

 

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And then I had to go and decide that the best way to showcase which version did what would be to have specific ground models for each of them, and had to figure out how to achieve that. When I first started working on this project I intended for it to supplement the TAWOBA cyborg set, not supplant it. But I'm afraid that ended up being exactly what I had to do to get all this to work. And I think it all worked out pretty well, in the end.

 

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Now that this batch is done, my most immediate plan is to actually write down the quest idea I had while putting together these screenshots. It's not something I could do without the help of someone who knows how quest scripting works and someone with a lot more patience for building dungeons in the CK than I have, but I'd kinda like to get the concept out there. I've also got another project that I've been poking at that's an outgrowth of and supplementary to this set, but I'll have to finally find out how texture sets work to get that going properly. For this mod itself, my next step will probably involve building more ground models, although I may want to experiment some with other root data sources to see what kind of effects I can get. Always so much more to do...

 

 

[Current Status] 

-Going ahead and posting this explanatory post ahead of the updated files and description, since the uploader is taking forever and I don't want to lose all this again if it freaks out on me. Will edit this bit as needed. - Okay, well, trying to. Getting posts to actually, y'know, POST has been awfully moody since the upgrade. 

-New files now uploaded! Still working on updating description, will load that then try re-adding the images. Will delete old versions at end of process.

-Description updated

-Images updated

-Old versions deleted

-Last change, offsite link to more complete gallery of preview images added. https://avsmod.imgur.com/

-Okay, what the actual fuck? Everything in the description past the start of the 'known issues' section up and vanished somehow. Repasting it in from my notepad copy, will fix the formatting- for the fourth damn time already- at some later point. Was going to have to do that anyway since a bunch of the credit links got up and broken at some point... 

 

 

Update complete! Christ, I need a drink

 

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  • 2 weeks later...

Really great models! I cannot wait for other mods to utilize your assets. There are so many possibilities :smiley:

 

Some ideas:

- Slaverun - punishment/enhancement

- SD+ - punishment

- CCAS - Cyborg start

- combat mods - loose a limb and get a replacement / decide to get replacements for that weak and slow human flesh

- questmod - Become the DwemerReBorn

- FMEA / DCUR / Traps and Pitfals - Snap that limb (off)

- ...

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  • 2 weeks later...
  • 2 weeks later...
  • 2 weeks later...

Ffffffffffff...

 

Okay, slight hiccup with the update this time. Got the descriptions updated just fine, but I missed the box by a couple of pixels when I was trying to drag in some more images for the frickin' screenshot bar, which made Chrome think I really wanted to open those in that tab, and paging back naturally lost all the changes I had made. So it's going to be however long it takes for the uploader to do its shit AGAIN before the update is actually, y'know, here. Sorry about that. 

 

Edit: Okay, actually updated this time, finally. Unless I managed to fuck something up in the files.

 

Please let me know if I managed to fuck something up in the files.

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10 hours ago, HermausMoron said:

Any chance of developing Dwarven Sphere legs?

 

If you mean, like, the full sphere with the rolling animation, not really. The animations that it would require are linked to the Sphere's skeleton, and there's no real way to merge animations for a creature skeleton onto an armor piece for humanoid NPCs that I'm aware of, or at least none that wouldn't require basically building a whole new animation. Which is something well outside of my skillset. 

 

Is kind of a neat idea, though.

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7 hours ago, AVS said:

 

If you mean, like, the full sphere with the rolling animation, not really. The animations that it would require are linked to the Sphere's skeleton, and there's no real way to merge animations for a creature skeleton onto an armor piece for humanoid NPCs that I'm aware of, or at least none that wouldn't require basically building a whole new animation. Which is something well outside of my skillset. 

 

Is kind of a neat idea, though.

LOL Not necessarily. Personally, I rather like the idea of a Dwemer cyborg based on the sphere, complete with the ability to curl into a ball. The closest I've been able to get to that are a couple 'play as creature' mods. Failing that, however, I'd be willing to settle for something like the tail-for-legs humanoids in F.E.M.A.L.E., in this case keeping a few of the leg animations (namely, crouching) but replacing the feet with the wheel apparatus (animation optional).

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  • 3 weeks later...

This is absolutely incredible what you already did @AVS. And I'm very excited thinking about all the possibilities of exploring this theme, especially now when other contributors began building upon your assets.

 

So I've been playing with one of such mods, Dwarven Augmentation (link), and encountered an unsettling issue with double body meshes on some of the armors (e.g. D1 and D2) that you can notice if you have full-body overlays or are using UUNP sliders in-game: one body mesh gets the texture and is scaling and the other one is static. I'm not sure what's causing it.

Spoiler

dwarven_augmentation_double_body.thumb.jpg.0a351f9231ec6dc76fb877b8e41bb17d.jpg

 

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1 hour ago, yurik said:

This is absolutely incredible what you already did @AVS. And I'm very excited thinking about all the possibilities of exploring this theme, especially now when other contributors began building upon your assets.

 

So I've been playing with one of such mods, Dwarven Augmentation (link), and encountered an unsettling issue with double body meshes on some of the armors (e.g. D1 and D2) that you can notice if you have full-body overlays or are using UUNP sliders in-game: one body mesh gets the texture and is scaling and the other one is static. I'm not sure what's causing it.

  Reveal hidden contents

dwarven_augmentation_double_body.thumb.jpg.0a351f9231ec6dc76fb877b8e41bb17d.jpg

 

I would be remiss not to back yurik up after I punted them here from the Dwarven Augmentation thread.  I mentioned in my post there that I had some funky behavior at weight 0 - after some more testing, it can appear at higher weights, but seems to be more frequent at lower weights.  Anyway, the problem appears to be that some sort of reference shape or something is getting into the mesh.  My first screenshot shows what the strange shape looks like for me.  This shape scales with body weight, but not with UUNP sliders.  The second screenshot shows the correct body model clipping through it after one of the UUNP breast sliders has been increased.

 

For my issue, I can fiddle with the body weight slider until it disappears, so I never considered it that big of a problem.  But it does seem like it could be related to what yurik is reporting above.

Spoiler

 

DCC_Issue1.jpg

DCC_Issue2.jpg

 

 

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2 hours ago, yurik said:

This is absolutely incredible what you already did @AVS. And I'm very excited thinking about all the possibilities of exploring this theme, especially now when other contributors began building upon your assets.

 

So I've been playing with one of such mods, Dwarven Augmentation (link), and encountered an unsettling issue with double body meshes on some of the armors (e.g. D1 and D2) that you can notice if you have full-body overlays or are using UUNP sliders in-game: one body mesh gets the texture and is scaling and the other one is static. I'm not sure what's causing it.

  Hide contents

dwarven_augmentation_double_body.thumb.jpg.0a351f9231ec6dc76fb877b8e41bb17d.jpg

 

 

I... honestly have no idea what's going on here. It only happens to the D-series bodies? The bodies are all loaded with the original UUNP reference, and built from the same BaseShape mesh and object shape data in Bodyslide with the only differences in the .osp files being which limb zaps are set to default, so there really shouldn't be any logical reason for an error to only affect certain bodies out of a set. But this is Skyrim, so 'logical reasons' are far too much to ask for. 

 

I have seen something similar when converting outfits, where Outfit Studio will somehow 'lose' the connection between a slider's data and the base shape. In my experience it usually happens to a slider that I'm trying to edit clipping on at 200%, usually one of the breast ones, and results in the base shape staying static while the clothes balloon out around it. It's also fixable by reloading the reference shape, but that has the side effect of wiping any custom zaps added to the project, which would be a Bad Thing here. I've only seen anything like the doubling-up in your screenshot in cases where there was a duplicate 'skin' mesh in the outfit, though, which there definitely should not be on these given the way I built them. That does seem to indicate that the body itself is getting duplicated somehow, which... shouldn't happen. Unless there's some weirdness involved in using the Racemenu UUNP morphs; I don't really bother with those myself, so I'm not really aware of their quirks. But I did try recreating your error, and didn't run into anything odd as far as the sliders or overlays went. 

 

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So my immediate questions are if there's a specific slider or sliders that's doing this, and if you're using any other mods that apply any changes via the Racemenu morphs (a varied bodies mod or the like, maybe). My experience with that similar error I mentioned was that it'd only affect a couple sliders at a time, so if it's something like that it'd narrow things down, but if you've got other mods using the Racemenu morphs then that just expands the potential causes. I'm also assuming you're using the version of the body from Augmentation; maybe try to use AIM or the console to equip the DCC version and see if you end up with the same effect. They both point to the same mesh so there shouldn't be any difference between the two, but you shouldn't be getting a doubled body either, so it's worth checking. You could also try rebuilding the body in Bodyslide, or if that doesn't work re-installing the DCC assets entirely, on the off chance that something got inexplicably corrupted there. Give those a try, and let me know what happens.

 

 

2 hours ago, Holzfrau said:

I would be remiss not to back yurik up after I punted them here from the Dwarven Augmentation thread.  I mentioned in my post there that I had some funky behavior at weight 0 - after some more testing, it can appear at higher weights, but seems to be more frequent at lower weights.  Anyway, the problem appears to be that some sort of reference shape or something is getting into the mesh.  My first screenshot shows what the strange shape looks like for me.  This shape scales with body weight, but not with UUNP sliders.  The second screenshot shows the correct body model clipping through it after one of the UUNP breast sliders has been increased.

 

For my issue, I can fiddle with the body weight slider until it disappears, so I never considered it that big of a problem.  But it does seem like it could be related to what yurik is reporting above.

  Hide contents

 

DCC_Issue1.jpg

DCC_Issue2.jpg

 

 

 

And that's even more confusing! The only thing I did to the UUNP reference shape was mask off the zaps for the limbs, so there really shouldn't be any reason for anything else to be intruding on it at all. I have seen something similar to the first pic, but only in Bodyslide- specifically, if you have a project open in Outfit Studio, then load that same project in the Bodyslide preview window and have them both visible at the same time, there's a good chance that it'll start displaying the textures all jumbled-up like that. But it does it to all of the parts, I've never seen the same thing happen in-game, and the correct texture breaking through as you change the weight like that is incredibly bizarre. That does rather make it look like a malformed 0-weight mesh is getting generated somehow, but I haven't the faintest clue how that would work. Especially since Outfit Studio builds those itself. Maybe try opening the 0-weight .nif itself in that to see if it's got the same texture issues? 

 

 

 

 

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59 minutes ago, AVS said:

And that's even more confusing! The only thing I did to the UUNP reference shape was mask off the zaps for the limbs, so there really shouldn't be any reason for anything else to be intruding on it at all. I have seen something similar to the first pic, but only in Bodyslide- specifically, if you have a project open in Outfit Studio, then load that same project in the Bodyslide preview window and have them both visible at the same time, there's a good chance that it'll start displaying the textures all jumbled-up like that. But it does it to all of the parts, I've never seen the same thing happen in-game, and the correct texture breaking through as you change the weight like that is incredibly bizarre. That does rather make it look like a malformed 0-weight mesh is getting generated somehow, but I haven't the faintest clue how that would work. Especially since Outfit Studio builds those itself. Maybe try opening the 0-weight .nif itself in that to see if it's got the same texture issues? 

Neither the 0 or 1 .nifs have texture issues, and there are no extra NiTriShape nodes.  I have attached the body meshes used in my screenshots so you can take a look for yourself.  The issue won't always happen right off the bat in game, but moving the body weight slider around at 0.20 or less should trigger it pretty quick.

c_1.7z

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Cross-posted from Dwarven Augmentation:

 

Idea: One of the first mods I remember downloading for Skyrim was the Dwemer Buster:

https://www.nexusmods.com/skyrim/mods/8649

Would it be possible to integrate similar arm cannons into this framework? Or that taser dagger we discussed before as some sort of claw?

 

Edit: Had an idea for DD integration, at least with regard to cuffs and/or armbinders: either hooking the limbs against each other (may require hooked limb variants) or welding the arms together behind one's back.

 

Also, decorative (ie unarmed) bondage/pony play hooves (vis: https://www.loverslab.com/files/file/2819-the-duders-grab-bag-of-fetish-items/ ). Speaking of pony play, why not add mechanical horse heads to the head replacers? LOL Hell, why not add the heads of all the constructs in this mod:

https://www.nexusmods.com/skyrim/mods/30396

 

And now I'm thinking about Devious Dwarven Cuirass, City Bondage, DCL, Amputation Framework, Dwarven Augmentation, and trying to integrate them all...

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I've did another test session with DCC v2-30 using multiple armors and could not reproduce the double body mesh issue:

Spoiler

dw_gynoid_d2.thumb.jpg.2c4476fc52f4feaca6442ee400b7a945.jpg

The issue only reproduces with the Dwarven Augmentation (DA Beta 2 2018.03.11) mod that uses DCC's assets, and only with couple of options, like DA's "Dw Gynoid - No Arms" (DCC's "D2"):

Spoiler

dw_gynoid_no_arms.thumb.jpg.84ecbf4be254c7423d00b20f756f6ad0.jpg

And does not reproduce with DA's "Dw Gynoid - Arms" (DCC's "D1"):

Spoiler

dw_gynoid_arms.thumb.jpg.0dc98c51318e53018258a89da6165ed6.jpg

 

Sorry for bothering you, @AVS. I guess we should continue in the DA thread.

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