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Acornus

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  1. Does anyone have a guide on how to fix the original traits or why they were broken in the first place? I can't find anything about Traits or how to even fix up Buffs/Traits with SimsStudio, so I was curious if someone here knew. I know some people are happy with the "fixed" edited version attached here, but all the interesting parts of the traits in the first place got removed (the relations/dynamic buffs), only the static buffs are left, which is no better than simply popping a romantic rose in a room getting the +1 Flirty.
  2. I honestly can't tell what this mod does, if anything at all. My Sims just sit at the PC, type something, then stare around until the timer is over and that's it. If it's supposed to help make new Sims friends, then going to the Park literally does the job. If it's supposed to get Sims with dating or sexy intentions, “SimDa” Dating App already does that and directly, and with the Phone as well, which makes sense. If it's supposed to help organize Orgies, they don't work, and if you have this mod installed, then you most likely have WW also installed, which already allows you do organize events with the Clubs. If it's supposed to allow "Public Events" in a private Venue, it doesn't work and defeats the whole purpose of the Event if you have to manually invite people. Also, why 2 hosts? If it's supposed to allow you becoming the town bike and get payed for your sexy times, then Nisa’s Wicked Perversions does that. If it's supposed to let you become a Star by doing sexy stuff on the internet, then you have MAÏA Games VLOG SEXY and AEP Pornography, not to mention any of the other countless mods that let do you stuff on the internet. I wouldn't be surprised if this mod is just a bunch of text that does nothing because there is literally nothing in it. Talk about putting the cart before the horse.
  3. Does the latest version of the mod not work with 1.68 and requires 1.69? I have all the buttons from the mod, but they don't have any of the words on them, so I don't know what I'm clicking on them half of the time.
  4. Sorry to bother, but which base body are is being used? Type 3 or 6?
  5. So happy to have found this mod, until I realized it's need the Unofficial Patch. Is there a way to remove it?
  6. This is sadly a problem with the way the Karma system works. The only way to avoid it, is to not land the killing blow (pending on mods you use) on Joe or the last Gang member during the Goodsprings fight, since the Bodyguards in the compound are hard wired to shoot you on sight, even with a disguise on form your initial karma set. You could also look into getting a Karma rebalance mod that extends the ranges of Karma points (so instead of going from 100 to -100, its scaled to 1000) but you have to do that before the fight. You could also change the Reputation via Console, like so: removereputation 001558e6 0 5 -> This removes infamy by ranks. You will need to perform it 3-4 times. addreputation 001558e6 1 5 -> This adds to the pro by ranks. I would suggest to try and getting to Neutral (check in your Pip-Boy to confirm), unless you have plans on becoming full on buddies with them and want to be idolized. After that, do this: setally 00101f42 0001b2a4 0 0 -> This sets your ACTUAL state with a faction. First code is Powder, second code is Player ID. You're essentially telling the game that both of you are friends. Using 1 will set you peeps to full on allies. You could also try setenemy X X 1 1, which will set you to true neutral, but for some bloody reason the faction will still attack you on sight, even though 1 is supposed to be Neutral according to the Wiki's. Maybe for true neutral, Goodsprings and Powder need to bet set to neutral instead? I'm honestly not sure, all I know is that the Karma system kinda suck (pun intended) in this game, since it ends up fucking up (pun intended again) the sexy times in many mods. Hope that helps. PS: BTW, the Powder Bodyguards (pending on mods) are kinda broken, and they will attack you on sight still. I suggest simply using Console Command to kill them off. PS2: If VIP NPC's still don't behave, use setav aggression 0 on them.
  7. It wasn't broken before. Double check to be sure the tryouts data is installed correctly as well as the SCR resources. The last part is in case you are runining a pregnancy mod. The body changes and if you are missing some of the SCR assets you won't get a body when wearing the clothing. Of course this is just a bit for you to follow up until someone that is currently using this mod can chime in. When I was testing it before it worked perfectly each and every time and I haven't heard of any issues with this armor from any of the threads, this one, maternity, SCR etc. It could be worth your time to double check. Hi! I downloaded again, and decided to check the Maternity Mega Pack as well (that has everything). Maternity has Slave19 with the body model correctly attached to it (the one with the belly bumps for pregnancy state). Tryout has the Slave19 base model, but lacks a body in the .nif file. Is there a way to import a body from a nif file into another nif file with NifSkope? I tried looking for other mods that may have Slave19 outfit, but it seems like Tryout is the originator (at least this thread is the only reference).
  8. Sorry to bother, but anyone know if the Slave 19 Outfit is broken or supposed to be used as a separate harness? It's lacking a body (ei; makes your body invisible)
  9. Since now the NDA is void, I can talk. Bethesda kindly gifted us a nif exporter for 3ds Max 2013. When specifically asked about the BSClothExtraData node, one Beth dev said that the tool can export that data, but you need the havok content tools to create the data in the first place. And when you install the nif exporter then among other gui elements a scene export button appears that leads to an error message complaining about a missing dll. UNLESS you install the havok tools from the link above, then a new dialog appears with lots of stuff to select (among other a "cloth" tab). I have too few knowledge about havok and 3ds max to investigate further, but someone else might. Man, fuck me, this is what happens when a topic get too big, you miss out on the good stuff people mention. Is there any info. on where the Tab for Cloth is or if it was released in the final public version for 2013? We've been hunting for anything related to ClothData forever at this point, and my friend did freelance with a Havok license at one point in the past, but there was no ClothData information or Roll-Tabs being shown (I mean Havok still needs to be installed in a unique path to be even read by Max, if you install it a default path, it won't find or read the folders) so any information on how to just 'open' the tab will help so much.
  10. Hey peeps, me again. I just thought to pass on a small comment that the CAT-Rig has a small twist at the base of the spines, so the model is slightly twisted, but should be easy to fix if the rotations are brought back to 0 if you use the Parent instead of view or local as you point. Also, not sure if this is just a CBBE-Morph error or such, but the CBBE-Vanilla has gaps between the hands, I don't know if it's an importation issue in Max, the morph itself, or something else, thought you peeps might want to know, but disabling temporarily the modifiers such as skin, and vertex snapping them to the new point seems to do the trick. Cheers in advance!
  11. Hey guys, sorry if I stirred up any issues with my previous posts, don't mind me, I don't know what I'm talking about half of the time (or how things work) but I can foreward them to my grinco and tell me to stop asking me questions about this kind of stuff But a small question, sorry if this has been posted about before (also, not sure if this is the right place to ask it) but just to be clear, we still don't have a high-heel system as well, right? All I know is that Skyrim had the entire high-heel thing, but it was very rigid or static or something, and got replaced later on by the Override stuff by Cell iirc, etc. but either way, at least as of this date today, Fo4 doesn't have a heel system without some kind of skeleton change (like the ones from the Maid/Bride dress in the download section) right? Anyways, I'm off and thanks for any replies!
  12. Thanks for the info! Also, ah, well, I personally don't know how to deal with this kind of stuff, but don't think it can be fixed in the traditional sense, as you said, there is some compression here and there, and outside of a new topology of the model, I don't think it can be fixed willy nilly (my friendo spent some time trying to fix the butt area, but outside of maybe vouching for the butt nodes, the fixing of said zones are outside of his ability on a non-clean model, he was the one to notice the stuff with butts and compression and was trying to figure it out). Again, sorry if what I say doesn't make much sense, but he whipped up a couple of quick images on the basic of 'butt shape retention' (I swear, the terms he comes up with) and he means by the topology with control loops not being there to help retain the shape of the butt even on the most extreme cases. The orange lines are the topology sweet-spots, usually set so when the artist moves to higher polygon counts, they are able to control the bend and curves on how the polygons move. They aren't 100% correct, since it depends on what you want out of the model, but they are essentially a cheap way to test the retention of the model. They are also the location where the body will bend without compressing on itself unless you're going full ballerina. The green lines are where the actual 'sweet-spots' currently are. On the current CBBE models, they are direcly on the pelvis bone, so it will always change the 'location' of it's sweet-spot when rotating vs. being around a common area. Also, the the green lines with the mini lines on the sides are where the compression should be accumlating and can be forgiven, such as the taint, below butcheecks and that mid-section before the lovehandles. Usually those are like 'section' dividers for rigging. The inverse-hershey-kiss effect he calls it, instead of the control loops dividing the back muscle and ass muscle from the middle, they are essentially 'eating the ass' (sucking it upwards) rather then keeping the sweet spot weighted more towards the middle/lower mark. I asked him if dividing the weight by 50/50 on the ass wouldn't work, and he said something about ass not having enough volume to keep it's shape and having to brute-force it with the 'paint tool' due to the density of the model and the way it loops in the front, but apparently that also causes certains parts of the body like the legs to get sucked up and gut-out near the pelvis. The ass folding on itself (these terms are hilarious), the ass does compress as in real-life, but also the fat will retain its volume in the middle parts instead of being sucked towards the taint fully. I personally don't see it because I don't know how asses bend backwards without breaking their tail-bone, but each to his own. The most basic example (he overalyed it on the model to get the basic volume), about the 3 basic control loops per section, like the ones below the ass. You have the shape (basically the cube he put on the ass if it makes sense), the line that is the ass, and the last extra loop to control the divide when it comes to rigging the model (so you don;t have to fight with the entire body compressing and fight on itself (I'm not sure what this is about). I have no idea what I'm doing, and I'm sure I butchered about 3/4 of whatever I was told, but all I know for sure is if the butt-bones are used as a custom inflate node or something, they would be the quickest way to solve issue outside of a new base model or brute forcing the cheeks into the place, but then again, I personally don't know of people would care enough about the quality of asses in Fo4.
  13. I might be talking out of my massive empty blackhole called a head, but bones don't have much bearing on the default posture of characters since they are pretty standard in terms of T-Pose (unless you mean the animation themselves, idle or otherwise). It's just that none of the bodies (when people make them) so far touch the back of the character, they all do that weird Hershey Kiss drop thing, where it feels like someone took a clay-cutting tool and removed a large chunck off someones back to make a smooth drop to a sudden bump. It's good for stylized and sexually amped up artwork, but I can also see what the C-Void of the back isn't endearing all the time, especially since they lack the middle-bump (ei; the little thing known as a spine - even your most lean ballerina has a small back-line bump, and all Fo4 bodies so far lack that). Also, most of the issues can be fixed easily if more control polygons are added to specific parts of the body to emulate the muscle bends or compensate for stretches, its what people did back in the days of pre-mid-joint points or morphs targets, thats why you had low-poly characters on the PS2 that looked like they had proper butts and pectorals without flattening them when stretched to extremes (especially all those fighting games on the PS2 era that were defunct Street of Rage successors that had half naked ladies in them). The issue is, you need to do the rigging on the basic form of the model or the clean Quad-Model that doesn't have several dozen polygons per loop, so that you have proper control on the control-loops themselves, since many people usually use stuff like Weight-Painting Tools which lack the extra finesse you can get on the basic level or edge tools, you end up with stretchy butts and boobs (even triple A companies seem to do such things and the usually end up using stuff like BonesPro to 'refix' the issues - especially since the base model is being worked on by several people in different areas, so asking the model to be remade halfway through an animation/texture workload isn't efficient). Quick Question: Just to be clear (I took a look at the original post and the wiki) we still don't have a way to exporting extra joints and physics to the game, right? Sorry if a stupid question, I just want to make sure on this point.
  14. Do you plan on doing different states for each level of erection (sheath only/chubby/full on/about to veiny pop/knot)? It's taking me ages to do it for a single one of them (such as dogmeat) and different states require some serious amount of polygons, so I was wondering how many stages you plan on doing.
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