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Dwarven Cyborg Collection & -Biological Automaton Framework-


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Posted
On 4/27/2018 at 7:12 AM, Aurekai said:

Thanks for the reply, didn't expect one so quick, tbh. I checked through using bodyslides outfit studio, it seems ALL the outfits for me don't scale for any of the breast sliders with the exception of the full bodied gynoid bodies. for the armored variants of things, the armor scales with the sliders but the breasts don't underneath. I'll check to see if I can fix it on my end. thank you for the instructions.

 

Edit: Everything works in outfit studio now. NMM doesn't like to tell me when bodyslide/outfitstudio updates so it told me 4.4 was the latest. I am so sorry about this.

 

Edit2:Technically part of edit one but I tested in game before posting. everything works. Again, I am so sorry about that. This isn't the first time NMM hasn't told me about a bodyslide update. I truely didn't mean to waste your time. Please keep up the great work.

 

Don't worry about it. It's actually good to know that the bug can crop up in older versions of Outfit Studio, and I thank you for finding out about it. I'll probably add a note to the installation instructions in case other people are running into this and just not mentioning it. I know I could sometimes go a while without bothering to update OS before I started doing my own edits, so I honestly doubt you're the only person running an iteration or two behind. :smiley: 

 

 

Posted
47 minutes ago, SaymonKopolsky said:

I'm mixing this mod with faithfull gear knight from rireki :classic_wub:

 

22879244-1525112483.png

 

 

when will be the next update ?

Dude that looks awesome! How'd you get the armor? I thought FGK was summoning the knights only.

Posted
3 hours ago, Narakesh said:

Dude that looks awesome! How'd you get the armor? I thought FGK was summoning the knights only.

it's amix of tawoba, fgk, dwarven sorcery and dwarven cyborg

 

use additemmenu explorer and need to change few slots numbers on tes5edit

  • 3 weeks later...
Posted

I don't suppose it works with males, eh? That said, not bikinis, but arms and legs. I've been searching for a mod like that for quite a long time, but can't seem to be able to find one, which lets you change male limbs and whatnot. Unless I'm mistaken and it works perfectly fine.

Posted
On 5/26/2018 at 12:26 PM, XxSLaYeRZzxX said:

I don't suppose it works with males, eh? That said, not bikinis, but arms and legs. I've been searching for a mod like that for quite a long time, but can't seem to be able to find one, which lets you change male limbs and whatnot. Unless I'm mistaken and it works perfectly fine.

 

No, no male support at this time. Making a male take on this concept isn't impossible, but there's a number of obstacles. The biggest problem is that all of my source mods are female-only to begin with. I'm just bashing them all around to make them work together, not actually building them from scratch. So first I would have to reshape the parts for a male body, which is a problem in and of itself since I have no capability for mesh manipulation outside of that provided by Outfit Studio and several of the female-shaped parts do not transfer well to the male bodies. I did some experiments early on with the heads, for instance, and the basic neck cap that's used by almost all of them simply does not fit the male neck area. Then I would have to redo all the weight-painting, since trying to use parts weighted to the female skeleton on a male character makes things very crashy, and I only have very rudimentary skills with that. And even working through all that would only get me a model with no weight slider support. Outfit Studio has no native support for creating male meshes, but it's also absolutely necessary for making these parts because it auto-generates the 0 weight bodies. Building the 0 and 1 weight bodies manually is a crapshot; if the game decides that the meshes don't match up right, you end up with an ungodly mass of distortion instead of an armor piece. 

 

And on top of all that, there's the fact that I have hundreds of parts and body variations to account for at this point. That puts doing proper male support, where each piece has a directly corresponding male version built into the same armor entry, well into the realm of the highly improbable. There's also the fact that almost all of those variants rely on BodySlide's zap system to work, which just brings back the lack of native male support issue again. 

 

Honestly, it'd be much easier for someone to just make a separate male-only version of the concept. But unless I win the lottery and quit my job and find some really convenient anti-frustration drugs so I have the time and patience to learn how to use Blender or whatever, it probably ain't gonna be me.

  • 4 weeks later...
Posted

Is it possible for you to create the dwemer crossbow arm for your models? It'd probably use the method from the One-Handed Crossbows on the nexus (which are basically just staff animations that have bolts flying out instead of magic) 

My current highest level character (besides my original full clear) is my cyborg, and I'd like to branch her out from just being a warrior. I think the crossbow arm would be a cool way for her to being to work into archery...

I'm aware that at least at the start of this series, if not still, you have said you have limited capabilities and can only mesh together, so you probably can't get the crossbow to animate as it fires? Even if you cannot, a crossbow arm would be great if you could. 

Also, when are the hammer and hatchet from the Centurion coming out? I saw those in your blogs while making sure you hadn't already been working on the crossbow
/drool

Kermida and I thank you in advance :P

20180114171947_1.jpg

  • 2 weeks later...
Posted

I'm having an issue with aligning the Dwarven Cyborg Disassembled armors in a sexlab scene. The character that wears that armor sinks into the ground during sexlab, I'm guessing because the armor changes the height. Is there a way to make them align properly in sexlab without manually moving the actor up using the hotkeys? Maybe there's a value in TES5edit or creation kit I can change to remove the height effect from the armor completely?

Posted

Great work. I'm  having issues with disappearing bodies though.currently trying to get it working. any suggestions on installation order maybe?

Posted
On 6/21/2018 at 2:06 PM, Adamasin said:

Is it possible for you to create the dwemer crossbow arm for your models? It'd probably use the method from the One-Handed Crossbows on the nexus (which are basically just staff animations that have bolts flying out instead of magic) 

My current highest level character (besides my original full clear) is my cyborg, and I'd like to branch her out from just being a warrior. I think the crossbow arm would be a cool way for her to being to work into archery...

I'm aware that at least at the start of this series, if not still, you have said you have limited capabilities and can only mesh together, so you probably can't get the crossbow to animate as it fires? Even if you cannot, a crossbow arm would be great if you could. 

 

Something involving the crossbows- either the weapon model or the arm off the Sphere- has been at the back of my mind for a while, but I just genuinely have no idea how to get it to work. Adding animations to armor pieces, as you mentioned, continues to be a complete mystery to me, and I have not had much luck at all getting projectiles to work the way I want them to in any of my past attempts at working with them. Which is why I still don't have a spell on the Aster. It's something I'll continue to kick around, but I can't make any promises. My pile of half-finished concepts is deep.

 

On 6/30/2018 at 3:59 PM, trasberny said:

I'm having an issue with aligning the Dwarven Cyborg Disassembled armors in a sexlab scene. The character that wears that armor sinks into the ground during sexlab, I'm guessing because the armor changes the height. Is there a way to make them align properly in sexlab without manually moving the actor up using the hotkeys? Maybe there's a value in TES5edit or creation kit I can change to remove the height effect from the armor completely?

 

There should be an option somewhere in the Sexlab settings to remove the NiOverride effect during scenes. If that's not working, then manual alignment is the only way to fix that in-game that I'm aware of.

 

Removing the NiOverride setting, should you decide you need to, is actually stupid easy. Just open up the base mesh in Outfit Studio (doing so with the 'Load Project' option under 'File' to load the whole slider set for one of the variants is actually the quickest method, a bit counter-intuitively), then double-click on the component meshes in the sidebar to open up their Properties dialog until you find one with an 'NiStringExtraData' entry in the Extra Data tab. (Should be just on the mesh for the caps themselves, IIRC) Hit the 'Remove' button next to that, hit 'Ok' to exit out of the dialog box, then go under File and hit 'Save Project'. That'll overwrite the Base Shape mesh and remove the NiO setting from all sets using that mesh, so you'll have to do it once for the topless versions and again for the armored ones. 

 

Once that data is gone from the mesh, the NiOverride mod will no longer recognize it as something to be repositioned and will completely ignore it. There's nothing in the .esp that you have to mess around with, unlike HDT High Heels' enchantments. This is just one of the reasons why NiO is a wonderful thing. ?

 

If you don't want to remove the effect from all of the Disassembled set, my upcoming 'build your own' project moves the NiO data to a token that can be disabled in the course of building a set in Bodyslide. That'll let you built a specific set for, ah, 'use' while maintaining the sunken effect in the main sets. 

 

On 7/1/2018 at 7:56 PM, Co11ector said:

sigh

 

this would be perfect, if it were possible to wear armor with it and not just run around naked

 

Well, that is what I made the clothes in the Extras pack and the upcoming Bodysuits variants for. Using it with Vanilla armor, however, is a bit iffy.

 

I'm aware of Amputator. I don't really care for Amputator. Don't get me wrong, it's a neat idea in itself and pretty well executed for something that seems to be doomed to permanent Beta, but it's not something that I like using myself. In a large part because it doesn't 'stick' well enough. I like using this kind of stuff in conjunction with NPCs, and I get really annoyed when I come back to my holding pen after a fine day's questing only to fine that my volunteer decorations went and grew limbs right through their caps. (Whatever black magics Darkconsole is performing to get the Display Model effects to actually stick, I sure wish other modders could find the right blood sacrifices to replicate them.) 

 

I would not be lying if I said that a large part of why I started this project in the first place was to have an effective, script-free, persistent way to add limb alterations to my NPCs. Working within the constraints of the Vanilla armor slot system was the price to pay for that. As such I didn't really take Amputator into consideration at all while building this, and honestly am not sure how well the two would mesh. It's certainly possible to build limbs that use the Amputator cap slots from these parts, but those limbs were designed to connect to and cut into the body in very specific places to mitigate clipping, and I am not at all sure how well those parts would actually align with the points where Amputator shrinks down the limb meshes. Which, IIRC, is mainly at the joints. That right there would pose the first problem, since basically none of these parts actually connect right at the joint. They're almost all either mid-bone, as with the Bikini caps, or cut deeply into the joint, as on the Gynoid set. The Edhildil set might be a bit more viable... Actually, no, even there it'd only be maybe the arms. The fleshy thighs actually clip through the front part of the Centurion-based legs unless they're zapped away with Bodyslide. Honestly, it'd probably be easier to build entirely new limbs based off of the Amputator caps. But that's something that would need genuine modeling skills, which I ain't got. 

 

If you have specific UUNP-based outfits that you want to use with these bodies, though, making slot 48 versions really isn't that difficult at all. Especially for a well-made UUNP outfit, it's really just a matter of changing the slot assignments on the model and in the Creation Kit (or making a duplicate with the changed slots, if you don't want to mess with the originals). And knocking off arms or whatever is really just a matter of careful zap masking. The only things keeping me from having a whole pile of them in the Extras set are permissions and laziness, honestly. I really ought to put that tutorial I've been considering together one of these days...

 

On 7/7/2018 at 4:30 PM, P0go333 said:

Great work. I'm  having issues with disappearing bodies though.currently trying to get it working. any suggestions on installation order maybe?

 

Well, disappearing bodies how? Like, is the whole body disappearing, leaving just the head, hands, and feet floating around, or is the body mesh vanishing, leaving the cyborg limb parts visible? 'Cause if it's the latter, than I haven't a clue what could possibly be causing it. There's nothing load or installation order-wise that I'm aware of that should be affecting that. Even if you're using this with CBBE instead of UUNP you should have a visible body mesh, just one with misapplied textures. 

 

If it's the former, then you should try re-running the Bodyslide files. The mod 'ships' without any of the bodies generated, so if you miss one in Bodyslide it'll show up as an 'invisible' body in-game. Everything in the mod that needs to be generated is included in the relevant Slider Groups, so you can just batch build everything using those. If they still don't show up then I'm back to having no clue, and will need a lot more information. 

 

 

  • 3 weeks later...
Posted

New version stuff up: Some updates to the Extras pack and the long-overdue debut of the -Biological Automaton Framework-! Everyone loves frameworks, right?

 

No LL downloads just yet, 'cause the uploader's giving me shit. Just Mega links until it starts behaving.  See the descriptive posts on the blog for the links and more info on what's in the packs, and especially for how to get the -BAF- to work. 

 

 

 

 

Posted
6 hours ago, AkiKay said:

The 2 Mods i downloaded from the Mega Link are incomplete. Thats what NMM says atleast.

 

I'm not familiar with any 'mod incomplete' errors from NMM, and am not sure what could be causing them. You're going to have to give me more information.

 

Closest thing I can think of off-hand is an incomplete/corrupted download of the .rar files. I re-downloaded them after putting them on Mega to make sure they uploaded right and didn't see anything wrong. Maybe try opening the files in WinRAR and seeing if they throw off any errors there, then re-downloading them if they do?

 

Posted
3 hours ago, AVS said:

 

I'm not familiar with any 'mod incomplete' errors from NMM, and am not sure what could be causing them. You're going to have to give me more information.

 

Closest thing I can think of off-hand is an incomplete/corrupted download of the .rar files. I re-downloaded them after putting them on Mega to make sure they uploaded right and didn't see anything wrong. Maybe try opening the files in WinRAR and seeing if they throw off any errors there, then re-downloading them if they do?

 

I had the same issue, checking them with 7zip threw up no errors, but unpacking them and then repacking them into .7zip files had them working like a charm.

 

Edit: Hm, on installation NMM threw an error at about 50% on the extras file.

 

Edit2: Seems like NMM was having an issue unpacking it? I switched it to a .zip file and it appears to have installed properly this time.

Posted
17 minutes ago, Harrichemtrails said:

I had the same issue, checking them with 7zip threw up no errors, but unpacking them and then repacking them into .7zip files had them working like a charm.

 

Edit: Hm, on installation NMM threw an error at about 50% on the extras file.

 

Edit2: Seems like NMM was having an issue unpacking it? I switched it to a .zip file and it appears to have installed properly this time.

Huh. Weird. I'll try re-packing it as a .zip before my next try at getting LL to upload it.

Posted
20 hours ago, AkiKay said:

The 2 Mods i downloaded from the Mega Link are incomplete. Thats what NMM says atleast.

 

10 hours ago, Harrichemtrails said:

I had the same issue, checking them with 7zip threw up no errors, but unpacking them and then repacking them into .7zip files had them working like a charm.

 

Edit: Hm, on installation NMM threw an error at about 50% on the extras file.

 

Edit2: Seems like NMM was having an issue unpacking it? I switched it to a .zip file and it appears to have installed properly this time.

 

Okay, re-packed them as .zip files. Still on Mega, due to issues with LL's uploader; links are in the text files in the main Download box. Give those a try and let me know if there's still any issues. 

 

Posted

This mod would be perfect for a borg like quest mod. Fight the Cyborgs or become one of them

Posted
3 minutes ago, Narakesh said:

I hope it's not me being stupid but i can't find the Mega links on the blog posts. Where are they?

Nevermind. It was me being stupid. Didn't think to check the download page,.

Posted

Hey so i'm trying to build my own presets. I'm bodyslide on the BAF model Ns. Do i just click build and move on? As the bodies revert to the old bodies once i go to the next one.

 

Sorry if this is a noob question.

Posted
12 minutes ago, Narakesh said:

Hey so i'm trying to build my own presets. I'm bodyslide on the BAF model Ns. Do i just click build and move on? As the bodies revert to the old bodies once i go to the next one.

 

Sorry if this is a noob question.

Yep, all you need to do is build each one in whatever configuration you want to use for it.  If you save one of the bodies in Bodyslide, that will become the default configuration used within that group as you switch between them.  You won't be able so see what each particular body you've built looks like as you flip through them in BodySlide, unfortunately.

Posted
3 hours ago, Holzfrau said:

Yep, all you need to do is build each one in whatever configuration you want to use for it.  If you save one of the bodies in Bodyslide, that will become the default configuration used within that group as you switch between them.  You won't be able so see what each particular body you've built looks like as you flip through them in BodySlide, unfortunately.

Ah that's what was up. Thanks man!

I loaded my save and the changes were there hahaha.

 

Side note, AVS i'm loving this update!

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