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Oh, yeah, and the filenames. Replace # with F or M for Female or Male. Add "_l" at end for NPC. fc_#_0000 : Regular Young fc_#_0001 : Regular Mature fc_#_0002 : Regular Old fc_#_0100: Muscular Young fc_#_0101: Muscular Mature fc_#_0102: Muscular Old If we can't get the main body to not be invisible, maybe we can use that invisibility to our advantage and use the underwear file as the replacement body? Equipping torso or leg armor would mess things up, however.
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Some people here were talking about masking and body parts and some confusion over them. You can easily see them for yourself if you import them into Blender or any other program you might have. There's three versions of the torso: 3 14 and 18. Parts 30-42 are just body hair so aren't important, unless that's your fetish I guess. It seems like this is pretty informative, but it might be different in Elden Ring? I attached the blender file of FC_F_0000 if you want to look at it, but I haven't managed to export it correctly. I get the same invisibility that someone else mentioned in the thread. untitled.blend
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Atelier Ryza - Ever Darkness and the Secret Hideout
Phygnos replied to Delirious17's topic in Adult Gaming
Ahah! Looked through the thread again and saw someone talk about hex editing. Open a g1m file with a hex editor (I'm using FlexHEX) and edit the highlighted part so that it goes from 30 33 here into 39 32 and then the g1m tools will unpack it. It looks like I was perhaps wrong- the ib and vb files are produced by g1m tools, just like 3DMigoto. These are the files you should be able to import with 3DMigoto's blender script (or maybe other things?) and edit and import back into the g1m file. I think this is all we need to get everyone else modding. -
I beat the game and the optional stuff and lost motivation, but I did do some edits featuring the nice images that ashikenshin linked. These are for the UI portraits you see inside the dungeons. I never got around to doing Berune, sorry. Also Nanami's breasts aren't right; I tried to use a different source image for each character but it just didn't work out. Anyway, someone else will need to make an EXE of these. I built Mei's on top of yamasa6's work. Thanks! Oh, and I did a Skill Activation edit for Yurika.
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Atelier Ryza - Ever Darkness and the Secret Hideout
Phygnos replied to Delirious17's topic in Adult Gaming
This is a blender file of what 3DMigoto extracted from the Summer outfit. Only download this if you want to mess around because it's "useless" as it is without a proper way to get it into the game. I didn't unify the bones or anything, this is exactly what you're working with once you extract it from the game with 3DMigoto. ryza summer bikini.blend -
Atelier Ryza - Ever Darkness and the Secret Hideout
Phygnos replied to Delirious17's topic in Adult Gaming
There's a lot of beating around the bush in this thread, but by focusing on certain keywords I've got a gist of how people are model editing. I don't like it when people keep information to themselves. There's a wrapper program (think ENB or Reshade) that is used to intercept draw calls to remove or edit meshes or shaders in games. It's called 3DMigoto and there's a tutorial video: https://www.youtube.com/watch?v=zWE0xP4MgR8 You can download the latest version here: https://github.com/bo3b/3Dmigoto/releases It'll take me too long to list what you can learn from that video, but if you want a tl;dr it's that you can use it to export and import meshes along with textures and possibly other things with the blender script that's linked on that youtube page. I couldn't get it to work for me until I copied the code from this github reply into the d3dx.ini file: https://github.com/bo3b/3Dmigoto/issues/105 Using the aforementioned blender script, you can import the meshes and do the usual mesh editing. One of the things the blender script can do is unify bone names between meshes which is very important. Watch the last part of the tutorial video. 3. Using a twitter video by YXS you can see his process, but it's hard to follow if you don't know what you're looking at. https://twitter.com/YXSzzzz/status/1215052778780815360 -At the beginning you see him open a list of .ib and .vb files. Those are exported by the 3Dmigoto Blender plugin. If you're importing directly from the game they're actually .txt files. The numbers indicate that the bone unifying setting was used. After editing, he saves each mesh as #.vb, but I think you can get away with a merged one (haven't tested, I'm still learning this). -Once the video has 4 windows open it's even more confusing, but the gist of it seems to be that you use gust tool's gust_elixir.exe on the [name]model.elixir.gz file to get a folder that contains g1m files. -I don't know how to extract g1m files. G1m tools reports an invalid version. But I did see that it tries to create a folder named after the g1m file if you try to export, so I kept it. You can see the equivalent folder in the upper right window at :55 in the video. He copies the .ib and .vb files created by the Blender script into this folder. I'm not able to see if there's other files in that folder in the video, I'm assuming a proper extraction would show some files there. -After this, he moves the g1m file to g1m_importer which seems to rebuild the g1m file with the meshes from 3DMigoto -Then he repacks the folders as normal. The only thing preventing me from model editing right now is figuring out the g1m tool issue, but that seems to be an ongoing theme of this thread. Oh, and you could use 3Dmigoto's mod system itself to bypass the .PAK extracting entirely, but it relies on the community agreeing to move to it together. This also wouldn't be Switch-friendly of course. -
SOS - Equipable Schlong - and more
Phygnos replied to b3lisario's topic in Downloads - Skyrim Adult & Sex Mods
Hmm, does the CME thing really not work in the game? In 3DS max you an see the difference between scaling Gen01 to 150% and scaling CME Gen01 to 150% in this gif: (thick version is default Gen01) I'd just want to use them to create more shapes with the same basic mesh. The whole idea is to have one universal mesh with different shapes created by bone scaling. The CME bones would serve as a great assistance to this. I'll add groov back to conversation, I didn't know he left (or that it was possible) -
One big difference between genders is that women love to hear themselves talk so a self-voiced companion feeds a biological imperative. Also, it will always receive 50 billion endorsements because it resembles contact with a real life female to us social rejects. Finally, tesgeneral has some companions that are male and voiced/unique/etc. I don't think female interest was one of the concerns, however. http://www.tesgeneral.com/#!npcs/c1sr9
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Schlongs of Skyrim - Futa Version - CHSBHC & CBBE Discussion
Phygnos replied to PhineasColby's topic in Skyrim Adult Mods
Thread has reached its conclusion. This is my new thread: http://www.loverslab.com/topic/32094-coming-soon-my-sos-overhaul/ -
Schlongs of Skyrim - Futa Version - CHSBHC & CBBE Discussion
Phygnos replied to PhineasColby's topic in Skyrim Adult Mods
Creating a new "Coming Soon" thread in a few days. I'll link it here when I create it, although it'll be in this same sub-board. -
Unp Supheroine Body Wip Update Underwear Version
Phygnos replied to gooboo's topic in Skyrim Adult Mods
Very impressive. Usually new body mods just inflate an area, but this is truly a new body. Blabba, you know what to do. -
Schlongs of Skyrim - Futa Version - CHSBHC & CBBE Discussion
Phygnos replied to PhineasColby's topic in Skyrim Adult Mods
99% of the time that happens, it's a skeleton problem. Are you using a custom race? They sometimes use a separate skeleton file than the default and said skeleton wouldn't have bones in the skeleton for the penis. Anyway... Last update until the big release in a week or two. Pictures are better than words but I'll say something really quick: I learned how to use layers in ZBrush and it's really amazing. It lets me turn on and off certain features on the sculpt, and even includes intensity level (and negative intensity!). All of these things in this picture are separate layers. I still need to actual changes to the main shapes, I'm done with most of the fine details. As an example of what I meant with layers, here's most of them active and at full intensity: (don't worry, there's going to be various versions with different layers and such, although I do kind of like this "extreme" version and will probably make one of the models use it. Also of note, this is compatible with the SoS bodies by Vector, although I'm still debating how to close the plug the gap as the edge loop on the SoS body is quite large.