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Posts posted by AnnaFly
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I'm planning to fix every vanilla amulet and necklaces. Edit in blender is actually easy, the troubles come with exporting items.
Awesome. It would be a good idea to test your trinckets against different body meshes, not the only one you're using now (even if it means leaving a little residual gap). That way, even more people could benefit from your work.
I've been thinking about a "short" version of every necklace to maximize compatibility and a long version adjusting them to HGEC and ZKEC cleavage.
Greetings.
Well, i'm not quiet sure if i misunderstood something but if you work on "long" version ,it's better to avoid the one too close from the "Breasts region" or you will get some " clipping" there due to different Weight painting used by different modders... so no problem with a short Necklace , but maybe somes with a long model.
By the way , for which version of Blender re you talking about ( ... " the troubles come with exporting items " ...) ? The portable 2.49b ?
Cheers.
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All tits move.
I will add you to the PM ( I just updated it. )
Ok , thank you , Fejeena.
I 'll take a look at this mesh soon ...
Cheers.
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... sorry , in the Blender site i saw only the latest version ... but this one is the 2.75 A and not 2.73a as you wrote ...
That's correct ?
So in this case , the version 2.49 b is sure ( stable and we already know how to use it with Skyrim too even if it's not really " funny " ...) , so why the version 2.76 and not the last one ?
I only know the version 2.49b " portable" ... justin case ...
Cheers.
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kingkongs 6 tits BBB E-Cup Body is in Setbody Beast Body Menu Add-on 1.4
http://www.loverslab.com/files/file/1346-setbody-beast-body-menu-add-on/
Greetings.
Hi Fejeena : do you know if the "six" boobs move ? Or only the first principal pair ?
Cheers.
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Greetings.
Just one question for my knownledge ; what's the principal differences between the two versions ( i only know ... a little bit , because Blender never wasn't my " cup of tea " ) 2.49 b and the new one ?
It's more easy two export correcly a Skyrim mesh without the need to " play" with the NifSkope" 's Details Bloc to remove and add some properties ( especially about the texture ...) ?
I suppose you don't use Blender at this moment for Skyrim meshes but maybe there is/are some informations about this in a "readme file " ?
If i ask you this question that's just because i try to finish to convert a Skyrim Outfit to Oblivion , once converted i suppose i need to change manuallly the "nif" version and a lot of different names to assign the right name to each nodes ... and that's really not " funny" ...:°) .
In fact i just take a look at a previous converted mesh ( not well done enough to be used right now ) - Converted with the Gerra6's Converter - of course , i'm not really interresting to convert something from Skyrim ( maybe to , but not from ) but that's just for a request here , and i would like to know why and where a problem is in the process ... so as i said just for my " knownledge" .
Cheers.
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Okay, well, if it's helping increase modding knowledge, I won't feel so guilty!
Thank you so much for everything you're doing.
Hi ... i'm glad i'm still in holyday but it's very late for me ...
So quickly .
i found something " wrong ' ... the Skyrim model use two bones for the " Forearms" ... but Hgec model uses only one . The Exnem model uses the Forearm twist ... the same node in a HGEC mode is just called Forearm ... but the Skyrim model uses both ( but these owns are not set as the same place ... HGEC and Exnem "Forearm and Forearm Twist use different names but share the same "space" node in fact ... ) .Now, the Skeleton you use in Oblivion ( a " recent " compatible BBb skeleton, of course ) has the two "different" nodes ( so with the two respective names used also by a Skyrim model ) .So now i know why there is this horrible distorsion in the arms ... unfortunately as i already said , this Edhildil mesh comes in " one piece " ... so i cannot remove the part that cover the "Forearms " .Anyway i know now what to do to solve this issue ( i hope ... ).But there is also anothe woith the feet and shoe parts and there i cannot find what's going wrong ... but i can remove these parst out of the nif file ...So half of the problem is "solved" ...This evening i will try with another Skyrrim model , just to be sure.Last thing : the first attempts was made for the ZKEC DM body ( DMZ ) ... that's was just a test, b"cause i found this body a few days ago ...For the next step , i'll use an HGEC LL lower + a F or H-cup ... you just asked a convertion to Oblivion but didn't said anything about the body you desire to convert to ...Bye , now ,i really to to sleep .
PS : a little corection : Exnem meshes use both nodes ( Forearms and Forearms twist but they are set to the same "space" ( X,y,Z coordinates ...) and not the Hgec mesh at the first view ( i must be sure but i didn't found an HGEc upper body outfit with the two respective nodes ...
PPS : oups ; i'm wrong, the forearm twist nodes are just missing in my model ! So this first issue is "solved now ... rest the Feet / shoes .
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Yes there is two official systems .... and maybe others.Well, i see i never follow the vipCxj story ... ? VipCxj and Addk1k are the creators of the first official HighHeels system ... the two persons ( they were friend i suppose) created the first compatible skeleton ... in fact you can use the VipCxj Skeleton with model based on Addk1K system ...the two system share the same base.
VipCxj use a script ( but this one run from the beginning of the loading scene when you launch Oblivion , so it uses "some resources ) and Addk1K uses a spell ( ok , a spell is a kind of script too in some points of vue ...) , so with the Addk1K , yoo cannot add a spell to the heels because they are already "enchanted" ... i think that's why this system isn't so popular.
Addk1K ... you already know him ... Corpses Collector ... never heard about this mod ? ... yes , remember , you call me a Necromancer when i told you how i use his mod ... :°)
But VipCxj also create another interresting thing ... Growlf use this one to create his Skeleton ( not exactly the " Universal", the one where you can adjust the " breasts size" , the heigh of a leg " and highHeels/feet ... unfortunately not compatible with the OP3 bones ... so if you use the OP3 bones to move a " BB ( Bouncing Butt) you cannot use this Growlf Skeleton.
It's a pity Growlf seams to not be here , i call him " Master " Growlf because there is so much to learn from this guy ... you know he already created a sort of moving "vagina lips " a long time ago ... without any " white bug " in the mesh !
Anyway i don't want to cause some new troubles in your head ( headache) so i 'll stop here.
Just one thing ; Addk1K and VipCxj models can be both loaded , no compatibility issue but the meshes are totaly different .
Enough for this night.
Cheers.
I have to apologize for accusing you of necromancy in the past (here's why the name Add1k sounded familiar)...
In fact, you're not a necromancer, you're an amazing necromancer! How do you know so much about mods and modders is something that fills me with stupor. And putting aside jokes, for one time, I'll admit that is always a pleasure, and there is always much to learn reading your comments (well, at least when I understand what the heck you're talking about).
Thanks.
Thank you ... seriously .
As i already wrote your english is better than mine ( and i don't want to use any "Translator" that's why i wrote some " sentences " in french ... but if i remember well , you learned this language for six years , right ? ...;°)
Originally i started to play with computers along time ago ... and i started to " mod" with the Morrowind game and in fact i own Oblivion for its CS beause i didn't know how to modify ( the way i wanted ) a special Morrowind's script ... so i thought it would be easier with Oblivion ( and i was wrong of course ) ...
In fact i started a long time ago but just for my family , i was afraid to share something at the Nexus ( even i was afraid to only post a simple comment there because the " banning system " was very " rude " in my opinion ... so that's why i never shared a mod before ... it's a little bit late for Oblivion now ...
But exactly like here at LL , you can find a lot of "tips" very usefull in different comments at the Nexus so that's why i read the different comments there and that why i know something "particular" because it was just written only one time on one specific topic ... but for VipCxj , that's i must credit " Master" Growlf for the different information he wrote about VipCxj ... and usually he wrote something for " nothing" ...
You know, when something is going wrong i want and need to know why ... that's my nature , nothing else, so i need to read and learn as each others if i want to know exactly what something does ...
Désolée, mais il est très tard, il faut vraiment que j'aille dormir maintenant ... j'ai trop de choses à faire ce lundi que je ne peux malheureusement pas remettre à plus tard. De plus, il y a de gros travaux chez nous ( et pour quelques semaines encore ), ce qui m'empêche de me servir de mes PC comme et quand je veux ...A+
Bonne nuit.
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Hi .
@ QuiteTheTail .
Here a Ecup ( from Electrro 's mod ) with another pair of boobs ... so there is only four boobs there ...but bouncing .
That's jut a model , quicly " merged " ... this kind of meh looks better on the GBEC upper body ... but that's another story.
If you want to resize or adjust them in another way , don't forget to " Apply" the transformations ( NifSkope) ...
For a six boobs model, i need more time to get something " clean - visually speaking " , the final result depends of the texture used ... that kind of model requier it's own texture or you need to "play " with the UV first to get a "clean model " but in this case it's a bad choice if you wish to use it with the Converter ... it's better to "play" with the UV later, once converted .
Sorry, but i have a lot of things to do next morning , time to go to bed now...
Cheers.
NB : i forgot to clean the mesh ( Eclectrro's original mesh needs a crop to branch here ...)
PS : especially to Deaadsomething : if i may ( yes , KingKong's style , i hope all is going well for him ) : the clothes/armors you want to convert from are not creted to be used with a four or six "breasts" body ... i'm talking abouit the texture here , the final result will probably not display something very well done ( visually speaking ) ... with this 4 boobs model i'll post two screenshots , later because i need to sleep ..., the first willl look as a converted model, and the second 'll kook better because UVeted ... so keep this point in mind because once converted you 'll need to UV all these meshes to get something visually +/- correct ...
To can test wahat i'm saying with the nif i put here , just past the texture of an outfit on it and you will see ... for the second , past the samen and Edit the UV and svroll down the texture to match the second pair of "boobs" location .
So know you must know that an UVeted model works only for a specific texture and most of the time, never for a replacer . In other words, you would not be able to use these kind of UVeted meshes to convert them to another outfit ...
PPS @ deadSomething : i posted a screenshot of what i was talking about the texture ... here it's not yet a converted model , this is just the Colourwheel Chaimail ( not quiet sure ,but the texture links to the Colourwheel's folder ) without any Bouncing system where i add two artificial ( = cutted boobs ) pairs of breasts ... the Mithril texture in this case will not looks very well in the same conditions ( that's just an exemple ) .
The third picture is the same model but UVeted ( right-clic on the mesh ---> texture ---> Edit UV ) , like this it matchs better the rest of the Outfit ....
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So i think it's more quick like this, am i wrong ?
Cheers.
Quickly!
I use only 1% of Nifskope's features/potential. Never got the hang of it. Perhaps in the future...
If you're sure it's a better/quicker way of attaining the same result, go ahead. I could try the Blender method, and then we could compare the results. I suspect that Nifskope is more precise, after all.Misunderstanding on my behalf. You're suggesting to import (in Blender) the block containing the HFB breast. It's another option, but I think DeadSomething is specifically interested in some E-Cup clothing or armor (haven't checked the links yet).
okay , but that just because it's you ...
Yes i suggest to import in Blender a HFB body with 4 or six " boobs" ... and most of all , all of them will bounce , not only the first pair.
Let me a few minutes , i'll post a mesh with the six boobs on a HFB body ( of course i will resize the two lower pairs ) .
Now i can just add two pairs on a HGEc E-cup body , but i'll use the Saaya pre-weighted E-cup ( if there is one ) or the one from Electrro Dsigner body Spell mod ... nothing from Gerra6/Movomo SetBody Reloaded ... i already post enough comments to explain why i cannot and don't want to use them ... espoecially to convert something with a totally different Weight painting ...
Ok ?
So , that's just a idea , i think it"s would be more "simple " like this but maybe i'm wrong ?
I have no idea how the converter 'll handle 6 bouncing Breasts ... on the same mesh .
Cheers. ... coming soon .( i think i already posted something like this kind of nif here , but i cannot remember where.)
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okay... that's all already very technical to me... i only ever mix-matched outfits in nifskope from different meshes and edited textures (adding transparency alpha
).so the meshes
this is directly the files i used with the converter:
maybe i only made some strange faults while creating the lattice, so that file is in there too.
Hi .
I don't understand why you talk about DMRA ... the two links are for a Saaya's convertion ( and not DMRA ) ...
I probably already got them in this machine and i will check your mesh tomorrow ( it's time to go to sleep for me ...)
First i will remove the weight pain from the 4 or 6 boobs model , not only because the weight painting is very different but most of all to remove in this case the OP3 bones ( no needed here ) .
After this it's better to create a template directly from one mesh ( get it from one of the EVE Outfit or directly from Saaya BBB compilation base ... but not his DMRA - as i said there is a bug there ...) .
Unfortunately i suppose (i will check this tomorrow ) there are only two bouncing boobs , right ?
Good night .... coming soon ..in a few hours .
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maybe if the tool could use the new body as a stamp to form the clothes, that'd do the trick... i read about something like that as a too lfor 3dsmax some years ago...Definitely should work.
If I get this right, all you need to get started is a "HGEC Ecup 6 breast" body, and a basic set of clothing (6 breast E-Cup too).
All of this should be done in Blender. Once you have them, you can resize them using the Converter, and texture them to whatever you like.
I admit it's already difficult. Just one thing (about the body meshes): let's pretend I succeed at creating the right geometry, but how about the UV map (nipple coloration, muscular lines and so on)? Texturing is not exactly my daily bread... If you're just looking for a template, that shouldn't be important though.
Ah, you're working on beast races... it makes sense.
Hi
Quicly it's already too late for me this night.
@ QuiteTheTail ! just an idea : you remember my "joke" nif ' in the Brideyna's thread ... so you can use the cutted boobs ( from Electrro's HFB body ) to create " quickly a model with blender ... maybe it would be more simple to duplicate ( 3 x to get 6 boobs ) and adjust them with NifSkope to an HGEC HFB body ( in this case you just need to duplicate then 2 times and not 3 ) Apply your transformations ( like this the 6 boobs would be able to bounce ....) and export this already weight painted nif to Blender .
There you just need to cut the hided upperbody mesh under the new breasts .
So i think it's more quick like this, am i wrong ?
Cheers.
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Yes, I've found the dress(es), black and white. There are also the matching stockings+shoes, RealHighHeels enabled.
They don't fit my main character (luckily I have found a valid replacement), but for some of my female companions are perfect. Since I've been using "See You Sleep" it's difficult to get a decent rest without changing clothes for the night... (it's one of my favorite mods).
So, there are at least two systems for RealHighHeels too... it figures.

And the equipment designed for one is clearly incompatible with the other (unless tweaked). Good to know. My headache, again...
Yes there is two official systems .... and maybe others.
Well, i see i never follow the vipCxj story ... ? VipCxj and Addk1k are the creators of the first official HighHeels system ... the two persons ( they were friend i suppose) created the first compatible skeleton ... in fact you can use the VipCxj Skeleton with model based on Addk1K system ...the two system share the same base.
VipCxj use a script ( but this one run from the beginning of the loading scene when you launch Oblivion , so it uses "some resources ) and Addk1K uses a spell ( ok , a spell is a kind of script too in some points of vue ...) , so with the Addk1K , yoo cannot add a spell to the heels because they are already "enchanted" ... i think that's why this system isn't so popular.
Addk1K ... you already know him ... Corpses Collector ... never heard about this mod ? ... yes , remember , you call me a Necromancer when i told you how i use his mod ... :°)
But VipCxj also create another interresting thing ... Growlf use this one to create his Skeleton ( not exactly the " Universal", the one where you can adjust the " breasts size" , the heigh of a leg " and highHeels/feet ... unfortunately not compatible with the OP3 bones ... so if you use the OP3 bones to move a " BB ( Bouncing Butt) you cannot use this Growlf Skeleton.
It's a pity Growlf seams to not be here , i call him " Master " Growlf because there is so much to learn from this guy ... you know he already created a sort of moving "vagina lips " a long time ago ... without any " white bug " in the mesh !
Anyway i don't want to cause some new troubles in your head ( headache) so i 'll stop here.
Just one thing ; Addk1K and VipCxj models can be both loaded , no compatibility issue but the meshes are totaly different .
Enough for this night.
Cheers.
http://www.nexusmods.com/oblivion/mods/31350
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okay... that's all already very technical to me... i only ever mix-matched outfits in nifskope from different meshes and edited textures (adding transparency alpha
).so the meshes
this is directly the files i used with the converter:
maybe i only made some strange faults while creating the lattice, so that file is in there too.
Hi.
For all of us , there was a beginning one day ... for some, slowly , for other ,faster.
Well NifSkope ... a real " Gift of our Lord " as i already said ... a must have .
Well talking about NifSkope ... you can see and understand what i wrote in the previous post about the paint painting used in one of your EVE outfit and the one used in a body from the SetBody Reloaded Edition ...
You just need to replace the body from your 'Eve" mesh by the one from SetBody Reloaded . Don't forget to copy branch/ past branch ( not only copy/ past ...) .
But first to check what i said you need to load the Skeleton you usually use in game .
Secondly , copy/past ( ...copybranch/past branch of course ) the different meshes from an EVE outfit to the very first node ( that's the one at the top, usually named ( but not always ) Scene Root ... on this window where you 've just loaded the Skeleton .
Ok ?
Last part : copy the body mesh from SetBody Reloaded ( once again copy branch ---> past branch ) that match this upperbody outfit ... rememmber to copy branch ---> past branch to the very first node at the top .
Now load an animation , a .kf file ( walk forward for exemple ) : to do so , clic on "Spell ---> Animation ---> attach Kf " ... a new window will "pop- up " and ther you must choose a folder were the KF file are ... and OK .
If all was done correctly , the animation begin to play ( or use the "Play" button if not ) and theorically here you will probably be able to see the "clipping i was talking about ...
Seriously , try it , i'll will absolutly not " waste" your time by trying different things/functions in NifSkope.
Well, now i know, maybe this isn't your " cup of tea " but that's another story. ... " on n'est jamais si bien servi que par soi-meme (sorry it's french ) " ... so do it yourself .
Cheers.
PS ... oh i forgot this ...about the "alpha" you are talking about : if you add an alpha channel to a mesh , first change this one to NiTriShape ( or maybe it's already named as this ? ) Most of the time, when you clean a mesh with NifSkope , you also transform the NiTriShape to the NitriStrip nodes ( these last are better for the performance of Oblivion Engine than a NiTriShape ) but that's an error if the mersh use an alpha channel ... remember this point !
To change a NiTriStrip to a NiTriShape , click on the mesh ( from the list bloc ) right-click ---> Mesh ---> Triangulate ...
... and to change only one specific mesh from a NiTriShape to a NiTriStrip : click on the mesh ( list bloc ) ---> righ-clic ---> Mesh ---> Stich Strips .
Of course save your new "nif " now .
Last thing : if you want to "Stripyfy" ( = change the NiTriShape to NiTriStrip ) all the meshes from a nif file , click on " Speell ( at the top ) ---> optimize ---> Stypify All TriShapes .
That's enough for this moment . Cheers.
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Hi,
...
PS : in other words , the "Colision" box don't match exactly the meshes of the ground you see in game ( example : les trottoirs ...)
I'll have to try in different areas/ terrain types to confirm it's not a collision issue.
However, the screenshot provided by myuhinny is clearly suggesting that there's a problem with alignment. As I said, I took these shoes from the test mod, and perhaps when I imported/exported in Blender (to mend the seams at the ankles) the translation info present in the original .nif went lost.
To answer your questions, the script I have attached is named zzzVipCxjHighHeelsScript [editor ID: xx000ED3] which should be the "Normal" height, if I'm not mistaken. I would never have guessed the possible involvement of the .kf file used for walkforward (there's a lot to learn from you, although I must say, when I read your posts, usually all I get is a tremendous headache).
And I'm not talking about your english, it's just that you fill in so many technical details I'm just too ignorant to understand. It won't be long before my characters will refuse to bounce their boobs, until it's definitely sure what version of BBB system they are using.
(Just a little joke, forgive me).Uhmm... I don't recall ever seeing a Robe in Vipcxjs mod. I have to check.
Hi ,
Yes there is one nice model in the VipCxj folder , a black one . In the VipCxj mod , in the folder you put in your data folder there is not only the one named " HighHeels " there is also another one named/called "dress" ..."Blackdress.nif 562 Ko " .
I don't know what your second file is ( it's only an esp ) and i'll probably not be able to check it just because i only use my own esp with my own folder etc ...
Usually a nif created to work with the VipCxj system or to the one ( it's a spell in this case ) from Addk1k isn't set to zero , i know the one from VipCxj 's mod is set originally to zero but most of others are not and in this case don't "apply" your transformation to this kind of meshes . it's an exception ( i must say same thing with a mesh that's wasn't well exported from Blender ... in the topic you followed w<ith me about the Brideyna's mod , there is some meshes not well done ( = not well exported and not sized to "zero" and in this case , if you move them to match your own mesh it's better to not " Apply" your TransFormation ( i'm talking about NifSkope of course ).
I'll try to find a comment from " Master " Growlf about the right value you need to wrote for a model released for the HighHeels system ( but i'm not quiet sure if he was talking about VipCxj or only about the Addk1K system .
By the way , i found a lot of "YangYang " based HighHeels created to work with Addk1K system and not the one from VipCxj ... and nothing was written in a "readme.file " about this fact.
I remember i got some problem ( seems between the legs and the feet ) but that's was probably because i was working with a lower body based on Coronerra mesh so not HGEC original compatible and i "tweaked" all of these four meshes ( so 2 for the separatly feet and two others for the Shoes ...) to match a lower lowef i never used in fact ... i loaded it by accident.
If you are interrested by the stocking version, this is a personnal VipCxj lower body , not exactly an EBE version.
Cheers, and sorry for the " headache " ... ;°)
PS : a screenshot of the VipCxj blackdress ...
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thanks for your offer.
both bodytype meshes are from setbody reloaded (oblivion) and the armor is HGEC EVE BBB Stockarmor and clothes replacer (Ecup).
i only tried it with a handful of the meshes just to see if it is possible to use as a shortcut.
regarding that the majority of meshes in mods are made for DMRA, i might even try that instead.
so, well, i'm still not sure, which body and armor replacer i want to use in the end.
@annafly: the idea is to convert all stockarmor and clothes, so khajiit can wear them and not suddenly lose most of their breasts.
maybe if the tool could use the new body as a stamp to form the clothes, that'd do the trick... i read about something like that as a too lfor 3dsmax some years ago...
the nude mesh already got 6 breasts, but the clothes dont... so that's the "problem" while "problem" directly translated means "task or assignment".
Hi there.
Well, now QuiteTheTail will be busy for a "little time" ... ;°)
Please can you post the six breasts mesh directly gere in this topic.
I probably have one from the version SetBodyReloaded v1-20 , but it's possible i have another one.
If what i'm thinking it's true , you ( or me ) will get some trouble if the DMRA meshes used the Saaya's DMRA meshes as model ... there is a "bug there , more visible once converted to a thinner breast size ( especially A to D cup and maybe more ...) .
The second problem you probably got with the Converter is about the weight painting ( in other words the "bouncing effect " ... here ) , because the meshes from SetBody Reloaded are not only symetrical ( that has nothing to do with the Weight painting ...) and most of HGEc body are not symetrical but the weight painting is different ... different enought to not use it to a Corronera/Saaya BBBrizzed models or you will get a serious "clipping" .
So if you want to use a mesh from SetBody Reloaded as a replacer in your model ( based on Corromera pre-weighted body and popularized by Saaya and other talentuous modders ) to create a template, you must remove the weight painting first ...
Cheers.
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okay, so that's where my journey ends. i'm not going to learn 3d-modeling.
I feared as much. Now prepare for the unexpected. Send me the stuff by PM or on the board, and I'll see what I can do.
I know in advance it will be a suicide, but let's try this. I can use some exercise.
It's an Oblivion mesh, right?
i there .
@ QuiteTheTail
... un suicide ? sûrement pas ... mais probablement instructif pour beaucoup d'entre nous.
Cheers.
***************************************>
@ DeadSomething :
Hurry, send your meshes to this kind person ... i want to see that ! ...

A simple question please : in you just want a " 6 boobs HGEC body E-cup "...and nude, without any clothing/armor converted to this one ?
Second simple question : 6 boobs ok, but bouncing all them all ?
Cheers.
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@annafly:
Don't even worry about it!
Thank you so, so much for trying! I'm sorry it wasted so much of your time!
Greetings.
Don't worry , i 'll get it , but not so quickly as expected ... if i cannot withe the Gerra6 tool, i will recreate in Blender ...
I'm just a "litle bit disappointed " with this i think there is something wrong ( and maybe in the DMZ body meshes - but i don't think so ... il will check this one too ) in these meshes and i read ttoday the different comments at the Skyrim's section about this mod .
Sure , as always ( with Skyrim ) there was some CTD for a few users but nothing to explain the two distorsions i got once converted .
But , sure these meshes are not done as "usual" in particular the feet/ and lower legs parts ... so i 'll try without these parts.
it's not only for you , but i absolutly want and need to know why these "issues" occur.
So i'll send you a PM , once done . The mask part isn't a problem , the whole outfit is another story ...
To be continued ... :°)
Cheers
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Would it be possible to use this to convert clothes from "HGEC E-Cup" to "HGEC C-Cup 6 breasts" ?
Of course - did you read the OP at all? This is designed to convert to and from ANY body, even ones from previous Bethesda games that use different idle mesh poses (the T-pose).
Greetings.
Yes ...theorically ... ;°)
Just one question please : did you ever tried to convert an outfit from Skyrim ( BBp and with the whole body meshes , head/mask , body, hands/gloves , feet/shoes ...) to Oblivion ?
If this is the case and of course if the conversion was sucessful , could you wrote to us the order of the procedure to get it working in Oblivion's game ?
Using this tool to convert something from one game to another isn't so simple , in fact i think it's better ( and quick , faster ) to do it with a real 3D tool .That's especially true if you are not able to test each meshes in their respective game first .
So you need to have the different games still working ( it depends if you want to test the meshes separatly first or not )
Converting thing from only one game is really easy ( most of the time ) the only problem is to work with "clean meshes " ( = clean source made by a real modder , so an experimented one , not something like " BodySlide/Outfit Studio " made by the first " tourist ... ) .
Finally if i ask you this question that's just because i got some " issues " when i trying ( this last night and today ) to convert a Skyrim's model to Oblivion ... i quiet sure i would be able to get what i want , but not as expected ... i mean " quicly " !
Sure it's the first time i use this Converter to convert something from different games.
Cheers.
I seriously doubt any body that uses Skyrim "jiggle physics" would even sort of work on older games. Best case scenario -> the game doesn't know how to any doesn't try to read the additional data that it cannot parse and nothing happens, but these are BETHESDA games, and we all know their shitty engines would rather freak out and CTD than just continue on with some tiny invisible errors...
Thank you for your advice ... so that's why a wrote " theorically" ... as an indirect answer.
So, now i think it's possible but this need a good knownledge ( better than my english ... sorry for this ) of the different game's structures and as i said it's not so easy if you only use this converter time to time .... of course , Gerra6 who perfectly knows the mechanism of his tool and the structures of the different games will release this probably quickly and well done at the first attempt ... ( supposed he worked with clean originals meshes ...) but not we .
We must learn a few things about these respective games and finally , that's why i said it's better in this case to use a real 3D tool and not the Converter.
Anyway , i'll try to do it correctly but's it's ' a little bit " painful at this moment .
Cheers.
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Hi,
strange it's seams you forgot something there ... with NifSkope there is no Height's change with the different VipcXj scripts... by the way i think i already added a lot off different texture ' UVeted " to this model by the past ( i used it first as a replacer for most of all the lower a middle class sgoes ... maybe i have the files on this machine .. i must check that point.Cheers
PS ; sorry tested with another Skeleton ( Ragdoll) and i don't see any problem with your VipCxj 's shoes... With NifSkope the rioght svript seams to be the "L" ...
If a check a plan ( ground ) in the imperial city , you will see that there are some different between the different part of the ground ( entre la rue et le trottoir , il y a une difference , les deux ne sont pas sur le même plan et sur les trottoirs , le personnage a tendance à " flotter" ... idem dans certaines pièces intérieures , par "plan" j'entends la surface de collision ...) .
Cheers.
PS : in other words , the "Colision" box don't match exactly the meshes of the ground you see in game ( example : les trottoirs ...)
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Greetings.
... hum , rien que du beau monde sur ce topic ...cool ... ;°)
Hi & @ QuiteTheTail : before i download and test your meshes in game i need to know which script ( exactly) is attached to them ... that's just because i use my own "ESM" and not the VipcXj's esp .
So i need to add the right value with the CS .
By the did , did you checked the VipCxj's folder ? There is there a Robe ( BBB enable) ... he never add in his mod , but i think i already see it somewhere else but later ... so it's an interresting model , not skimpy , " classe ( in french ) BC-BG , Bon Chic , Bon Genre " .
Cheers.
PS : oh i forgot this : did you compared the " high"/height " in another area ? The vanilla shoes are not exactly set at the same "High" then a realHighHeels model. Another thing depends of wich animation is used ... if you take a look just with NifSkope ( you can not only use a Kf file for an animation but also the kf script used by VipCxj , so you can see the different Height" used by these scripts ...) you will see that your NPC " Height " isn't necessary the same with different "walk forward " animations ( or other animations ) ...so that's why i wrote it depends of the animation too ...
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Would it be possible to use this to convert clothes from "HGEC E-Cup" to "HGEC C-Cup 6 breasts" ?
Of course - did you read the OP at all? This is designed to convert to and from ANY body, even ones from previous Bethesda games that use different idle mesh poses (the T-pose).
Greetings.
Yes ...theorically ... ;°)
Just one question please : did you ever tried to convert an outfit from Skyrim ( BBp and with the whole body meshes , head/mask , body, hands/gloves , feet/shoes ...) to Oblivion ?
If this is the case and of course if the conversion was sucessful , could you wrote to us the order of the procedure to get it working in Oblivion's game ?
Using this tool to convert something from one game to another isn't so simple , in fact i think it's better ( and quick , faster ) to do it with a real 3D tool .That's especially true if you are not able to test each meshes in their respective game first .
So you need to have the different games still working ( it depends if you want to test the meshes separatly first or not )
Converting thing from only one game is really easy ( most of the time ) the only problem is to work with "clean meshes " ( = clean source made by a real modder , so an experimented one , not something like " BodySlide/Outfit Studio " made by the first " tourist ... ) .
Finally if i ask you this question that's just because i got some " issues " when i trying ( this last night and today ) to convert a Skyrim's model to Oblivion ... i quiet sure i would be able to get what i want , but not as expected ... i mean " quicly " !
Sure it's the first time i use this Converter to convert something from different games.
Cheers.
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I have seen many oblivion things converted to other games like the SPB melonknight. This one was done by Minoumimi and it is basically just ported to the game it still uses the same oblivion body and everything I can even change the body textures to use oblivion body textures instead. http://www.loverslab.com/files/file/1099-melon-knight-bnb/
Hi Myuhinny.
Well i've checked tis link but that's something for Fallout, not for Oblivion ?!?
Cheers.
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Sorry i failed ... in fact i forgot to had the head mesh to the Oblivion body and strangely that's the only thing well converted !
In fact once converted ( there is only some parts correctly done/ converted and unfortunately this mod use a "one piece " model ( so nothing is in SIP = Separated in different pieces ) so all must be redone.
Secondly , once converted , all the Oblivion meshes come with the Skyrim properties ... so nothing is correctly named there. ( no one bone match the one from a Skeleton from Oblivion ...)
Anyway, i will check the mask in game tomorrow ( in a few hours in fact , time to go to sleep for us ...) ...
Sorry , you 'll not get it this night.
PS : Sorry i think i 'll not be able to use these meshes , i've checking in NifSkope and nothing is set to "zero there ... and i think this is the cause of the distorsion i get to the "feet " parts and to the hands/gloves parts ( i cannot separate them without a real 3D tool ( Blender or others ...) . For the mask parts ( there are 2 differents ) i will try this in a few hours... i need to learn how to reassign the correct path / nodes because all the NiTriShapes are linked to something unknown for Oblivion engine ...
PPS ( 30-08-2015 à 16h 39 or 2015-08-30 4.39 PM in english ...) : finally maybe i 'll be able to get something "well done" ... there is a problem in those meshes with the "clavicle nodes and especially with the feet ( and shoes in the same time ) ... i think i 'll try with another outfit i alrady know and used first , just to know if it's something i did wrong or if it's something missing in the original mehes ... the process to convert something from Skyrim is a " painfull" compared to a convertion from different Oblivion's meshes.
But when it's not so easy, i like this kind of situation ( it's my nature ... i cannot change this point ...).
As i already wrote , it's a pity i don't have Skyrim installed on this machine anymore , so i cannot test the Skyrim meshes in game first.
As you can see the first attempt ( left side of the screenshot ) is a very poor result ( except for the mask part but there i forgot to had a head mesh to my DMZ body ( the oblivion one ) ... my attempt number 5 ... is the last but there i still have a big issue with the feet ( and of course the shoes in this case ) and with two bones ' upperarms or clavicles nodes ...
The more positive point of the last attempt is that now the " Dimember Skin partition is now renamed to something Oblivion's engine already knows ... c'est déjà çà !!!
I'll continue in a few hour because there is too much sun today in my country ( it's a sunny day i you prefer ...) so we decide to do something else this afternoon ...
"See you " later ...
NB : please remember to follow this post because i often add some "news" ( = PS ...) to my comments .
Cheers.
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"Is there a mod that...." and Requests Thread
in Oblivion General Discussion
Posted
Hi there .
Are you sure you won't somthing to Skyrim and not from ... it's more easy ! ....;°)
Actually i have a problem with the converted meshes : i cannot past them on an Oblivion Skeleton because the Gamebryo File format ( the Nif version ) differs ... and i have no idea ( at this moment ) how to change this one to the "Oblivion" version ... in nifSkope of course.
If you don't understand what i'm saying, just load a nif in NifSkope, don't touch anything when loaded , go to the Bloc List and there clic on the " Header" ... and you would be able to see and compare the number of the version used by the two games ... finally i think i 'll recreate the meshes directly with Blender ...
I really begin to hate the way Skyrim was released ... ;°) .
Cheers.
NB : so for your request, i'm not able to try this one ...soon .Sorry.