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zecoron

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  1. Only major issue I've encountered with 1.5 is that her dynamic fur armor addon needs to have the female weight slider enabled. Other than that, I would prefer an option to install without the cpbc configs and custom skeleton in favor using my defaults. This is only a minor inconvenience to change, though.
  2. Just a quick update. I changed my setup from SL and CME to FG and nif-optimized Racemenu and now I can't get the issue to repeat. I think the most likely culprit is a bad interaction between this mod and CME scaling, possibly having to do with what state each mod is in when the other is loaded.
  3. I'm having a slight issue with the bone scaling. Running SL SSE setup. The upper bounds seem to be working fine, but instead of using a lower bound of 1.0 it seems to be using a lower bound of something closer to zero, causing the non-scaled breasts and belly nodes to be much smaller and sunken into the body than they should be after the mod initializes. Because the vertices in the area have other weights, zero scale is not full inversion, but it's still very noticeable... especially with smaller npcweight. EDIT: for clarity, this is in reference to NetImmerse scaling. Given when the problem is occurring, it would have to be one of these not behaving as intended. Storage.SetFloatValue(akActor, "_JSW_FM_OriginalBellyTP", NetImmerse.GetNodeScale(akActor, "NPC Belly", false)) Storage.SetFloatValue(akActor, "_JSW_FM_OriginalBellyFP", NetImmerse.GetNodeScale(akActor, "NPC Belly", true)) float originalTP = Storage.GetFloatValue(akActor, "_JSW_FM_OriginalBellyTP") float originalFP = Storage.GetFloatValue(akActor, "_JSW_FM_OriginalBellyFP") NetImmerse.SetNodeScale(akActor, "NPC Belly", originalTP, false) NetImmerse.SetNodeScale(akActor, "NPC Belly", originalFP, true) The breast nodes as well of course... I suspect that the root of the problem is NetImmerse.GetNodeScale behaving differently than expected, but you've probably looked more into it than I; and for some reason I can't get debug notifications to show up for this mod, which is unfortunate because that would tell me what those original values are set to.
  4. If you're going to handle all the node scaling through a single output, have you considered the possibility taking that and giving options to instead push it a specific RaceMenu morph? I've not attempted to interface with racemenu myself; but if that were possible, from an aesthetic standpoint, it would produce superior results to direct node scaling. I assume the performance would be worse, however... perhaps not.
  5. Flickering artifacts is a z-fighting issue. It means there's more than one poly occupying the same plane either from a duplicated mesh or a one-sided mesh which was made two-sided.
  6. Would you be so kind and explain that to me? I'm just a noob and don't know the exact naming scheme of those skeletons/meshes (see? ^^), does it mean that this version is effectively just a bbp body? The skin is skyrim can only have a maximum of 4 weights per vertex... and normally this isn't really a probelm if you were adding an extra weight to the situation... there would be slight changes but nothing huge. The problem is this body is specialized for breast and stomach SCALING. When you have two nodes scaling towards each other in opposite directions, and the area between the two has to maintain a specific shape over a range of scales for each bone, both together and individually, you need very precise weight painting on those vertices. If there's breast01 in there, then that's 3 vertices... it's still possible to work with, and I have in the past, but it takes much longer and it's impossible to stop it from distorting at certain sizes... now keep in mind that these weights have to remain approximately relevant, not over a range of scaling values, but over a range of bodyslide diffs, which offset vertices in a non-uniform way with respect to the bone they are weighted to. And that these offsets directly control the strength of the weights on the skin... So in reality, the entire concept of this mod is to achieve something that should not actually be possible, and is not possible... but given a small margin of error, I can make it appear as though it's doing what cannot be done. i.e. uniformly scaling weights, who's actual functional values change over a scope that's completely non-uniform. tldr: I guess? Also, I've been working on other stuff, but the next update will include quite a few armors... I'll probably convert some of the caliente townsperson pack as well... the bsd's will need a little changing for those though. I would have done caliente wench instead of keos... it's not my favorite pack anyway... but those are trollops' clothes so I think keos is spot on.
  7. The armor I've included already was completed in 3ds max before hand. I've just altered my file structure so that I can make improvements to the existing bsd files in future releases. I would do more of the work in the outfit studio, but my weight changes require complex test animations... I'm not scarce for work to do in outfit studio though, as many of the bsd files have issues that I would prefer to correct.
  8. Dec 20: Version 2.0. Major reorganization of files and build system; Inclusion of many required .bsd files in main download; Complete reweight of all models; Removal of Breast01 bone to expedite or make possible conversion of additional outfits without going over the 4 weights per vertex limit; Addition of CT77 Archmage Robes and Keos Wench outfit; Overall backend improvements; Added optional normal map; Relabeling. Major revisions all around, and I added two new outfits. Mod has been converted to Bodyslide2... not that I had to really do anything, it was more of an organizational change. Please see new topic: [PSB] Pregnancy Scaling Body - for Bodyslide2
  9. Version 2.0

    98697 downloads

    These bodies are highly obsolete, please use one of the modern alternatives. All credits to their respective creditors.
  10. [Obsolete] Pregnancy Scaling Body - for Bodyslide2 View File These bodies are highly obsolete, please use one of the modern alternatives. All credits to their respective creditors. Submitter zecoron Submitted 12/21/2013 Category Body Replacers Requires Special Edition Compatible
  11. The skeleton rig is the only thing you don't need. As I said before, it's only for animations... It's certainly important if you want correct behavior with animations which include breast movement, however what you need is the 3rd person skeleton. That's what prevents crashing and allows the stomach to grow. If you're not seeing any growth of the stomach, then i would refer you to the troubleshooting section of the original post. Of course it's not as good as the other pics. That's a pic of a different mod.
  12. In xpms you'll notice two folders that contain no files. 00 == Core == and 10 == Options == These are groups. Core contains the skeleton rig, which helps the game with animating non-vanilla bones, as well as several optional animations and first person skeletons. Options are the different options you have for the 3rd person skeleton itself. The main difference being the placement of the weapons.
  13. Yes, provided you have one of the mods I listed in the original post. Any preset you want as long as bigbelly is set to about 50 on low and high weights. Those are the names of the slider sets. No. Yes. Sort of.
  14. XPMS supports all tbbp animations and overwrites none of them. You're having a problem with whatever mod utility you're using. Just install tbbp manually and then manually overwrite with xpms. It's like putting a bunch of dirty dishrags in a washing machine on set to delicate agitation with cold water... did you wash the rags? Yes. Are they clean? No. Is xpms installed? No.
  15. You're either missing .bsd files from cb++, remodeled armor for bodyslide. I don't immagine you need to run as administrator if this is the only issue you're having. You require every bsd file in this code, and only Dragonscale_BraZap.bsd, Proper_LockSeamHi.bsd and Proper_LockSeamLo.bsd are included. All bsd files pertaining to BaseShape should be in the CalienteBody folder. The others should be in CT77Armor. If you have all that, then you may have a problem other than installation difficulties.
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