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Hi
DId you ever solve this issue : becuase im trying to do the same via racemenu overlays that apply shine to the textures of my mods..thanks
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would also like to know if this is possible.
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Can normal and specular maps be applied via script as overlays? For example, to temporarily add a sweat effect.
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Ok. I will put a tester plugin together. I think that you may not be seeing the test swf because the mod is not activated or maybe because it gets loaded and runs before the screen fades in.
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So I finally managed to fix up swf software I have and redo some resources. I downloaded the mod and I was wondering how do I test it in game? What I did was I replaced your ISWF_banner that you made as a test with my own file to see how it looks in the game. How do I begin pop the image up? Thanks. Were you able to see that placeholder swf with the mod installed? I would first make sure you can see that to ensure that it's installed, activated, etc. first. Then, when you replace that swf, it should appear on every game reload. You could also make a simple script that calls it on keypress for testing, using the documentation I posted. Let me know if you have any trouble and I'll help you through it.
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Vinfamy just made a mod that allows controlling the angles. I plan on testing to see if those angle changes perform well enough to animate. Not sure. I'm working on some more low level parts for now. But, expressions, wear and tear overlays and apropos text are on my to-do list for down the road. Vinfamy made a system that is available now to create brothels. I think that it requires some work on your part to place items, etc. Another thing on my to-do list. I'd like to make one that integrates with Sim Settlements.
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Yeah. I don't think that clothes-only mesh manipulation is possible currently. If it was, I'm not sure how well it would work considering how different clothes is. My thought is to actually make the 5-6 different versions of one clothing piece. True that it would be extra work that many/most wouldn't do. But, I think it would still be a good mod even if it only applied to a handful of outfits. A transitionable pair of jeans and underwear could go a long way!
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That is short for "Schlongs of Skyrim": http://www.loverslab.com/topic/23944-sos-schlongs-of-skyrim/ The main feature I'd like to see ported over is some way to animate or control schlongs so that they can line up properly with more types of animations. It looks like this might be possible through Looksmenu if it's possible to create a custom morph that changes angles and can be called in-game. Need to look further into that. That sounds a lot like what I was thinking. Animating the actual clothes is probably difficult to impossible. But, there could be multiple stages that some items can switch between ("pants unbuttoned", "pants down", etc.). From what I know about 3D modeling (which isn't much), this wouldn't take too much since the clothes already exist. Just folding and moving them around in realistic looking ways. Then, some basic undressing animations could be made for the characters to play when the clothing transitions are made. I will do the scripting side of things for a mod like this if someone else can put together the assets (and optionally animations), even if it's just a few test items to start with.
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Version 1.0
148 downloads
This is a modders resource that attempts to make it easy for other mod authors to show a custom SWF temporarily in the UI. This is not intended to be used for widgets. It is designed more for showing custom player status updates, mod title graphics, warnings, achievement graphics, etc. Usage Your mod will need to set up a connection to ImmersiveSWF and then call the "showSWF" function in order to display your custom SWF file. Here is an example of how the connection and function call work: Quest ImmersiveSWF = Game.GetFormFromFile(0x01000F99, "ImmersiveSWF.esp") as Quest ;Create a reference to ImmersiveSWF.ScriptObject ImmersiveSWFQuestScript = ImmersiveSWF.CastAs("ImmersiveSWF:ImmersiveSWFQuestScript") ;Create a reference to the script we need.; Check to see if the ImmersiveSWF mod was found, if so, run the showSWF function, requesting the SWF id "test".If ImmersiveSWFQuestScript Var[] params = new Var[1] params[0] = "test" ImmersiveSWFQuestScript.CallFunction("showSWF", params)Endif The above example attempts to show a SWF with the id "test". To use this mod, you will need to list your own SWF files with their own unique id names in your own XML file. It's easy. Here is an example XML file: <meta title="ISWF_sample_data.xml" version="1.0"/><defaults scale="100" duration="5" swfLocation="TOP_LEFT" swfWidth="124" swfHeight="32" margin="0" monochrome="TRUE"/><swf id="showISWFBanner" swf="ISWF_banner.swf"/><swf id="test" swfLocation="CENTER" swf="ISWF_banner.swf"/> The meta node simply lists information about your SWF list. It is not required. The defaults node lists the parameters the mod will use if you do not define the parameters per SWF. This is for convenience so that you don't have to repeatedly write 'duration="5"' for every SWF if you know that you want all of your SWF files to show for 5 seconds when called. The swf nodes are where you list your id names and SWF file names. The id name is the reference you use to call a specific SWF with "showSWF" like the example above. The swf parameter is the name of your custom SWF file. You can add more swf nodes to reference all of your custom SWF files. As you can see in the "test" swf node, parameters like "swfLocation" can be included in the swf node to over-ride the default parameters. The various parameters available: scale Changes the size that the SWF file displays at. "100" is equivalent to 100%. duration The amount of time the SWF will be displayed in seconds. swfLocation The location that the SWF will be displayed at. Valid options are "TOP_LEFT", "TOP_RIGHT", "BOTTOM_LEFT", "BOTTOM_RIGHT" or "CENTER". swfWidth and swfHeight These values should be set to the size of your SWF content in pixels. They are used to calculate proper location. margin This is the amount of space in pixels to offset the SWF away from the edges of the screen. monochrome This determines whether or not the SWF will use the UI color or allow you to use custom colors. If set to "TRUE", you should make your SWF graphics with the color white only. If set to "FALSE" you can use whatever colors you want in your SWF and they will show correctly in game. Please note that the mod does not support alpha properly because Fallout adds a dropshadow under all elements. IMPORTANT: Your XML file and SWF files need to be placed in a folder titled "ImmersiveSWF" within the "Data" folder. The mod can load multiple lists from multiple different mods unless there is a naming conflict. So, please use unique identifiers/naming for your SWF files, XML and SWF id names. Credits Thanks out to the F4SE team! -
View File This is a modders resource that attempts to make it easy for other mod authors to show a custom SWF temporarily in the UI. This is not intended to be used for widgets. It is designed more for showing custom player status updates, mod title graphics, warnings, achievement graphics, etc. Usage Your mod will need to set up a connection to ImmersiveSWF and then call the "showSWF" function in order to display your custom SWF file. Here is an example of how the connection and function call work: Quest ImmersiveSWF = Game.GetFormFromFile(0x01000F99, "ImmersiveSWF.esp") as Quest ;Create a reference to ImmersiveSWF.ScriptObject ImmersiveSWFQuestScript = ImmersiveSWF.CastAs("ImmersiveSWF:ImmersiveSWFQuestScript") ;Create a reference to the script we need.; Check to see if the ImmersiveSWF mod was found, if so, run the showSWF function, requesting the SWF id "test".If ImmersiveSWFQuestScript Var[] params = new Var[1] params[0] = "test" ImmersiveSWFQuestScript.CallFunction("showSWF", params)Endif The above example attempts to show a SWF with the id "test". To use this mod, you will need to list your own SWF files with their own unique id names in your own XML file. It's easy. Here is an example XML file: <meta title="ISWF_sample_data.xml" version="1.0"/><defaults scale="100" duration="5" swfLocation="TOP_LEFT" swfWidth="124" swfHeight="32" margin="0" monochrome="TRUE"/><swf id="showISWFBanner" swf="ISWF_banner.swf"/><swf id="test" swfLocation="CENTER" swf="ISWF_banner.swf"/> The meta node simply lists information about your SWF list. It is not required. The defaults node lists the parameters the mod will use if you do not define the parameters per SWF. This is for convenience so that you don't have to repeatedly write 'duration="5"' for every SWF if you know that you want all of your SWF files to show for 5 seconds when called. The swf nodes are where you list your id names and SWF file names. The id name is the reference you use to call a specific SWF with "showSWF" like the example above. The swf parameter is the name of your custom SWF file. You can add more swf nodes to reference all of your custom SWF files. As you can see in the "test" swf node, parameters like "swfLocation" can be included in the swf node to over-ride the default parameters. The various parameters available: scale Changes the size that the SWF file displays at. "100" is equivalent to 100%. duration The amount of time the SWF will be displayed in seconds. swfLocation The location that the SWF will be displayed at. Valid options are "TOP_LEFT", "TOP_RIGHT", "BOTTOM_LEFT", "BOTTOM_RIGHT" or "CENTER". swfWidth and swfHeight These values should be set to the size of your SWF content in pixels. They are used to calculate proper location. margin This is the amount of space in pixels to offset the SWF away from the edges of the screen. monochrome This determines whether or not the SWF will use the UI color or allow you to use custom colors. If set to "TRUE", you should make your SWF graphics with the color white only. If set to "FALSE" you can use whatever colors you want in your SWF and they will show correctly in game. Please note that the mod does not support alpha properly because Fallout adds a dropshadow under all elements. IMPORTANT: Your XML file and SWF files need to be placed in a folder titled "ImmersiveSWF" within the "Data" folder. The mod can load multiple lists from multiple different mods unless there is a naming conflict. So, please use unique identifiers/naming for your SWF files, XML and SWF id names. Credits Thanks out to the F4SE team! Submitter pipdude Submitted 06/12/2017 Category Modders Resources Requires F4SE
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I think that cbbe and looksmenu have realized the bodymorph system That's different. In Skyrim, we had a belly node on the skeleton and pregnancy mods worked by enlarging that via script with an SKSE plug-in. I suppose there might be some way to do things differently with some kind of body-switching, pregnant outfits, etc. But, it would be limited compared to the plug-in approach. I'm ok with it being limited for now.........We can always improve it later. On second glance, it looks like Looksmenu already does have a plug-in that might be able to handle this with morphs. Will look into the possibilities when I can (might take some time to get to).
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I think that cbbe and looksmenu have realized the bodymorph system That's different. In Skyrim, we had a belly node on the skeleton and pregnancy mods worked by enlarging that via script with an SKSE plug-in. I suppose there might be some way to do things differently with some kind of body-switching, pregnant outfits, etc. But, it would be limited compared to the plug-in approach.
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I think that we need an F4SE plug-in that allows updating node scale for a pregnancy mod.
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I could do the scripting part. The aspects I'm hoping for are the animations and ability to control angles/bones. That requires some 3D wizardry and probably bone/skeleton work that are outside of my knowledge. Yeah. I will build the scripting aspect at some point if someone else doesn't first. But, realistically, would need someone else to do the clothes modeling.
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Can you work out an SOS-like system? That would be a huge help. It sounds like you are describing how 0Sex worked in Skyrim. I'm pretty short on time these days. But, am planning on chipping away at something like that for FO4 over time. Another feature I hope to get to is "staged clothing". So, instead of having clothes just disappear, some items would have various stages of being taken off (shirt unbuttoned, etc.). I think this would add a lot to immersion. But, would need someone to go through clothing items and make the different stages.
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If the 0S swf is reporting that it's still at 0,0 when this happens, it means that the shift is happening to some MovieClip that contains the loaded swf. Based on the symptoms, I suspect it's being caused by either a second mod that manipulates the UI (should be able to poll people with the issue about their mod list to see if there is one in common) or it could be related to differences in loading performance. The container MovieClip may be placed based on the size of the stage and/or relative to other UI objects. If there is a circumstance where some of those things are loaded in different orders (or not loaded yet) it could throw off some layout calculations being made by SkyUI or even the vanilla Scaleform code. Compared to some of the other work Unity can do, it seems like unpacking the data should be light. I wouldn't go with a very complicated system up front. You can always streamline it for performance later if evidence shows that it needs it. Sounds like you are getting into some advanced wizardry with Unity. Impressive. I'd like to learn it also. How difficult was it to pick up? Did you have past experience that helped?
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pipdude do you have any idea why shifted UI bug could be happening? Also is there a way to show current coordinates OSA is using to set UI position? Describe the bug. I haven't had Oldrim installed for a long time. So, can't see. pipdude do you have any idea why shifted UI bug could be happening? Also is there a way to show current coordinates OSA is using to set UI position? I did tests on my end and I can recreate it, happens to me when I qassmoke load pretty much everytime, the UI is always at 0,0 so I think it has to be something with SkyUI. There's one area that I did i'm not entirely sure that's right: Where you make a UI script that SkyUI boots your UI with, the script has a few properties but it's not clear what most of them are. Maybe I have these settings wrong in the OUI quest script and something in there is responsible for the shift? I'm not super super what the effects of those properties are and there's very little documentation on it. If you post that section of the code I can take a look. Maybe I can recognize what it's for and if it's off. If you were MIA instead of SF Pipdude you would have got the Del Shanon youtube and obituary because to me Del Shannon is pipboy. Pipdude while you're here a question for you with your experience creating the ini/xml parser. I'm trying to make my own text document data tables for OUniverse and I want them to be 100% strict like 0 tolerance for error, there going to be written by programs so never intended for human editing. I'm trying to combine a 2D ini style and a 3D xml style in one document that's split however it needs to be. A lot of the times in OSex I find 99% of a document could just be an ini and then some detail comes up that would be better in xml. I guess I read JSON is faster to parse than XML but looking at a popular JSON parser it seems like they are still doing a lot of stuff just to check for deviation in how it's typed that could be much simpler if it was 100% strict. Do you have any thoughts on what would be the ideal set up for 2D / 3D data for fastest possible parse, or thoughts on a single document that's a combo of the two. I'm trying csv + (SomeOtherSymbol)sv with a closing tag of a third symbol followed by a single space. I was thinking of having a series of characters to designate when 2D ends so it could use an easier parser then switch to 3D for whatever data is there. I'm using "while std::getline(textFile, line)," and parsing the lines that way, not entirely sure it will manage Unicode so I might need to change the approach, need to do some tests. It's getting fed to classes that have a std:map they reference to fill in the variables from the document. Haha. Never heard of Del Shannon. But, his wikipedia page looks impressive. So, I'll take it. Interesting question about the doc types. Is this in unity? Meant to pull the data locally? If so, I don't think I would worry too much about parse speed. It should be significantly faster than flash. Parsing that data should be an extremely small task. Unless you're talking about a large amount of data, like 1000 character profiles or something? If it is never to be edited or looked at by humans, JSON could have some performance gain. But, in any case where you need to read or write it manually, imo, it is terrible to look at. XML is better in that regard to me. But, it's subjective. Personally, I wouldn't mix XML and ini entries in one file. Instead, I would have the ini make a reference out to any XML files associated with it. "characterInventory=inventory234.xml" The fastest possible parse, I would think would be references to specific characters. Anything that splits a large string by certain characters has to check many characters. If you just made a long string for each record and always referenced the exact locations in the string for specific data, you would basically be eliminating any parsing and just loading data. You would just have to make a proprietary system that knows where to look for each piece of data and what it should be (number, string, etc.) and have defined limits on how many characters each value could be in length.