• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

BringtheNoise

Contributor
  • Content count

    767
  • Joined

  • Last visited

Blog Entries posted by BringtheNoise

  1. BringtheNoise
    So I had my girl go to work for Harkon, and why not she was already a vampire with over 500 bandit/necromancer/forsworn/idiot victims... why not work with a lord.
    Ends up Harkon wanted to show her how he trained his wife and daughter for the Sacrifice that got him his powers...
    I only grab'd a couple of shots before it got sticky...



     
    Needless to say it got a little messy after that....
     
     
    Later on I had my girl Hunter hanging out at the Club in the either sweet and she was kinda lonely cause well there are no npc's to go with that mod.
    a little console loving and she ended up with a couple of drunken daedric princes of debaucher to keep her company.... which is a good thing cause she is a succubus.






     
    Needless to say she was dancing on tables, on beds, and had a really good time.... Oh and the High King got a good eye full (damn she he's just a ghost).
  2. BringtheNoise
    The other day someone pointed out an FX mod and I've been using it ever since.
     
    Well what happens when you mix and match that undead FX mod with Sexlabs?
    Truely strange and kinky shit... thats what.
     
    For this set I had my character using a "Ring of Ghostveil" (part of an enchanting mod, enchanting freedom, or something like that)...





     
    And after the session was over, I had a happy Vampire Succubus...

     
    Now this next set... well I think it takes the Necro Idea and turns it up a notch or 3???
    Our photogenic couple hail from a burrow in skyrim somewhere and were both bandits (until they met an untimely end and my hands).
    I was nice enough to resurrect them and then let them have a go at each other (it's a damn shame I used them to fill some black soul gems before I let them play).




     
    And our couple redressed and ready to be used as cannon fodder...

     
    Next up... Playing with Draugr Deathlords.
    Ring on...

    Ring off

    Ring on

    Look at that Pentration... damn he goes deep!!!

     
    And that is about all I have for you folks...
     
    Mod's used were .... Sam for the males, Sexlab (no shit really), UUNP (demonfet for my character, uunp default for the bandit slut), Colorful Magic (Big fucker in the Black Dragon armor from the first set), Blood Raven (reworked by Zquad1), Tamriel Reloaded HD, Realvision ENB (I think, can't remember), Angelic Succubus Race (my character with the head from the Shyvana follower mod imported thru racemenu), and some other shit (AOM's Blood Red Nocturnal Robes Ghost, and some of Shaydow's Celestial Dark Knight stuff that I've been mucking with)....
    Oh yeah the Enchanting Freedom mod (for the ring of ghostveil), and that FX mod that the name eludes me right now...
     
    Bonus set: Sextoy 101 in the Night Classroom (Aether Suite)...








     
    Maybe in that last one I should have had a stamina potion on the bed instead of the health (but the health one is in the NSAP set of animations she was going thru at the time).
     
    Lets see... Halo's Aether Suite, Halo's Vindicus Mixed armor (reworked to Demonfet by me), DDi (Restrictive Corset), DDT for the plugs, NSAP for the animations, Sexlab to make it all work... yeah I think that covers most of the basics (shameless plugs for UUNP, bodyslide, and xpmse cause they are needed).
  3. BringtheNoise
    So this morning after firing up the computer and freezing while trying to open a compressed file with Winrar. Like total hard lock freezing.
    I rebooted and could not get past the Windows loading screen...

    So I broke out a spare SSD drive that I ment to upgrade my OS drive to a couple of months ago...

    And I'm doing a fresh install of the OS.
    Windows 7 64bit Home Premium - Nothing fancy.

    Old Drive was a Crucial M400 64GB, replacement is a PNY XLR8 128GB (about the same speed on read and write).

    And I'm going ahead and doing a complete reinstall - vs - restore from a backup.

    Con's:
    Some icon's are lost and bookmarks have to be recreated.
    Fucking Windows Update showed over 150 primary updates with another 50 or so secondary updates (thankfully I set it to manual pick and choose, cause I don't like Bing and some of other shit LittleLimp push's as an update).

    Pro's:
    Fresh Install of all software on the OS Drive.
    So Windows, Antivirus, System Drivers, Firefox, Paint.net, Gimp, Pot Media Player 64, etc.

    Note: Steam is installed on a second SSD (240GB PNY XLR8 currently) so all my games are un affected.
    All of Unified UNP stuff (testing material, and what not) are located on a third 500GB spindle drive (along with the zip files of all the mods I use). So no problems there either.
    Hell I don't even keep my movie or music stored on the OS drive. I only use it for the OS and base programs... which reminds me I gotta go download 7zip.
  4. BringtheNoise
    Okay so I've spent the better part of this evening mucking around with the wrist seam on Halo's High Poly hands (as the wrist seam for the hands have 11 vertices per hand and the Unified Bodies have around 22 vertices per each wrist).
    So to get the hands wrist seam to become more rounded I need to add more vertices, but just to the last ring of vert's at the wrist... not the entire hand.

    Well I tried everything, delete, move, detach, bla bla f'n bla... nothing did what I wanted... I came across the answer while mucking around and its actually quite simple. in the modify option set it to face (not vertices, or polygons). and set it to split.

    With max set to modify the face by splitting it. You then need to put the cursor on the wrist seam, not above, not bellow, not in front of or behind, but directly on the damn seam and click 1 time.

    If all goes well you just added on of the vertices you might have needed and go team go...

    Now repeat that process for each faces you need to split...

    Ya know I'll probably start mucking with that process on some low poly armors and see if I can up poly em in the correct area's (like the breast and butt areas) and then export them and see if it reduces jaggies and clipping in game... but that will be at a later date. Right now I need to get some sleep cause I can barely read what I'm typing and I'm starting to ramble...

    I wonder if I'll need to weld the seams after I do the split... oh well I'll find out when I start mucking with it tomorrow... right now it's bed time
  5. BringtheNoise
    Well Unified's rebuild is coming along pretty well... only need to move the UN7B bodies forward .35 on the y axis and then the main part is done.

    Ran into a snag where Halo's high poly hands, lower vertices count on the wrist seam is causing problems.

    The Base body used in Unified has bouble the vertices points on the wrist then what Halo's hands do ( Up to the vertices ring prior to the wrist seam Halo's set has the same amount of vert's but drop's to half at the last ring/wrist seam ring).

    This is causing a problem due to the increased vertices in the wrist seam on the base shape giving off a more rounded shape on some of the bodies and Halo's lower vertices count wrist seam is not able to match the bends (which causes a wrist seam gap between the body and the hand).

    Now If I knew how to add vertices to the wrist seam in the high poly hands I could solve it... ya know open max, add some vert's link them to the next ring in the mesh, update the uv map, and double check the skin... bla bla bla....

    Problem is I'm not that far enough along in my understanding of Max... and I'm completely all thumbs in Blender (shit the text is so small on my screen I can't even ready what Blender is doing half of the time).

    And unfortunately Halo did the ankle's seams in a similar fashion (double the vert count on the vert rings prior to the seam, then backed the vert count on the seam off to half)....

    What to do??? Go to Halo's and see if I can talk him/her into tweaking the seams, or go with a different hand set that has the correct amount of vert's... which would probably be going with Bombshell's hands and feet as that is what the base body for UNP started life as... UH Screw that, I just looked at the orginal bombshell hands and feet in nifscope... They have a good amount of vert's on the seams, but the the rest of the hands and the rest of the feet are low poly and look like crap!!!

    Time to watch some google vid's on tinkering in max and see if I can figure it out (might delay the project by a week though.... hahahahaha).
  6. BringtheNoise
    Well I've been tinkering with the idea of creating a conversion set for Bodyslide 2/Outfit Studio and the first part of it is done.

    The Nif file.
    Hmmm, It's only 30Megs (31,450KB) in size (yeah and each base shape is usually only 565k so yeah it's kinda f'n big)....
    And that NIF file contains the high and low body shapes for every body I've done in Unified UNP (and some I haven't released yet as well.... UNP Pushup and UNP Skinny yeah someday unified v1.10 will come out with those as options).

    Now I need to create BSD files to go from each of those bodies to a CBBE v3.3 Curvy's high weight.
    Oh and I'm mulling over the idea of rebuilding the base shape I use in Unified to be a perfect cbbe v3.3 curvy high shape....so yeah gotta do that first huh.

    Once all the .bsd files are build....
    Then I'll build an xml file that will point the correct mesh in the nif to the correct bsd file in the same folder (that shouldn't be to hard as you can tell OS what mesh to load via the xml).
    So basically a 50 or so sliderset/slider loadout that points mesh xyz to corresponding the bsd file...

    So how will it work?
    Hahahaha..... that is the brilliant part.
    You just copy the xml file from the slider set folder into the mesh folder for what ever armor you want to convert.
    Then Load that xml as a reference, choose the X body to CBBE in the drop down (X being the body you want to convert from)... and if all goes well it will load the body you choose as a reference with a single slider that will convert that reference shape to a cbbe shape (san's name Converto).
    Then load the outfit, conform to sliders, flip the slider to 100 and export the outfit in a CBBE 3.3 Curvy High shape ready for Outfit Studio....crackhead says what???

    Sounds simple right.... no problem, yeah no problem at all...

    Now it is just a matter of:
    1. Rebuilding the base shape to a perfect match for cbbe's v3.3 curvy high (the wrist seams and the first row of vertices where the breast attach to the torso are the main differences in the current base shape, well not to mention that stray vert in the labia area of the unp base body...doh).

    2. Building the .bsd files for each shape to CBBE (will be easy enough after step 1 is done)
    3. Building the xml file.... (not that hard probably an hour or two in notepad++ at the most).

    Nothing could possibly go wrong, right? yeah like nothing ever goes wrong when I work in Outfit Studio



    EDIT: Just to see if the concept would work I skipped step 1 for the time being (yeah I shouldn't have but what they hell are ya gonna do about it...)


    So the Code for the XML looks like this
    <SliderSetInfo>
    <SliderSet name="UNP Low to CBBE">
    <SetFolder>Converto</SetFolder>
    <SourceFile>Convert.nif</SourceFile>
    <OutputPath>meshes\armor\converted</OutputPath>
    <OutputFile GenWeights="false">boxcar</OutputFile>
    <BaseShapeName target="UNP_Low" DataFolder="">UNP_Low</BaseShapeName>
    <Slider name="UNP Low to CBBE" invert="false" small="0" big="0">
    <datafile name="UNP Low to CBBE" target="UNP_Low" local="true">UNP Low to CBBE.bsd</datafile>
    </Slider>
    </SliderSet>

    Just repeated over and over and over about 50 times or so...
    The parts highlighted in Yellow need to be the same in each section.
    The parts highlighted in Blue need to be the same in each section.

    Just and example the UNP High version looks like this...
    <SliderSetInfo>
    <SliderSet name="UNP High to CBBE">
    <SetFolder>Converto</SetFolder>
    <SourceFile>Convert.nif</SourceFile>
    <OutputPath>meshes\armor\converted</OutputPath>
    <OutputFile GenWeights="false">boxcar</OutputFile>
    <BaseShapeName target="UNP_High" DataFolder="">UNP_High</BaseShapeName>
    <Slider name="UNP High to CBBE" invert="false" small="0" big="0">
    <datafile name="UNP High to CBBE" target="UNP_High" local="true">UNP High to CBBE.bsd</datafile>
    </Slider>
    </SliderSet>

    so on and so forth.... and the damn thing is f'n case sensitive
    I was mucking around and didn't capitalize the L in Bombshell_low in the mesh name and I'll be damned it Outfit Studio would not load it when it was looking for a mesh named "Bombshell_Low".


    But other then that the test is pretty much a success...

    Oh and there are a total of 55 shapes.
    54 of those bsd files are for high and low reference shapes, while UNPB Oppai V1 is the only one that had the high and low as the same damn shape...so yeah that is number 55 conversions to CBBE.