Skip to main content

Posts

Showing posts from July, 2017

[Release] 0.5 is up

No more Beta? No more Beta. Patch notes: - Changed to using an NMM installer, no more juggling multiple files - Split the mod into two versions; one with single-side sculpts, one without - Rearranged the Mouth sculpts a bit, grouping the tops and bottoms together, as having them separate was driving me up the wall - Added separate Fine and Y/Z scales for the Forehead - Added a full set of sculpts for the Cheekbones, Chin, Adam's Apple, Upper Neck Sides and Lower Neck Sides - Rewrote some of the main file description - Probably something else I'm forgetting, find it and win a prize

[Curiosity/Technical TL;DR] A note on selecting sculpts using the mouse.

I'm sure anyone who's used EFS has noticed that when mousing over the face, the sculpt list will freak out and generally zoom down to the last sculpt that moves whatever is under the mouse. Generally this is the single-side sculpt for that. The criteria seems to be: Is there 1 or more sculpts that ONLY use this bone? If yes, go to the LAST one parsed that fits this condition. If no, Is there 1 or more sculpts that INCLUDE this bone? If yes, go to the LAST one parsed that fits this description. I thought I could trick the selection by putting the single-side sculpts high in the list (so they don't fit the "parsed last" condition), but since the game seems to prefer them regardless, it doesn't make much of a difference. That in mind, I'm probably going to make a shortened version of the sculpt list that excludes the single-sided sculpts, since I get the impression that people don't use them much anyway. The full list will still be available too,

[Status] Procrastination continues, but shows signs of lessening

Yea, I'm still here. Got caught up playing Crossout a bit, but now that I've realized I'll likely have to pay money to craft decent things (or outright buy them), I...think I'll stop doing that quite so much. I should proooobably finish the mod up and get it "ported" to the consoles, right. Upcoming sculpts in order: ;510000 - Cheekbones Back ;510500 - Cheekbones ;511000 - Upper Nasolabial (area to the sides of the bottom of the nostrils...ish) ;511500 - Cheeks ;512000 - Jaw Back ;512500 - Jaw Middle <mouth sculpts> ;518000 - Chin (single bone unfortunately) ;518500 - Throat/Adam's Apple (also single bone) ;519000 - Neck Sides ;519500 - Neck Lower Sides Yea, there's actually quite some customization in the neck, but it's primarily in the front/front sides iirc. Possible ones, they're in the facial skeleton but I haven't checked to see if I can move them (probably not): ;520000 - Neck ;520500 - Neck Low ;521000

[Status] Faffing about, messing with head and hair

As it turns out, one can move the Head bone in skeleton.nif to move the hair (or more accurately, the back half of the head, and the hair is sorta skinned to the Head bone as well). Similarly, one can move (and scale) the Head bone in skeleton_female_facebones.nif to move the entire face/front of the head. Although this takes changes to the neck to look right. While this affects NPCs as well (everyone uses a single skeleton), mild changes are fine, namely getting rid of the fore fivehead that females get and reducing the giraffe neck a bit. I'll probably release a modified skeleton that affects these changes.

[Release] Ahh, sweet release (0.4 is up)

Echoing the changelog: - Added section titles and spacers to the list, making it easier to navigate - Fixed a few minor "bugs", left a few others to look after the place - Added a full set of sculpts for the Nose, Mouth and Dimples - Added single-side sculpts for the Mouth and Dimples

[Progress] Getting there

Sculpts have all been checked, and a list of needed changes made. Currently more than halfway through said list. The following sculpts need modified in some way: Region    517000    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Corners Region    517010    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Corners Fine Region    517030    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Corners Scale X Region    517034    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Corners Scale Y Region    517037    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Corners Scale Z Region    517060    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Corners Rotation X Region    517064    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Corners Rotation Y ; Region    517500    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Dimples Region    517510    X    Y    -Z    X    Y    Z    95    3    ;Mouth - Dimples Fine Region    517530    X    Y    -Z    X    Y    Z    95    3    ;Mou

[Status] 0.4 delays

If anyone's actually watching this, an explanation for the delay. 1) real life. Inescapable, no matter how hard I try :v 2) experimentation. Got a bit bored working on the double-handful of new sculpts, so I tried and failed to create head and hair sculpts again. Would have been a nice surprise to include, but for now, not possible until I understand the player skeletons better. 3) slight change in philosophy. My previous way of making sculpts for each bone (generalized, some are combined e.g. Rotate on one axis is usually included in Main): - Main Sculpt (all movement axes (no X on single bones to keep symmetry), overall scale (as applicable), rotation in vanilla direction(s) or logical direction (whichever applies)) - Fine Sculpt (~50% effect, no rotation) - Scale X (50%-100% effect of scaler in Main Sculpt) - Scale Y - Scale Z - Rotate X (75%-100% effect of rotate in Main Sculpt) - Rotate Y - Rotate Z The problem is, with the above, I have to choose: do I want