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43 Grazer

About vometia

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  • Birthday 06/30/1968

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    The Frog & Hounds
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    Shoes, swords, curry.

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  1. I've completed it, but just a few minor points: As an occasional (and currently inactive) UESP reader and tinkerer, I found that section to have perhaps undue prominence: I'll occasionally add and correct stuff but that's about as far as my involvement goes and the weight of that part of the survey may suggest more involvement than is the case. Employment status: nothing really applied to my situation which is that I'm on long-term sick leave due to disability, though I am technically employed. Education: there's a rather large gap between "undergraduate" and "master's" that I suspect a lot of people including me will fall into! I've graduated but don't have an MSc. TES as an inspiration for study: my studies finished long before TES was a thing! And if I was suddenly 30 years younger I'd probably still end up in computing, so not really applicable.
  2. You helped me avoid an awful lot of frustration! I'm just pleased to put your advice to frankly questionable use.
  3. I'm using FreeBSD, though I consider it more of a server system than a desktop one: which isn't to say it isn't a perfectly capable desktop system, but Linux has the edge with software availability which may or may not be ported to FreeBSD, especially where things like proprietary stuff is concerned. So I run both, FreeBSD (not sure of the exact version offhand, some fairly recent revision of -CURRENT because "ooh the new shiny things" tends to trump being sensible in my case) and Linux Mint on my desktop: although Cinnamon isn't the most comprehensive desktop it is nice and easy to configure and mostly does what I want, and Mint is a nice and easy install too, speaking as someone who once swore at Gentoo quite a lot, and has all of Ubuntu's package availability. That said, I still run a Windows 7 PC for games, too*, as I'm one of those performance freaks (well, more of a motion-sickness freak to be honest, so I need to keep my fps up. Well, that and I'm becoming too lazy to expend more than the minimum amount of effort to getting something to work). I vaguely remember having a password "issue" myself when installing Mint. I think "sudo passwd username" from its shell fixed that one, but it struck me as being a bit of an oversight; either that or a not especially helpful policy decision. * so, yeah, I run three PCs. And a laptop. And my desk also has a couple of Vaxes and a BBC Micro hiding under it for good measure. I also need to do a stocktake of whatever is lurking in the garage. :/
  4. From the album Vom's Stuff

    What does any post-apocalyptic wasteland adventurer need? Guns, medicine, better armour? Nah, those things are boring. What she really needs is more fashionable attire and impractical shoes. I only realised after I'd done this before-and-after collage that the hazmat suit still has its ugly clumpy boots, so I've since replaced them with some high-heeled black leather boots, but didn't feel like posing my character again. I'm not sure RabidGears will necessarily want to be thanked given my typical misuse of modding skills, but thanks anyway for getting me started with FO4 mesh modding. Now the world is my lobster!
  5. It mainly allows scaling, so that stuff like hair would automatically be resized to fit the head in question, much the same as OutfitStudio's sliders, I guess. It also did some other stuff like allowing the hair length to be altered and what-not, but it's the sliders I'm interested in at the moment. I tried loading the character generator's head tri into OS but it wasn't having any of it, so I guess I'll need to try another approach. Or probably several, and maybe I'll learn some new words in the process!
  6. Thanks; the main problem I've noticed is that I haven't yet figured how how to get head meshes to agree with the head-shape so far, but other than that they do at least move around properly. I figure I need a source of relevant sliders for OutfitStudio, which won't yet load the head tri files for some reason (I guess it's just a matter of time). I did get the Conformulator to work with Skyrim, though I have an imprecise recollection that the nif may have required some position adjustment either before or after. Someone mentioned what needed to be done, mainly to compensate for the changed head positioning compared to Oblivion, but I think I failed to take notes! AnimationToolsN2 is a new one for me, I'll see if I can make it do anything interesting...
  7. So now I have outfits figured out (well, largely: I'm still rubbish at weight-painting, and I think the only way I'll realistically learn is by experience. But it's not the sort of experience I wish to, erm, experience, so I'll have to stick with copying from a donor outfit and binning anything that doesn't work) I obviously need another challenge so I seem to be trying to figure out things like hair and earrings and stuff. Actually, I feel a slight fraud for saying it's a challenge as, again, it's someone else who's actually done the hard work: these are things I did in Oblivion, FO3/NV and Skyrim thanks to the work done on the Conformulator, all I had to do was find out that it existed and then figure out how to use it! So now I need to find the utility du jour or be patient enough to wait for something to be updated... which isn't too big a burden considering the CS hasn't even been released yet.
  8. But I like digressing! My mistake for not looking up the term and assuming you meant landscape topology. Anyway, I'm happy to be gradually refining my technique even though it means I may need to go back and redo some stuff (admittedly, for values of "need"! Is there such a thing as a rather lazy and sloppy perfectionist?) but I can carry it over into other projects too. The main lesson I've learnt from weight-painting and similar things is that it's much better if someone else does it, so having a good source model to work from is really important. I think it's really pretty incredible that people have actually got these tools together already, though: before the CS/CK/whatever has been released they've already figured all this stuff out. Even as a bit of a hacker and tinkerer myself, I'm not really sure how they managed it so soon.
  9. I don't have a lot of experience with that, but yeah, it sounds somewhat similar! As much as I've done is repairing some gaps between neighbouring cells of adjacent Oblivion mods when they don't always line up. I think that was enough for me to realise it wasn't really my forte.
  10. I'm still trying to get to grips with getting the weighting "just right": some of the outfits are really tricky, particularly things like one of the lab-coats where the lower part of the coat is a separate mesh and is split down the front, meaning the halves should hang separately. It requires a bit of effort to make sure that there's no overspill of weighting (e.g. you don't want the weights for the left side dragging the right side in their direction too) so there's some clean-up required, and having the top and bottom halves separate just invites our old friend the unwanted seam (or worse, gap). Another problem is that the resolution of the labcoat isn't really sufficient to accurately weight a new mesh, and though not disastrous, the results can be a little ugly. But another discovery about OutfitStudio is that, unlike Blender's bone weight copy script (at least inasmuch as I understand the latter), OS can do multiple passes from different source meshes: so one can select the physics bones from the original labcoat and only copy them to the new mesh, do a spot of cleaning up, then set the standard body as the reference model which is much more detailed and copy the rest of the weights from that (and then do a second clean-up to remove most of the leg weightings from the lower coat, for example). I haven't manage to get a perfect result yet as my weight painting skills were always a bit lacking, but the outcome is something I'm reasonably happy with: the results are well within an acceptable range, I think, in that you have to really look to see any imperfections. This is the first time I've worked with .obj files and although there's a certain degree of fiddliness loading them back into OS and then having to use NifSkope to correct the textures, the process isn't really all that painful and it's certainly a vast improvement over early modding Skyrim outfits with the necessity to do so via FO3-formatted intermediary nifs and having to do it twice over (and not get the vertex count muddled in the process!)
  11. Thanks! I'm always eager to get started with some minor tinkering when something new comes out, and in this case I seemed to be treading a narrow path between sheer determination and sheer despair. Hopefully I've detailed enough of my haphazard journey to give others an idea where to start if they want to try their hand; if I've managed to be unclear about everything (which is likely!) I'm happy to try to explain, even if I may just confuse matters further!
  12. Finally got my head around the final rather gnarly problem of physics-enabled clothing. Not much innovation on my part, it's really thanks to the authors of Bodyslide/Outfitstudio, but I'm pleased to have finally got to grips with it. The physics-enabled outfits have a bunch of extra bones in their armature which need to be copied to Outfitstudio's skeleton nif: this is actually very tedious for several reasons: one is that there are many of them, some meshes having over 60, and they need to be copied one at a time (unless there's an easier method I don't know about) and renamed after each copy as NifSkope doesn't preserve string data. The additional tedium is that there's no real naming convention (and possibly no positioning convention) so there's potentially a new skeleton required for every physics-enabled outfit! But after that it's fairly straightforward, just doing a copy from the original mesh (though obviously if it's substantially different, there's the usual fun and games of manual weight painting: some of this may be required to clean up meshes anyway) then loading up the CBBA body as a reference so that the sliders work properly. Ugh, all this for some new shoes. But y'know, shoes! etc. Admittedly my main goal was to remove the ugly man-shoes from the female tux, but I got carried away, as I do, and the lively clothing was a challenge I needed to accept, even though it drove me nuts. Here's the tuxedo with less ugly but also less practical shoes, but then again it's also fairly impractical for taking on gunners and supermutants. They were originally created for Oblivion, I was too lazy to make new ones. Oh, and the picture was obviously posed: the target was nothing in particular. Actually, it was a car, which promptly blew up in my face. Awesome.
  13. Just found one "gotcha" which drove me nuts, mainly as I decided "I'll do it later" and then forgot: if you create any new meshes, they must have a bgsm file in the materials folder. I'd been using a non-existent placeholder here, and sometimes I got lucky and it worked, and other times I'd have a CTD as soon as FO4 loaded. Just putting the texture paths into the relevant NIF structure really isn't enough. Just to complicate matters, the bgsm file is in a binary (ie. non-editable) format. There are tools to work on it, but beware: one converts it into json format, which FO4 is apparently happy for you to rename to a bgsm file even though it's now not in the correct format. But it appears that NifSkope does not like that at all and will immediately crash if you attempt to add a bgsm-that-is-really-a-json, so it would appear it's safest to use a bgsm editor that writes the files in their native format. You can work around it by renaming the materials directory while NifSkope is running, but I think that's probably just asking for trouble really.
  14. I'm pleased to report it works extremely well: it's easiest working with .obj files, which Nifskope can export*, Blender can work with and OutfitStudio can import. I did have a bit of a false start when I tried to overcomplicate things with an interim FO3 nif for texturing and weighting, but that's totally unnecessary as OutfitStudio does the bone-weight copy for you and the textures can just be swiped from a donor nif using cut & paste (remembering to rename any indexed strings afterwards, since NifSkope's cut & paste tends to lose them in transit). Predictably with me, there's no particularly useful product of my experimentation, I just had "but I must be able to do it!" moment. So a few hours later... I've probably only scratched the surface of what that package can do, but it's been enough to keep me happy. Thanks again for the suggestion. Edit: * I should be clearer about NifSkope exporting obj files: v1 will export them, ie for NIFs from games prior to FO4, but v2 won't export FO4 NIFs (and may not export at all: I haven't checked). That isn't a problem though, as FO4 NIFs can be loaded into OutfitStudio which can also do the job of writing obj files. Another edit: actually that was incorrect, Nifskope 2-beta won't import .obj files but will export them quite happily (I still use Outfit Studio, though). So much new stuff to remember, and my brain's just too small to fit it all in!
  15. Wow, thanks! I'd never heard of Outfit Studio before (I'd seen BodySlide mentioned, but for some reason assumed it wasn't what I was looking for so never checked it out). Seems that it uses a similar approach where I've created models for one game and then wrenched them about a bit so they're suitable for another, though this approach seems to be rather less headache-inducing.