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thatTESguy

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About thatTESguy

  • Birthday April 1

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    I do scripting. Well, I used to do scripting. Ask me about scripting.
    I don't do art. Well, I did do a little. Still, don't ask me about art.
    I do very much like game theory. But, I don't do it. Would be glad to answer questions about it though.
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    Default permissions for my content unless otherwise specified:

    Feel free to edit/revise/re-release as you wish, for any non-commercial purpose, provided proper credit is given.
    For commercial purposes, please contact the author before distribution.
    Permissions of content by authors other than myself in my mods supersedes my permissions. To the best of my ability, I will try to identify all such content in my mods.

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  1. Did you happen to release that modification you did to the tentacle shoulders for the mouth in Fallout? Was a badass concept

  2. Any difference between using "blockoverride" and "block" in the above? I don't have my hands in GUI modding yet.
  3. Hey quick note: Looks like your settings for gene_height is producing tons of log spam in error.log since giant_height is capped to 1.0 anyways. Setting it to 1.0 instead of 2.0 should do the same thing and prevent the log file from being hundreds of MB each playthrough. If you don't want it to conflict with "dwarf" or something, can define an opposites or remove that trait by the event chain. Otherwise great mod! Error messages (in the hundreds of thousands): [20:42:41][jomini_script_system.cpp:169]: Script system error! Error: Value out of bounds, must be between -1.000000 and 1.000000 but was 2.000000, value has been clamped Script location: file: (null) line: 0 Relevant files: genetical_conditions = { usage = game giantess = { ignore_outfit_tags = yes dna_modifiers = { morph = { mode = modify gene = gene_height template = giant_height value = 2.0 } } weight = { base = 0 modifier = { add = 100 has_trait = giantess } } } } giant_height = { index = 3 male = { setting = { attribute = "body_height" value = { min = 0.75 max = 1.0 } age = age_preset_height } setting = { attribute = "head_body_height" value = { min = 0.75 max = 1.0 } age = age_preset_height } } female = male boy = male girl = male }
  4. After way too long, I figured how to do this. Apparently it's a oversight from the devs in that the appropriate entries were not defined. Add the following to portrait_modifiers: morph = { mode = replace gene = gene_bs_body_type template = no_portrait value = 1.0 } accessory = { mode = add gene = clothes template = no_clothes value = 0.5 } Add the following to .asset or use the following file blend_shape = { id = "female_bs_body_no_portrait" type = "blendshapes/female_bs_body_no_portrait.mesh" } attribute = { name = "bs_body_no_portrait" blend_shape = "female_bs_body_no_portrait" } <<female_body.asset>> Create the female_bs_body_no_portrait.mesh file in gfx\models\portraits\female_body\blendshapes Take the male_bs_body_no_portrait.mesh file, use a hex editor to change the "male" to "female", and save Or use the following file <<female_bs_body_no_portrait.mesh>> Add the female attribute definition to 01_genes_morph.txt no_portrait = { index = 4 male = { setting = { attribute = "bs_no_portrait" value = { min = 1.0 max = 1.0 } } setting = { attribute = "bs_body_no_portrait" value = { min = 1.0 max = 1.0 } } } female = { setting = { attribute = "bs_body_no_portrait" value = { min = 1.0 max = 1.0 } } } } Female body mesh should be hidden! female_bs_body_no_portrait.mesh female_body.asset
  5. Replying so google will index this. May also help some people. The problem is basically that the tail does not work if the bones are not properly parented. If you are trying to rig an armor piece with a tail, and the tail is not working properly when the player changes position (sneaking/etc), try the following: Prepping the HDT tail skeleton Import the XP32 skeleton Import an existing HDT tail with the import skeleton and create with NiNodes options ON Skinning Apply skinning modifier to mesh Make sure that every bone in the HDT tail is rigged to a corresponding portion of the mesh (From CME TailBone01 to HDT TailBone0011) Apparently CME Tail Spine [Spn0] does not need to be rigged (confirm) Exporting (CRITICAL) Export with Flatten Hierarchy OFF, and Remove Extra Bones OFF Open mesh. It should have a ridiculous number of nodes. Nifskope > Spells > Optimize > Remove Bogus Nodes A correctly exported block list will look like this: Copy the HDT Havok Path from an existing tail to this new mesh Save the mesh Creation Kit If you get duplicate tails, you likely tried to assign a tail to more than one armoraddon. Only use one.
  6. (Aka Deep learning for fun and profit) Pictures should be self explanatory. https://github.com/jixiaozhong/RealSR Original: Bicubic: RealSR:
  7. This is ... actually quite good. Offers much of the same functionality as ShaderMap (except for texture blending) in a simpler UI. Doesn't seem to support DDS though so there's an extra step. https://shadermap.com/downloads/ Artists, curious as to what your workflow looks like these days. I'm torn between sticking with Quixel Suite for my more advanced texture needs, or moving to Substance (which would take a lot of commitment to setting up a new workflow).
  8. Answering my own post. This is the start of something, but I'm not sure how much further it can go. https://www.nexusmods.com/fallout4/mods/40955?tab=posts
  9. The shoulder tentacles mod has revitalized my interest in armor modding, even for a little bit: https://www.nexusmods.com/fallout4/mods/40955 <Modderspeak warning> The BSLagBoneController solution takes care of a lot of stupid stuff that Havok otherwise causes, and is worth digging more into I need a better way to work with NiControllerSequences though </Modderspeak> (dynamic, just cause) ezgif.com-video-cutter.mp4
  10. Bump since I'm here. Anyone has worked with animated objects of any kind in Fallout? Perhaps, even a toolkit such as this? https://www.nexusmods.com/skyrim/mods/51351?tab=posts
  11. Hi, I rarely post here, but this mod has frustrated me. So here goes: https://www.nexusmods.com/skyrim/mods/53271 Tried a variety of ways to port this to Fallout. It eludes me so far: 1. Directly (.nif). Fallout doesn't read it. 2. Extract the model via 3ds max, export as fallout nif, re-attach it to the skeleton - animations mess up and the file doesn't work. 3. Extract the model via 3ds max with animations. Animations don't import properly (2018). 4. Export the model as OBJ only via Nifskope. Exports as a static bind pose; I would have hoped at least to export a frame of the idle animation, but it can't even do that. 5. Import the nif into Bodyslide. It doesn't seem to be happy... Any clues? I don't even need the flight capability (though I suppose one could use it with https://www.nexusmods.com/fallout4/mods/29148) ,but need pointers so I can do it myself. Thanks!
  12. Cool stuff; keep it coming. Please feel free to release whatever in the Download section; just include a link to the original mod resources. Just playing around with textures and ENB right now: For the tail, I still want to look around; I wonder if I can borrow some of the cloth physics stuff. People who know havok physics stuff, any suggestions?
  13. Hmm its going to have to lift for sex animations, maybe someone will even do a holding the tail animation Yes, animations please. I can't help there. My first request would be probably running/sprinting on all fours, a.k.a. the related skyrim mod.
  14. Can you put this up for download please? Well, that is the Argonian texture from Skyrim. Since Skyrim is using a different format of normal map and specular map, I need someone to recreate them for me to finish the job. As you can see in the second pic, those scales sunk in the skin. Which makes that like a bunch of holes on the skin, and that is so creepy. Can you invert the green channel in the normals? I assume that's a tangent map? If not, XNormal it to convert it to tangent space.
  15. Working on the tail (ignore horrible 3ds max renderer). Testing different poses where a bone would look good. Though I'm not going to try to implement a HDT bone system, I wanted to see what it would look like.
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