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Posted
8 hours ago, protocolk said:

Great mod, do you plan to ever making it work on males?

My scholar/mad wizard would love some dwemer arms for himself instead of only using them for his minions and experiments.

 

On 3/9/2018 at 2:01 PM, Holzfrau said:

The Dwarven Cyborg Collection only has female assets.  I am not aware of any male cyborg sets out there, either.  If you know of any, you should post them here or in the Dwarven Cyborg Collection support thread.

 

  • 4 months later...
Posted

I had a question. The description says we only need the assets from the original mod and not the esps, but then it says "As of 1.0, most armored pieces are no longer included"

 

Does that mean if we still want access to the unincluded pieces via console or AddItemMenu, we DO need the esps from the original Dwarven Cyborg Kit mod? Or by "armored pieces" does that just mean versions of included pieces that differ only in that they have an armor rating?

Posted
3 hours ago, ShenGo said:

I had a question. The description says we only need the assets from the original mod and not the esps, but then it says "As of 1.0, most armored pieces are no longer included"

 

Does that mean if we still want access to the unincluded pieces via console or AddItemMenu, we DO need the esps from the original Dwarven Cyborg Kit mod? Or by "armored pieces" does that just mean versions of included pieces that differ only in that they have an armor rating?

"Armored pieces" are the ones that include a breastplate.  MCM selections only allow 128 items and I was running out of space as more items were added to Dwarven Cyborg Collection, so I cut them from the mod rather than rig up some way to select armored or unarmored versions of the various parts (not all pieces have alternate armored or unarmored versions, either).

 

Using the Dwarven Cyborg Collection version of the armored pieces will work on a cosmetic level, but they won't have any of the features added by Dwarven Augmentation.  If you still want to use items with an integrated breastplate in DA, you can build them as BAF items and configure them accordingly in the MCM.

Posted
1 hour ago, Holzfrau said:

"Armored pieces" are the ones that include a breastplate.  MCM selections only allow 128 items and I was running out of space as more items were added to Dwarven Cyborg Collection, so I cut them from the mod rather than rig up some way to select armored or unarmored versions of the various parts (not all pieces have alternate armored or unarmored versions, either).

 

Using the Dwarven Cyborg Collection version of the armored pieces will work on a cosmetic level, but they won't have any of the features added by Dwarven Augmentation.  If you still want to use items with an integrated breastplate in DA, you can build them as BAF items and configure them accordingly in the MCM.

Cool, I see what you're saying. :) To be honest I like the pieces without the breastplate better, so all good. I've noticed, though, that all my BAF items don't change anything when I equip them. I haven't customized any of them yet, but they DO all have a mesh other that my default nude body (the nifs are the breastplate BodySlided to my preset), so I'm surprised they don't show up regardless. I'll customize them tomorrow and see if I still see nothing when I equip them.

  • 2 months later...
Posted

Still trying to figure out how these mods even work. Too much to read and complicated settings... But getting there, I guess. Ended up using BAF since I think I'm getting the idea that D. Augmentation is just about adding a menu to select pre-built body settings and have the game behave as if the actual cyborg parts do something right?

Ended up using my own mashup using BAF Bodyslide mechanic in the end. Blade right hand, cyborg right, horse feet. Woould've liked to have Edhildil feet, but that was an even trickier mashup to build.

 

Anyway, as complicated as it is, think I'm getting there after a long testing session last night.

 

But I have another question.

What hair is the first girl using here?

Montage.jpg.8fb429e9e7784564b760477938c4

 

I could swear I had seen that before, but I browsed my entire hair library and couldnt find it.

I have Apachii hair, KS Renewal, SG Hairs and even an old Oblivion hairs pack that comes with Coolsims, SKS and other stuff... It's nowhere to be found.

 

Where's it from then?

Posted
54 minutes ago, Myst42 said:

But I have another question.

What hair is the first girl using here?

Montage.jpg.8fb429e9e7784564b760477938c4

 

I could swear I had seen that before, but I browsed my entire hair library and couldnt find it.

I have Apachii hair, KS Renewal, SG Hairs and even an old Oblivion hairs pack that comes with Coolsims, SKS and other stuff... It's nowhere to be found.

 

Where's it from then?

KS Hairdos is the only hair pack I use.  She appears to be using the Rosie Cloud hair.

Posted
On 7/2/2019 at 5:15 PM, Holzfrau said:

KS Hairdos is the only hair pack I use.  She appears to be using the Rosie Cloud hair.

Thanks. Found it.

 

Btw, think I'm finally getting the hang of this mod.

However... Is there any chance you're still working on it and could add a few options?

I feel like it's missing some combinations, specifically the one I ended up wanting.

Bladed right arm, cyborg left arm, and either cyborg or bladed legs

I see options for a single bladed limb but the other limb is always set to "no hand"

 

It feels like the menu combinations would be a lot less complicated if they were separated, btw.

Say "left arm" and you have 4 options bladed, cyborg, buman and absent, then same for right arm, left leg, and right leg. and you save yourself from having to make a single option that covers 4 limbs, and a very very long and populated combination list trying to cover all the possible choices.

 

And sorry to be picky, As a modder myself I realized how much work can it be to change a sinple feature like that, so it's merely a suggestion and a wish that maybe you'd consider. It'd be amazing if this could happen.

Result mashup looks like this.

enb 2019_07_03 18_41_20_27.jpg

Also wish I could dress her more in other armors while keeping cyborg parts, but that is too complicated lol.

 

Even been considering making some addons, possibly eye enhancement features, jump power I dunno.

Ideally, it would be fit for a fully playable roleplaying option. where character build needs no weapons or magic ar all, unless a cyborg/human arm allows it.

 

Posted
2 hours ago, Myst42 said:

It feels like the menu combinations would be a lot less complicated if they were separated, btw.

Say "left arm" and you have 4 options bladed, cyborg, buman and absent, then same for right arm, left leg, and right leg. and you save yourself from having to make a single option that covers 4 limbs, and a very very long and populated combination list trying to cover all the possible choices.

That would greatly complicate things on the back end.  The Dwarven Cyborg Collection combos are full body replacers.  I agree that the current megalist of options is kind of a pain to use, but it is a 1:1 match to the supported DCC options.  If I split the limb selections into their own dropdowns, I would have to come up with some kind of lookup system behind the scenes, and most 'mashup' combinations wouldn't even be valid because there's no corresponding DCC body to use.

 

I'd like to revisit bladed + normal arm combos at some point, but there were a few hangups that kept them out of the mod, originally:

  1. Adding more options is problematic because the number of items in the Body Modification megalist is approaching the maximum supported by Papyrus.
  2. Since hands come in sets, a non-cyborg arm would need to have a fixed hand/glove on it.  Should I use a gauntlet the player can't take off, or use a bare hand that the player won't be able to equip anything to?
  3. Less importantly, I didn't have any luck setting different unarmed bonuses per arm, because it doesn't seem to be possible to detect properly.

 

None of these items are exactly showstoppers; 1 and 2 can be solved by making the player use -BAF-, like I did with the armored tops.

 

 

Posted
1 hour ago, Holzfrau said:

Eh... Sorry to hear that.

I'd like to help even, but that'd mean I'd have to try to understand your mod first, and it seems really complicated.

On the moment I'm already compromised to finishing another collaboration project, maybe I could take a look after that's done which will still probably take a while.

 

In the meantime, I can say I was looking into some other mods that add dwemer stuff and found nature of the beast 2, which adds among other things, a predator-like shoulder cannon with functional bolts, dwemer goggles/headband with toggleable/switcheable vision modes and a targetting system, and combat blades.

The only problem is that it's kind of complicated to get them to work, since they depend on another piece, a power generator which needs to be equipped and refueled, and it goes down fast. At least the shoulder cannon thing could work better if it only used the regular system on the Predator race mod, which simply uses mana. And the view mode, can also be switched to something else but it's still a lot of work Also another problem is that the shoulder cannon was unequippable if wearing a DCC cyborg bodysuit.

 

Anyway, perhaps another idea for the arm distinction bonuses would be to change bladed items to actual blades. Make an invisible nif and have it lock-equip if a bladed limb is used. Cyborg arms would always used the unarmed bonus while bladed ones would always use a dummy blade that can be set to whatever damage value you want, plus the arm would use sword animations which in practice dont look bad at all for bladed limbs.

In my own mashup case, the hands/feet didn't exactly combine with the designed BAF mashup, but the MCM menu luckily had the precise option for it which was no feet and cyborg left hand, no right. As long as the option exists, you can always left it to the player to adjust the thing the right way.

The other thing I missed a lot using the BAF bodysuit, was the absence of step sounds. But can't have everything I guess.

 

Again, sorry to bother... I have no idea if any of this is actually possible in your current design. If it is... hope feedback and ideas are of use to you, else, it's still a nice mod and it works well enough, so good work.

 

 

  • 8 months later...
Posted

Anyone know if someone made a dark ebony like texture for this mod? I want to use it in my draugnarok play where the dead come back to life but I want to make it look like as if the parts were made from these draugrs weapons and armors. So it's not "dwemer magic" but more like "advanced necromancy" or something like that. I want to equip my slaves wit these so that I have free soldiers to defend my outpost(s).

  • 2 months later...
  • 3 months later...
Posted

Necro-ing this project:

So... decided to take a loot at it, I commend @Holzfrau for the simplicity of the mod's mechanics. I took a dive and looked at the scripts expecting to find thosands of code lines and messy gimmicks, and I found a very fluid and understandable system that I was able to understand enough to do the changes i wanted.

 

So first, I added 4 new options for mechanics that allow having a single bladed arm and a functional hand.

To do this, I had to edit the script that disabled hand use, and made it so that it was hand-sensitive. One script, 3 effects, one disables both hands, one the right and one the left.

Also had to change the bladed arm mechanics, since the mod was focusing on increasing unarmed damage, and as far as I know, it can't be done individually for one arm.

So instead, I changed it to a script that equips an invisible blade on the bladed arm, and working in conjunction with the no hands script, they prevent other stuff to be equipped.

 

As a result, my character's setting is fully operational, and the damage levels with one handed.

Spoiler

enb 2020_10_03 00_37_19_14.jpg

Did it last night though, so it's still experimental. If there's any interest in continuing this project, I could post the update, if it proves stable and the author does not oppose.

 

Posted
6 hours ago, Myst42 said:

Necro-ing this project:

So... decided to take a loot at it, I commend @Holzfrau for the simplicity of the mod's mechanics. I took a dive and looked at the scripts expecting to find thosands of code lines and messy gimmicks, and I found a very fluid and understandable system that I was able to understand enough to do the changes i wanted.

 

So first, I added 4 new options for mechanics that allow having a single bladed arm and a functional hand.

To do this, I had to edit the script that disabled hand use, and made it so that it was hand-sensitive. One script, 3 effects, one disables both hands, one the right and one the left.

Also had to change the bladed arm mechanics, since the mod was focusing on increasing unarmed damage, and as far as I know, it can't be done individually for one arm.

So instead, I changed it to a script that equips an invisible blade on the bladed arm, and working in conjunction with the no hands script, they prevent other stuff to be equipped.

 

As a result, my character's setting is fully operational, and the damage levels with one handed.

  Hide contents

enb 2020_10_03 00_37_19_14.jpg

Did it last night though, so it's still experimental. If there's any interest in continuing this project, I could post the update, if it proves stable and the author does not oppose.

 

That's cool, go ahead!  Hope you got everything to work like you want it to!

  • 9 months later...
  • 2 months later...
  • 3 months later...
Posted

Sorry if my question is stupid, but can it be that mod rar is missing? There is only hotfix file in downloads. Or the hotfix is the latest version of the mod? Thanks in advance!

  • 1 year later...
Posted

I'm still holding out hope for a Special Edition port of this mod.  It was one of my favorites to play around with when I still played Legendary Edition.

  • 5 months later...
Posted

Not sure if I am allowed to revive such an old thread, but I have managed to get this mod working on SSE by running it in CAO and then opening and saving with CK.

 

However I am having issues with the skin textures as the bodies appear to be prebuilt instead of using my preset.  I assume this is because I'm using CBBE instead of UNP.  Is there an easy way to go about fixing like manually editing the XML file or do I need to open outfit studio for every individual piece and make the update there by deleting the body?  Is there anything else I need to do after deleting the body?  Using the following as reference on what to do:  https://www.reddit.com/r/skyrimmods/comments/a6mxzk/is_it_possible_that_bodyslide_preset_to_affect/

https://tesmistel.tumblr.com/post/149567999810/outfit-studio-conversion-guide

  • 8 months later...
Posted
On 4/5/2024 at 6:00 PM, we.f.elephants said:

Not sure if I am allowed to revive such an old thread, but I have managed to get this mod working on SSE by running it in CAO and then opening and saving with CK.

 

However I am having issues with the skin textures as the bodies appear to be prebuilt instead of using my preset.  I assume this is because I'm using CBBE instead of UNP.  Is there an easy way to go about fixing like manually editing the XML file or do I need to open outfit studio for every individual piece and make the update there by deleting the body?  Is there anything else I need to do after deleting the body?  Using the following as reference on what to do:  https://www.reddit.com/r/skyrimmods/comments/a6mxzk/is_it_possible_that_bodyslide_preset_to_affect/

https://tesmistel.tumblr.com/post/149567999810/outfit-studio-conversion-guide

please share your SE conversion

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