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Well no, since we already got all of that. Custom animations work, all the stuff that is in the game now can be extendend / changed and with BepinEx you can load dll's and run custom c++ code alongside the game playing around in the games memory. As for the "political" stuff, they are aware of adult modding and the fact they cant really do anything about it even if they wanted to, which they dont.
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what are those full mod tools going to look like ?
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Has anyone figured out how to get multiple characters to use the same furniture ? Despite having multiple slots my furniture only allows interaction of 1 character at a time...
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Because its not a (game) mod, its much more an engine extension for Unity. Its pretty much what the script extender is for BGS games.
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Paralives has a quite extensive build in condition system which, paired with its actions and interactions, is capable of doing a sort of clunky WW-like right now. In additon to that there is BepinEx which allows access to the engines memory, which means you can do anything you want. The animation converter is kind of a pain in the butt tho... On a technical level, there is nothing that prevents a WW-like right now, it is just a matter of time. With that said, the game has been out there for only 3 weeks and it is the middle of june, most people have better things to do then spending their free time in front of a computer right now.
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Generating fully textured 3D models out of a single image is not only very much possible, there are models out there which quite frankly do a "decent enough" job at it. I dont think so. Mostly because modding in games comes down mostly to scripting in the engine- / game- specific language instead of stuff like Python or C++. Since those languages have a much more narrow scope and are pretty much tied to a given engine or even a specific engine version, creating an LLM that is capable of generating code in those languages just isnt worth the hassle.
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Black Sabbath - Die Young
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Its because i totally fucked up the collision/havok physics when doing these. Not much you could do about that besides maybe trying to change some havok settings inside the .nif file using nifscope. The issue might be solved by changing the collision group from animated static to static, however that might fuck around with its animation...
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CTD on startup with TD active has been reported occasionally, but afaik no one really got to why it happens for some people.
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Just a wild guess but, Windows 11 ? and Vortex as mod manager ? If thats the case you could try wether a manual install still causes CTD.
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LLMs are the worst possible choice of technology for that kind of work. It will make it look like it works but when it actually doesnt. All you do is "train" an LLM to sort Plugins by name, not by what they are doing.
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Skyrim to FO4 Animation Converter: It Works. Now What?
Vader666 replied to dagobaking's topic in Skyrim General Discussion
Meshes and textures don't grow on trees... They are made (mostly) by humans, just like any other assets as well. Derivative works of any asset need proper license, otherwise its IP fraud / "theft" no matter if its an outfit, an animation, or a sound effect. The only difference with animations is that its quite a lot harder to distiguish derivates from original creations. A possible remedy for that could be adding data to the generated files that state that the file was generated by this tool alongside some information about the original file used to do the conversion. Obviously not a bullet proof way to prevent anything, but given that we are pretty much talking about the issue of people who want to grab cash with the least amount of effort possible are going to use the tool to convert somone else's stuff, it might work well enough. Without any insight to the tool, im 99.9% sure its capable of converting any animations since its just orientation data within a given reference frame for a list of bones. > Retargeting Implementation of the generated .hkx files is a different story.