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Silvist

Testing, Meshes, and other Info

265 posts in this topic

It seems you can view some pipboy files (.swf) just by opening them on chrome or ie.

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I'm back at it.  Found a file with maximum and minimum limits on bone's x and y coordinates.  Not sure if it's related to scale though.  We'll see.  That'd explain why nothing happens.  After searching through the BA2 I've found that Bethesda used alot of txt files....I just don't know anymore.

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On 11/15/2015, 2:39:18, Silvist said:

Omg...ninja ripper worked on it!  At least now I can look through the meshes.  I never really used this program before, but alot of game rippers use it.  Here's an example of some mechanical arm I imported with the script to 3ds max:

 

FO4NR.thumb.png.3ff536fbd5c8ed2be647c64c

 

Let me look through the ripped files to see if I can find the female body :D

 

Here's some rocks/grass:

 

FO4NR3.thumb.png.18c512416b04b179424bd3c

 

Getting closer...Power armor!

 

FO4NR4.thumb.png.7a308ccd438669e53ff640f

hey you there! yes you, could you export that power armor frame as an obj or stl model file? i need it for..... reasons pls pm me if you could kindly share/send me the model file. much gratitude in advance.

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A-Third-of-Leads-Are-Not-Getting-Called-

 

-That willpower to not play Fo4 until nifskope is released....

 

coffee-sylvester-cat.gif

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Lol, nice pic Kargrin!  I was messing around with the xml Daedrasp was kind enough to link.  Little did I know my nifskope version was really out of date lol.  Had to go here to get the latest:

 

NifSkope 2.0.dev3

 

The odd part is when I used the old nifskope with that xml, it actually showed bone data.  Still wasn't displaying a mesh though.

 

Looking at your screenie Daedrasp, did you redirect the file to a different mesh?  If that worked, that's pretty cool.  Apparently the new file in these nifs is this bgsm.  Not exactly sure what it does, but apparently its some kind of material (shader of sorts perhaps?).  The gibbed mod I linked earlier converts it to JSON format.

 

Edit:

 

I tried an interesting idea.  I exported the mesh in the nif to DAE format, and tried to import it into 3ds max.  I got errors of course...but this looks like a pretty good layout of what the skeleton looks like:

 

FO4skel1.thumb.png.4374d19ff73d5f9592b68

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12 hours ago, Silvist said:

Lol, nice pic Kargrin!  I was messing around with the xml Daedrasp was kind enough to link.  Little did I know my nifskope version was really out of date lol.  Had to go here to get the latest:

 

NifSkope 2.0.dev3

 

The odd part is when I used the old nifskope with that xml, it actually showed bone data.  Still wasn't displaying a mesh though.

 

Looking at your screenie Daedrasp, did you redirect the file to a different mesh?  If that worked, that's pretty cool.  Apparently the new file in these nifs is this bgsm.  Not exactly sure what it does, but apparently its some kind of material (shader of sorts perhaps?).  The gibbed mod I linked earlier converts it to JSON format.

 

Edit:

 

I tried an interesting idea.  I exported the mesh in the nif to DAE format, and tried to import it into 3ds max.  I got errors of course...but this looks like a pretty good layout of what the skeleton looks like:

 

FO4skel1.thumb.png.4374d19ff73d5f9592b68

That could help the people on the coding front immensely, if you're not already there, you could drop by #niftools on freenode, probably the fastest way to spread this knowledge.

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bUseLooseScalingFiles:General

 

Found this while digging through data dump a guy did of ini and console commands.  Looks like an ini entry.  I thought it might be referring to all the loose txt body scaling files found in Character assets file.  I placed it in the General section of my fallout ini like this:  bUseLooseScalingFiles=1

 

Edited the files, and still nothing.  Others might give it a whirl.  I added the "=1"  Any idea's?  This is starting to make me crazy.  It'd be nice to be able to shape the body until proper body replacers hit the net.

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Interesting find Tonicmole, though I feel your frustration.  Its like we are so close to figuring something out, but we can't quite put our finger on it.

 

I think these shape files are the key to customizing weight size far beyond what Skyrim achieved.  Its just a matter of figuring out how to force the game to except them.

 

What I'm curious about is if those files are the core.  If so if we can get the game to take them I think all armors/clothes will take on that unique shape.

 

 

Maybe F4SE will allow some way for us to force the game to override those files.

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3 hours ago, Silvist said:

Interesting find Tonicmole, though I feel your frustration.  Its like we are so close to figuring something out, but we can't quite put our finger on it.

 

I think these shape files are the key to customizing weight size far beyond what Skyrim achieved.  Its just a matter of figuring out how to force the game to except them.

 

What I'm curious about is if those files are the core.  If so if we can get the game to take them I think all armors/clothes will take on that unique shape.

 

 

Maybe F4SE will allow some way for us to force the game to override those files.

This is why I was hoping to crack this nut.  If we can alter the shape through scaling, which would modify all clothing and armor attached to the skeleton, than it would totally change how we approach body mods.  Instead of building a CBBE body totally in 3ds max or blender, you'd merely increase the poly count and clean it up while leaving the proportions the same as vanilla.  Than you'd scale the proportions via bone scaling.  Instantly all clothes and armor DLC/mods/custom would match your body proportions without the need of porting every single one.

 

Things I believe to be true:

1.) txt is in fact the correct format.

2.) These files can directly manipulate the shape of the body and all the armors.

3.) The F4 skeleton in fact has Left and Right breast bones......(why, I don't know.) 

4.) Currently, the game fails to recognize loose scaling files, regardless of whether they are repacked in the BA2 or loose in the mesh folder.

5.) setscale allows scaling of the entire body in the console.  Not really the same ,but you can change your height by placing in a value greater or less than 1.  However best results come from mild changes.  .97 or 1.03  Anything more get's weird.

 

Things that I wonder about:

1.) Are these loose txt files actually groundwork for a future Fallout 4 update adding precise body customization. and not actually functional at all?

2.) Even if not a future game mechanic, are they designed for mods and just not functional until an update, such as Steam Workshop, and Xbox One mod launch?

3.) Maybe designed to be altered and installed with a specialized tool.  Xbox One mod creation via an Xbox One app?  Considering mods are believed to be multi platform, all three platforms will need the same file structure.  

4.) Does the loose scaling files console command actually refer to the BA2's "loose files" or literally loose files dropped into the Data folder?

 

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Hmm, one of your statements made me wonder.  I believe someone here actually suggested it, but I never tried it.  So you've tried repacking a BA2 with the altered txt file?  No result?

 

I'm also wondering if the same could be done, yet with an esp to someone point in the direction of the txt file.  Sadly without a GECK, stumbling around in tes5edit will probably not help achieve it (unless you have master knowledge of the inter-workings of it lol).

 

In terms of the breast bones being in the clothes, that's easy to explain.  Every time I made an armor/clothing mod in 3ds max and copied the weight values...sometimes extra bones will remain even after checking the export option (remove extra bones).  Sometimes these extra bones, such as breast bones..caused clipping or other odd glitches in proper rigging.  I expect Bethesda does some similar process, which could explain why extra unneeded bones are still in the skin data.

 

I'm also curious about "how" the txt can be edited.  More on the lines of the values themselves.  Have you tried minimal, very small changes in the values?  There could be some limitation (besides the min/max in the txt files), that prevents the values from going out of bounds.

 

In terms of the body modification being the ground works for something big?  I doubt it.  I really would love to see something like that, but I highly doubt it.  Bethesda has always left those kind of things up for modders to do. 

 

Such as I remember them showing a video of random ideas that the devs came up with, that were not implemented in Skyrim.  Such as a spear/polearm animation.  None of them to my knowledge, were ever put into the game (even in the dlcs).  (No the monsters using spears don't count because the animation was completely different, and seemingly complete for the player).

 

What I do know from all of this, is Bethesda didn't change alot in terms of the core game.  We've already been able to do mesh replacing (using in game mesh swaps), tex edits, and even make some esps (without even a GECK).  That tells me not that much has changed outside of a few new editions.

 

I'm completely with you on that being a great solution to body shapes.  Instead of this retarded preference of body type, people could just make whatever they hell they wanted to in game with the character creator.  If someone did make a good body shape, they could simply just share their save file.  That is if we could get this to actually work lol.

 

I'm constantly on the lookout for any news regarding some kind of actual progression in the state of modding.  So far after the initial week, its started to seem to slow down.  Yes there's a dozen texture mods on the Nexus.  There is some nice esp's as well.  Any actual mesh editing through the traditional way (non hex editing), is non existent.

 

Which tells me that either the people working on F4SE, or nifskope are very understaffed (aka maybe by choice), or there's some kind of wall they've hit.  I did check over on a forum that's known for extracting/editing game files, known as Xentax..and there is someone working on a plugin for Noesis.  I'm hoping if he's successful, then perhaps I could extract the skeleton as another file format...and maybe get 3ds max to read the dam thing:

 

Noesis Plugin for FO4 nif

 

Though its still another shot in the dark.  

 

Also a heads up, there is a beta patch coming up for FO4.  Found the info thanks to Najt over at ENBSeries:

 

Incoming FO4 beta for Update

 

 

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Breast bones are not part of the slider? ( as when you use the sliders the breasts also sag  for instance)

Also there is hair , dress (and a small one for the ass too?) movement... what it theyre using bones for all of that?

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15 hours ago, Silvist said:

Hmm, one of your statements made me wonder.  I believe someone here actually suggested it, but I never tried it.  So you've tried repacking a BA2 with the altered txt file?  No result?

 

I'm also wondering if the same could be done, yet with an esp to someone point in the direction of the txt file.  Sadly without a GECK, stumbling around in tes5edit will probably not help achieve it (unless you have master knowledge of the inter-workings of it lol).

 

In terms of the breast bones being in the clothes, that's easy to explain.  Every time I made an armor/clothing mod in 3ds max and copied the weight values...sometimes extra bones will remain even after checking the export option (remove extra bones).  Sometimes these extra bones, such as breast bones..caused clipping or other odd glitches in proper rigging.  I expect Bethesda does some similar process, which could explain why extra unneeded bones are still in the skin data.

 

I'm also curious about "how" the txt can be edited.  More on the lines of the values themselves.  Have you tried minimal, very small changes in the values?  There could be some limitation (besides the min/max in the txt files), that prevents the values from going out of bounds.

 

In terms of the body modification being the ground works for something big?  I doubt it.  I really would love to see something like that, but I highly doubt it.  Bethesda has always left those kind of things up for modders to do. 

 

Such as I remember them showing a video of random ideas that the devs came up with, that were not implemented in Skyrim.  Such as a spear/polearm animation.  None of them to my knowledge, were ever put into the game (even in the dlcs).  (No the monsters using spears don't count because the animation was completely different, and seemingly complete for the player).

 

What I do know from all of this, is Bethesda didn't change alot in terms of the core game.  We've already been able to do mesh replacing (using in game mesh swaps), tex edits, and even make some esps (without even a GECK).  That tells me not that much has changed outside of a few new editions.

 

I'm completely with you on that being a great solution to body shapes.  Instead of this retarded preference of body type, people could just make whatever they hell they wanted to in game with the character creator.  If someone did make a good body shape, they could simply just share their save file.  That is if we could get this to actually work lol.

 

I'm constantly on the lookout for any news regarding some kind of actual progression in the state of modding.  So far after the initial week, its started to seem to slow down.  Yes there's a dozen texture mods on the Nexus.  There is some nice esp's as well.  Any actual mesh editing through the traditional way (non hex editing), is non existent.

 

Which tells me that either the people working on F4SE, or nifskope are very understaffed (aka maybe by choice), or there's some kind of wall they've hit.  I did check over on a forum that's known for extracting/editing game files, known as Xentax..and there is someone working on a plugin for Noesis.  I'm hoping if he's successful, then perhaps I could extract the skeleton as another file format...and maybe get 3ds max to read the dam thing:

 

Noesis Plugin for FO4 nif

 

Though its still another shot in the dark.  

 

Also a heads up, there is a beta patch coming up for FO4.  Found the info thanks to Najt over at ENBSeries:

 

Incoming FO4 beta for Update

 

 

Breast bones are not "extra" nodes

 

If you change the slider in game you can see your breasts get up and down with different body settings

 

So BES uses these bones just to adjust your breasts, the problem is they don't have animation or physic effect

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Hmm, since this thread has the word breasts involved, I wonder if a simple file edit is possible to have some parts of the body bigger? lol.

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@Nanogenesis - That's what we've been doing since practically release of the game.  Sadly the game doesn't want to except those edits.  We also are unfamiliar with these files, since Bethesda has never used them before.

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Any of you did browse the esps? I was messing around with tes5edit yesterday, and there was a whole bunch of stuff that looked like bone related stuff in the human race entry. I'm not that firm with race modding etc, though, and there's a whole bunch of hex-data I  couldn't really decipher, but it looked to me like it might be related...

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So anyone tried to instead of modifing the fallout.ini  or falloutprefs in the mygames/fallout4, trying on the fallout4_default in the game folder? and make it ready only so the game wont overwrite?

Also

SGeometryPackageList=Fallout4 - Geometry.csg
SCellResourceIndexFileList=Fallout4.cdx

 

These geometry and .cdx files have anything special on them?

If we know that modifying the .txt mody parameters does nothing... maybe theres a specific trigger or activation procedure in game?

 

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SGeometryPackageList=Fallout4 - Geometry.csg
SCellResourceIndexFileList=Fallout4.cdx

 

I saw the entry for these in the Fallout4.ini in the Archive section.  The odd part is it sounds like the first one is referring to something called the "Fallout4 - Geometry.csg"...yet I don't see that file anywhere in the core files.  I'm also not familiar with either of those extensions.

 

Looking at the way its written, they probably contain a list of some sort.  Might be a good idea to look into those files.

 

 

 

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Any way to open that extension though?

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From

HumanRaceBonesModifierFemale:

Spoiler

maxz":0.1},{"bone":"Chest_Rear_Skin","miny":-0.1,"minz":-0.1,"maxy":0.1,"maxz":0.1},{"bone":"Chest_Upper_Skin","miny":-0.1,"minz":-0.1,"maxy":0.1,"maxz":0.1},{"bone":"Neck_Low_skin","miny":-0.1,"minz":-0.1,"maxy":0.1,"maxz":0.1},{"bone":"Spine2_skin","miny":-0.1,"minz":-0.1,"maxy":0.1,"maxz":0.1},{"bone":"UpperBelly_skin","miny":-0.1,"minz":-0.1,"maxy":0.1,"maxz":0.1},{"bone":"Spine2_Rear_skin","miny":-0.1,"minz":-0.1,"maxy":0.1,"maxz":0.1},{"bone":"Spine1_skin","miny":-0.1,"minz":-0.1,"maxy":0.15,"maxz":0.15},{"bone":"Belly_skin","miny":-0.1,"minz":-0.1,"maxy":0.15,"maxz":0.15},{"bone":"Spine1_Rear_skin","miny":-0.1,"minz":-0.1,"maxy":0.15,"maxz":0.15},{"bone":"LArm_ForeArm3_skin","miny":0,"minz":0,"maxy":0,"maxz":0},{"bone":"LArm_ForeArm2_skin","miny":-0.05,"minz":-0.05,"maxy":0.05,"maxz":0.05},{"bone":"LArm_ForeArm1_skin","miny":-0.05,"minz":-0.05,"maxy":0.1,"maxz":0.1},{"bone":"LArm_UpperTwist2_skin","miny":-0.05,"minz":-0.05,"maxy":0.1,"maxz":0.1},{"bone":"LArm_UpperFat_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"LArm_UpperTwist1_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"LArm_UpperArm_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"LArm_CollarBone_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"LArm_ShoulderFat_skin","miny":-0.05,"minz":-0.05,"maxy":0.1,"maxz":0.1},{"bone":"RArm_ForeArm3_skin","miny":0,"minz":0,"maxy":0,"maxz":0},{"bone":"RArm_ForeArm2_skin","miny":-0.05,"minz":-0.05,"maxy":0.05,"maxz":0.05},{"bone":"RArm_ForeArm1_skin","miny":-0.05,"minz":-0.05,"maxy":0.1,"maxz":0.1},{"bone":"RArm_UpperTwist2_skin","miny":-0.05,"minz":-0.05,"maxy":0.1,"maxz":0.1},{"bone":"RArm_UpperFat_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RArm_UpperTwist1_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RArm_UpperArm_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RArm_CollarBone_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RArm_ShoulderFat_skin","miny":-0.05,"minz":-0.05,"maxy":0.1,"maxz":0.1},{"bone":"LLeg_Calf_skin","miny":-0.05,"minz":-0.05,"maxy":0.1,"maxz":0.1},{"bone":"LLeg_Calf_Low_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"LLeg_Thigh_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"LLeg_Thigh_Low_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"LLeg_Thigh_Fat_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RLeg_Calf_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RLeg_Calf_Low_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RLeg_Thigh_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RLeg_Thigh_Low_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RLeg_Thigh_Fat_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"Pelvis_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"RButtFat_skin","miny":-0.05,"minz":-0.5,"maxy":0.2,"maxz":0.2},{"bone":"LButtFat_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2},{"bone":"Pelvis_Rear_skin","miny":-0.05,"minz":-0.05,"maxy":0.2,"maxz":0.2}]

For instance, picking up

LLeg_Calf_skin","miny":-0.05,"minz":-0.05 ; "maxy":0.1,"maxz":0.1}

And comparing with the HumanRaceBoneScalesFemaleDeault:

"Name": "LLeg_Calf_skin",
    "Position": {
      "x": -0.02727508544921875,
      "y": -0.1056215763092041,
      "z": 0.3325347900390625
    },
    "Rotation": {
      "x": -3.1951464052326628E-07,
      "y": -1.5521665064355261E-09,
      "z": 2.384185791015625E-07,
      "w": 1.0
    },
    "Scale": {
      "x": 1.0,
      "y": 1.0,
      "z": 1.0

 

These scale setting were tested already , right?

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