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Posts posted by Supierce
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Is there a simple Generator that just uses mother's race instead of doing all the calculations?
I think that's the default behavior for Hiyoko Club. (Hiyoko Generator is just for names.) The fancier genetic stuff comes from HiyokoFutureDream or Hiyoko Genetics
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I just wanted to say a big THANK YOU for the seam mender. I had a bunch of clothes that were mismatched at the seams (both size and normal-wise) with the hand model I wanted to use. I used the hands as a template, dumped the clothes into the target folder and presto - they now match perfectly. I wouldn't have thought it was possible. So really... thank you!
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I'm trying to think of ways to minimize the UI requirements, as IMO not all of it really needs to be viewed and set by a user.
I agree with all of that. I was hoping for something similar to Mesh Rigger that could port breast, butt (both OP3 and buttock), and breathing animations from a template .kf to a target.
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Evil Hiyoko Discussion
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Thoughts, ideas anyone?
I think it's a great idea and badly needed. I know Hiyoko Genetics doesn't have anything like that (and it should). I don't know about HiyokoFutureDream.
Hiyoko Generator does have a a3hgcInheritHiyokoFaction function and a a3hg.InheritFaction variable, so maybe you could start there. It's definitely needed.
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Mesh Rigger doesn't touch animations, it just rigs meshes.
I have been thinking about porting some of my Blender Pose Converter functions to a stand-alone tool, but that probably won't happen for awhile.
Okay - thanks. I'll see how ambitious I get in the meantime.
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Is there any way to use Mesh Rigger (or something like it) to add breathing and/or bbb to idles that don't have them? Or do I basically need to learn how to use Blender?
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89.h solves a major problem I was having. With previous versions I had a skirt where the original worked fine but the conversion always clipped around the thighs when crouching/sneaking. 89.h solves that completely. Thank you!
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Yeah, the LAPF included 1st person skeleton works just fine. That's the one I was using before trying this one. 3rd person skeleton I'm using is the one included with LAPF if I'm not mistaken. Guess I'll stick with that. Seems to work fine.
Okay - that's good to know. I'm glad it's working.
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Send me the files. The latest version of Mesh Rigger is 0.89.g
Available on my dev site here: http://kgtools.org/mesh-rigger/download/
I only see "e" and "f" there.
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I just discovered that while it did fix the visual anomaly, the issue with the target being off-center still persists.
Screenshot shows what I mean.
There are two things that might cause that: an incompatibility with the 3rd-person skeleton, or another file in your 1st-person folder that's conflicting with idle_recovery.kf
Technically, you shouldn't ever need idle_recovery.kf - all 1st_person mods should already have a file that does the same thing, so maybe that mod is corrupted,
What 3rd-person skeleton are you using, and what 1st-person mod are you using?
To troubleshoot, try using the 3rd-person skeleton from LAPF (in the _Male folder, of course). If that doesn't fix it, try substituting my 1st-person skeleton with the 1st-person skeletion from LAPF. Try both experiments with and without idle_recovery.kf. One of those combinations should work.
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I use enhanced camera and this skeleton makes my first person view look really zoomed in and ruins both 1st/3rd camera selection (like my character is facing slightly left and i have an item/door/etc highlighted that is to the right of them)
Changing back to another 1st person skeleton fixes it. No idea what's going on.
rinem, try adding idle_recovery.kf to your Data\Meshes\Characters\_1stPerson folder and see if it helps:
I tested this file and had the same issue as well.
Adding idle_recovery.kf solved it. Thanks.
I'm glad it worked. I've just posted Idle_recovery.nif as a troubleshooting file for anyone else with this problem.
Thanks for your feedback!
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Well, the question remains why I get the results I do. And by that, I'm referring to the teleporter accident. And, since you probably need more precision in the description than that, when I create a lattice and do the conversion, I end up with a mesh with spikes sticking out in all directions and the body and armor mixed together. You did not get those results. So something is amiss somewhere. Also, again, if I use a lattice created with a previous version, I get results much as you do. The problem is when I create a lattice with .89f and use that lattice for the conversion.
When making your lattice, uncheck the Vertex Index Search button. I had the same problem.
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In HiyokoGeneratorBroodMother.esp the searches creatures data is via the script, but I think most People can or will not change a script.
In a ini could be the custom race esp and entries for hair which are to be used for men or women or both. No hair entries in the ini = random Hair selection out of all race hair.
If People are lazy they must only add the custom race esp in the ini.
( I add rabbits and pigs in the HiyokoGeneratorBroodMother script)
Does this mean we can use HGBM now to eliminate the missing head problem (by editing the script)?
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No in fact I just uploaded the archive that supierce gave me straight to the op without examining. But the kokumaromilk setting is needed indeed. That's always been in my new-game batch file. Alwayus wondered why they didn't zip the ini together.
Apologies... I must have had the older version. Thank you for catching it, Varenne.
Movomo, I'll PM you a fixed version later today.
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One thing that might work is to select the in-game skeleton as the template skeleton, and select the nif that you want to copy the weightpainting from as the rigging template.
Thank you... I'll give it a try!
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1. Depending on the options, Mesh Rigger only copies bones, weightpainting, and partitions from the template mesh to the target(s). It won't change the base shape of the mesh.
Maybe it's just me because I know nothing about how deformation occurs but after using Mesh Rigger to transfer belly my DG character appears to have the same deformation as the template I was using, UNPB redux. The whole point of using DG is because it deforms like no other body.
I was about to post something similar. Adding buttock bones to an oblivion skirt mesh causes the butt skin to clip outside the skirt.
I have another problem. On that same skirt, I can add thigh bones or buttock bones to the skirt portion of the file, but not both. Adding either one causes mesh rigger to remove the other. Is this a known problem?
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I use enhanced camera and this skeleton makes my first person view look really zoomed in and ruins both 1st/3rd camera selection (like my character is facing slightly left and i have an item/door/etc highlighted that is to the right of them)
Changing back to another 1st person skeleton fixes it. No idea what's going on.
rinem, try adding idle_recovery.kf to your Data\Meshes\Characters\_1stPerson folder and see if it helps:
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Good work. Added a link to this page in the tamagoclub op.
Any idea about compatibility? If it modifies actor values perhaps it could conflict with HFD.
Yeah, I was thinking the same thing and is one of the reasons I don't use it, when I have HFD installed and enabled.
It's sort of like using MCS AND Human Touch AND turning an NPC into a slave. You get all kinds of interesting in-game conflict behaviors.
Thanks, both of you. I'll add a warning about it.
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Hiyoko Genetics
View / Download File
Hiyoko Genetics does two things:
- When a Hiyoko (child) is born, HiyokoGenetics reads the ActorValues of its parents and assigns random ActorValues to the child based on the parent's values.
- Adds a spell to the player allowing you to see a child's age, parents and genetic values.
NOTE: Hiyoko Genetics modifies many of the same child ActorValues as Hiyoko Future Dream. I recommend using one or the other, not both.
Changelog:
Version 1.01 now uses HiyokoClub's lifespan value rather than assigning its own.
Credit to the unknown author of HiyokoGenetics. If someone knows who created it, please let me know so I can credit them properly.
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Submitter
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Submitted10/13/2014
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Category
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Requires
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Very cool, I'll get it fixed.
No need to change anything. I was just too stupid to realize what the separate bbb folder was for.
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Also, as I thought back through the history of the post and all, I think that HiyokoClub 400 version was work done by Justinof, but I am not 100% sure on that. It may be worth while dropping a note their way too; to let them know of the forth coming update. Just a last minute thought. (Or you could look back through the other Hiyoko threads for it.)
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That's a good idea. I'll do that. Thanks. (I won't have a chance to work on this before the weekend,)
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Varenne, in post #363 you posted a HiyokoClub.ini that has settings for a4tc.HiyokoLife, a4tc.HiyokoLimit, and a4hc.DeliveryRate. I think that ini should be included in the HiyokoClub download, but the references to a4tc.HiyokoLife and a4tc.HiyokoLimit should be a4hc.HiyokoLife and a4hc.HiyokoLimit.
Then, in HiyokoGenetics, the Senescence variable in a3hgtqMain should read the a4hc.HiyokoLife value rather than create its own, which could disagree with HiyokoClub.
I don't know who is maintaining either of these mods, but both changes would be easy.
That HiyokoClub.ini was written based on me not using HiyokoGenetics, and I was not aware of the alternate a4tc. vs. a4hc.
I agree that it should be added to the HiyokoClub download. I also agree that both MODs should be updated, but I don't think that anyone is maintaining them any more. If it is easy I would say go for it! Then post them so movomo can add them to the OP.
Okay, I'll give it a shot. Thanks.
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The buttock BB refers to the bouncing butt, but it uses buttock bones for animating butts instead of Op3 bones. So you need a special skeleton for it. It can be found in the main LAPF download.
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That certainly answers one question I've had. The version of Setbody Bombshell nifs I've been using all use OP3 bones rather than buttock bones (which surprised me). Where can I find a set that uses buttock bones?
EDIT: Nevermind - I found it. Thanks!
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Varenne, in post #363 you posted a HiyokoClub.ini that has settings for a4tc.HiyokoLife, a4tc.HiyokoLimit, and a4hc.DeliveryRate. I think that ini should be included in the HiyokoClub download, but the references to a4tc.HiyokoLife and a4tc.HiyokoLimit should be a4hc.HiyokoLife and a4hc.HiyokoLimit.
Then, in HiyokoGenetics, the Senescence variable in a3hgtqMain should read the a4hc.HiyokoLife value rather than create its own, which could disagree with HiyokoClub.
I don't know who is maintaining either of these mods, but both changes would be easy.0

Hiyoko generators & Tamago stuff ( x HiyokoClub 1.05 / TamagoClub 1.12 )
in Downloads - Lovers with PK
Posted
It looks like I was wrong. Try "Hiyoko generator (Purveyor)" from the link inside the first post in this thread. The readme inside sounds like it might do what you want.
And if you need a version that doesn't require MBP, here it is:
http://www.loverslab.com/topic/24785-hiyoko-generator-brood-mother-22-may-2014/?p=622895