[RELz] VORB - VadersApp's Oblivion Real Bodies

Post » Wed Mar 30, 2011 5:32 am

I'm using the latest SVN of Wrye Bash. Just want to double check this:



So Vorb.esp should be checked when rebuilding the Bashed Patch - and then removed? If so, I guess I have to add it back again each time I rebuild the patch?


You should delete the vorb.esp if you use a bashed patch with the modified posh.py
The wrye bash script attach the "Skel_" skeletons in "_male" folder to the NPCs every time you create a batched patch. If i release new skeletons you only have to delete the old "Skel_" files in the folder and copy the new ones into it. Then create a bashed patch. All Npcs will then use VORB. I also use a Wrye Bash to build the esp. All i do is rename it to VORB.esp :)

I have no experience with scripting an esp file, but i learned a bit python.
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Wed Mar 30, 2011 12:46 am

You should delete the vorb.esp if you use a bashed patch with the modified posh.py
The wrye bash script attach the "Skel_" skeletons in "_male" folder to the NPCs every time you create a batched patch. If i release new skeletons you only have to delete the old "Skel_" files in the folder and copy the new ones into it. Then create a batched patch. All Npcs will then use VORB. I also use a Wrye Bash to build the esp. All i do is rename it to VORB.esp :)

I have no experience with scripting an esp file, but i learned a bit python.


So if I understand it correctly the Vorb.esp is not needed at all if having the modified/SVN posh.py (and using the Bashed Patch of course)?

Also, can I switch the

meshes\characters\_male\femalefoot.nif
meshes\characters\_male\femalehand.nif
meshes\characters\_male\femalelowerbody.nif
meshes\characters\_male\femaleupperbody.nif

in VORB_Female_Stock_Clothes_and_Armor to the EVE HGEC ones? Or do you have a nvde variant planned?
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Wed Mar 30, 2011 3:48 am

So if I understand it correctly the Vorb.esp is not needed at all if having the modified/SVN posh.py (and using the Bashed Patch of course)?

Also, can I switch the

meshes\characters\_male\femalefoot.nif
meshes\characters\_male\femalehand.nif
meshes\characters\_male\femalelowerbody.nif
meshes\characters\_male\femaleupperbody.nif

in VORB_Female_Stock_Clothes_and_Armor to the EVE HGEC ones? Or do you have a nvde variant planned?


You don′t have to. Females are EVE HGEC E-Cup. The player is attached to "skeleton.nif" all NPCs are attached to skel_... files. The skeleton.nif files has a scale of 1 (no change) to the added bones. So it looks like the origninal HGEC E-Cup.

There is allready a nvde version released by me in the advlt area of tesnexus, but this is made with older weightpainting. That reminds me to upload the new one.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Wed Mar 30, 2011 2:05 pm

You don′t have to. Females are EVE HGEC E-Cup. The player is attached to "skeleton.nif" all NPCs are attached to skel_... files. The skeleton.nif files has a scale of 1 (no change) to the added bones. So it looks like the origninal HGEC E-Cup.

There is allready a nvde version released by me in the advlt area of tesnexus, but this is made with older weightpainting. That reminds me to upload the new one.


Great. :) Can you have EVE HGEC C-Cup as an alternative when uploading the new one? Don't bother if it's added work as I understand this is a work in progress.
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Wed Mar 30, 2011 6:06 am

Can you have EVE HGEC C-Cup as an alternative when uploading the new one? Nevermind if it's added work as I understand this is a work in progress.


This is not necessary anymore, because there is no C-Cup body type or aaa cup or wide body type mod. This is done by VORB.

Fire up Nifskope open "skeleton.nif" and go the Bip01 L briastTransform and Bip01 R briastTransform change the scale from 1 to maybe. 0.6. save it, start the game and you will see that you char has a smaller cup.
Of course other data entries transform the briast to a different look, but scale is the one which scales them ;)
I also changed the naming of the skel_files in the latest update. You can see the scale now in the file names

BS: briast scale 0.5 small, 1.6 big
HS: Hourglass 0.8 more, 1.4 less hourglass look
Bo: BodySize 0.7 thin, 1.6 thick
Le: LegSize 0.6 thin 1.6 thick

You can copy a "skel_..." file and rename the copy to skeleton.nif to try out some body shapes that fit to your desire.
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Wed Mar 30, 2011 12:41 pm

This is not necessary anymore, because there is no C-Cup body type or aaa cup or wide body type mod. This is done by VORB.

Fire up Nifskope open "skeleton.nif" and go the Bip01 L briastTransform and Bip01 R briastTransform change the scale from 1 to maybe. 0.6. save it, start the game and you will see that you char has a smaller cup.
Of course other data entries transform the briast to a different look, but scale is the one which scales them ;)
I also changed the naming of the skel_files in the latest update. You can see the scale now in the file names

BS: briast scale 0.5 small, 1.6 big
HS: Hourglass 0.8 more, 1.4 less hourglass look
Bo: BodySize 0.7 thin, 1.6 thick
Le: LegSize 0.6 thin 1.6 thick

You can copy a "skel_..." file and rename the copy to skeleton.nif to try out some body shapes that fit to your desire.


Cool. :)
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Wed Mar 30, 2011 8:17 am

Just want to clear up a few more things before I install, the original HGEC revealing standard armor mod comes with a esp does that and the rest of the mod need to be uninstalled to be replaced with your version or do we add yours on top of it? and also, seen as this is a body replacer if using another like Roberts male bodies does that also need to be uninstalled first??
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Wed Mar 30, 2011 9:04 am

Thanks for the updated nvde body. I took this for a brief spin in the Market District, using a nvde spell. It's very impressive on the whole - great to see different body shapes and clothes/armor that conform to the bodies. It has some aesthetic issues that I'm sure you are very aware of: the neckline seams being more accentuated, seams between upper and lower body and "stretch marks" on the briasts (the latter even on my char, which seemed a bit odd as she should be using the default skeleton settings (I lowered the size to 0.6 following your guide)). Also, in some cases the bodies look a bit weird - women with slender hips and bodies, but with huge briast, for example (which I think is all but impossible naturally). So - a very impressive "proof of concept" IMO and if you can get rid of the seams I'll surely use it. :thumbsup:
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Wed Mar 30, 2011 6:10 am

Just want to clear up a few more things before I install, the original HGEC revealing standard armor mod comes with a esp does that and the rest of the mod need to be uninstalled to be replaced with your version or do we add yours on top of it? and also, seen as this is a body replacer if using another like Roberts male bodies does that also need to be uninstalled first??


The armors of "HGEC revealing standard armor" are in an different folder than the vanilla armors. So the esp that comes with it is surely changing the mesh path to the armor. That means that you also have to use the esp to see them in game.
I tested the armor by renaming them and putting them in the vanilla folder to replace the original ones.

Other Body replacers are no problem, but are useless if VORB is active.
If an NPC didn′t get a VORB skeleton and/or the NPC is not wearing VORB converted clothes/armor it will have the same shape that the body replacer gives him. Otherwise it will using VORB with HGEC for males and Roberts for females.

Roberts body isn′t a problem because males of VORB are based on roberts V5b.

Edit: i have uploaded the new weightpainted (v1.4) nvde version at tesnexus
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Wed Mar 30, 2011 3:44 pm

I had this too, after i activated DR6. What i have done to get rid of the problem was taking the modified bosh.py i made and made a bashed patch witch Actor:Tweaks / VORB and deleted the VORB.esp. That is the new cool feature i made for this mod.
Every NPC also those of other mods get new shapes. After i made a bashed patch i ran boss and everything works like a charm. Don′t forget to use the VORB DR6 Skeleton or you will suffer from a much higher first person view.

You can find all the things you need at http://www.tesnexus.com/downloads/file.php?id=37013.

If you will find some meshes that have ugly seams, thats no problem it will be fixed in the next version. But for now I have to take a break for a day got a nasty cold.


Hey VadersApp, I hate to say it but i'm still having that same problem, even after following the suggestion you posted. Should I remove the other body mods that I have installed before bashing and playing?
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Wed Mar 30, 2011 12:15 pm

Thanks for the updated nvde body. I took this for a brief spin in the Market District, using a nvde spell. It's very impressive on the whole - great to see different body shapes and clothes/armor that conform to the bodies. It has some aesthetic issues that I'm sure you are very aware of: the neckline seams being more accentuated, seams between upper and lower body and "stretch marks" on the briasts (the latter even on my char, which seemed a bit odd as she should be using the default skeleton settings (I lowered the size to 0.6 following your guide)). Also, in some cases the bodies look a bit weird - women with slender hips and bodies, but with huge briast, for example (which I think is all but impossible naturally). So - a very impressive "proof of concept" IMO and if you can get rid of the seams I'll surely use it. :thumbsup:


Are you sure u have downloaded version 1.4 of the nvde body? i have uploaded the new version several minutes after your last edit. Seams should be mostly gone with this update. If you use 1.4 skeletons with < 1.4 weightpainted meshes it would be clear that there will be ugly seams.

@DemonxSpellblade i′ll check that issue, i will report later

Edit: hmm don′t know why it doesn′t work for you. I doublechecked, for me it is working fine with a lot of mods in load order. Of course with DR6 active.

This is what you could do:

Delete all "Skel_" files in "_male" folder. Be sure that you don′t delete other files by accident. Then copy all Skel_files of VORB 1.4 to the _male folder. Run the SVN Version of Wrye Bash or the modified Bosh.py (unsuppoerted by Wrye Bash Team). Create a bashed patch with Tweak Actors VORB activated. Build the new loading order by BOSS. Run the game with DR6 active. Be sure that there is no Version of VORB.esp active. The bashed patch is doing all you need to activate VORB. Also be sure that you exchanged the first person skeleton with the DR6 compatible skeleton of my mod from texnexus.

Also be sure that you installed meshes for Version 1.4 from tesnexus.
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Wed Mar 30, 2011 11:51 am

Are you sure u have downloaded version 1.4 of the nvde body? i have uploaded the new version several minutes after your last edit. Seams should be mostly gone with this update. If you use 1.4 skeletons with < 1.4 weightpainted meshes it would be clear that there will be ugly seams.


Yes, I'm using VORB Female nvde Version 1.4 - got it this morning. I have rather obvious seams as described above, i.e. accentuated neck seam, "stretch marks" on briasts and seam between upper/lower body. I had the same with the underwear version, except the "stretch marks" that I couldn't check of course. I am still using the hand/feet meshes from EVE HGEC - can they cause it?
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Wed Mar 30, 2011 5:42 am

Yes, I'm using VORB Female nvde Version 1.4 - got it this morning. I have rather obvious seams as described above, i.e. accentuated neck seam, "stretch marks" on briasts and seam between upper/lower body. I had the same with the underwear version, except the "stretch marks" that I couldn't check of course. I am still using the hand/feet meshes from EVE HGEC - can they cause it?

I have uploaded a fixed version for the "stretch marks". I forgot to "update tangent space" in Nifskope.

I will try to reduce the seams, but thats a common problem for every body mod and also for vanilla oblivion. It is related to the engine.

I maybe can higher the quality but i think it is impossible to reduce seams to none. I think it is not a big issue, although.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Wed Mar 30, 2011 9:56 am

I got a bit of confusion going on, I downloaded and installed the standalone version of Wrye Bash and have installed the files from VORB via BAIN and have the VORB.esp just above the bash patch, but when I go to rebuild there is no Vadersapp′s Oblivion Real Bodies under tweak actors for me to select, is that supposed to be the case when using the standalone version of Wrye or have I missed something?
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Wed Mar 30, 2011 3:41 pm

I got a bit of confusion going on, I downloaded and installed the standalone version of Wrye Bash and have installed the files from VORB via BAIN and have the VORB.esp just above the bash patch, but when I go to rebuild there is no Vadersapp′s Oblivion Real Bodies under tweak actors for me to select, is that supposed to be the case when using the standalone version of Wrye or have I missed something?

It is not in the official version added yet. You have to downoad the latest svn version, which has added VORB to bosh.py Then you don′t need the VORB.esp. The VORB.esp is doing the same as the bashed patch. It attaches the new skeletons to NPCs not more.
I have made the script for Tweak Actors to automate the process of attaching the skel.*.nif files to the npcs. The VORB.esp file is in real a renamed bashed patch, with only vanilla oblivion active.
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Wed Mar 30, 2011 5:47 am

It is not in the official version added yet. You have to downoad the latest svn version, which has added VORB to bosh.py Then you don′t need the VORB.esp. The VORB.esp is doing the same as the bashed patch. It attaches the new skeletons to NPCs not more.
I have made the script for Tweak Actors to automate the process of attaching the skel.*.nif files to the npcs. The VORB.esp file is in real a renamed bashed patch, with only vanilla oblivion active.

Sorry but I think I'm going to need you to link me to this svn version you speak of, naturally I thought it would still be on the Wrye Bash page on nexus but not from what I can see, so I don't think I actually know what it is I'm supposed to be looking for :confused:
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Wed Mar 30, 2011 4:43 am

Sorry but I think I'm going to need you to link me to this svn version you speak of, naturally I thought it would still be on the Wrye Bash page on nexus but not from what I can see, so I don't think I actually know what it is I'm supposed to be looking for :confused:


Sorry i am also totaly new to the svn thing, maybe someone of the wrye bash team could help here out.
I only could suggest that you download the modified bosh.py at tesnexus and exchange that with the one which comes with your installed version of wrye bash. After firing up wrye bash then you should have VORB under tweak actors.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Wed Mar 30, 2011 11:56 am

Are you sure u have downloaded version 1.4 of the nvde body? i have uploaded the new version several minutes after your last edit. Seams should be mostly gone with this update. If you use 1.4 skeletons with < 1.4 weightpainted meshes it would be clear that there will be ugly seams.


I have uploaded a fixed version for the "stretch marks". I forgot to "update tangent space" in Nifskope.

I will try to reduce the seams, but thats a common problem for every body mod and also for vanilla oblivion. It is related to the engine.

I maybe can higher the quality but i think it is impossible to reduce seams to none. I think it is not a big issue, although.


Thanks, that took care of the "stretch marks". I do think the seam between the upper and lower body is painful, though. Looks almost as if they are wearing pantyhoses as you can see the lowerbody overlapping/sticking out a bit. :(

EDIT: http://www.bluemelon.com/photo/18688/1224635.jpg, http://www.bluemelon.com/photo/18688/1224634.jpg

Sorry i am also totaly new to the svn thing, maybe someone of the wrye bash team could help here out.
I only could suggest that you download the modified bosh.py at tesnexus and exchange that with the one which comes with your installed version of wrye bash. After firing up wrye bash then you should have VORB under tweak actors.


The SVN's are on http://sourceforge.net/projects/oblivionworks/develop. The latest ATM is revision 887 - so click on it and go from there.
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Wed Mar 30, 2011 1:56 am

Thanks, that took care of the "stretch marks". I do think the seam between the upper and lower body is painful, though. Looks almost as if they are wearing pantyhoses as you can see the lowerbody overlapping/sticking out a bit. :(

EDIT: http://www.bluemelon.com/photo/18688/1224635.jpg, http://www.bluemelon.com/photo/18688/1224634.jpg


Ok if you have a "close up" like this you will the the seams. Thats only a problem for the nvde mesh, which is not visible most of the time i think ;)
But maybe i have an idea to fix the problem.

The SVN's are on http://sourceforge.net/projects/oblivionworks/develop. The latest ATM is revision 887 - so click on it and go from there.


I wasn′t able to find a downloadable version of build 887
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Wed Mar 30, 2011 7:32 am

Ok if you have a "close up" like this you will the the seams. Thats only a problem for the nvde mesh, which is not visible most of the time i think ;)
But maybe i have an idea to fix the problem.


That would be awesome. It's visible without a microscope really - but I had to make close ups because of forum rules.

I wasn′t able to find a downloadable version of build 887


Click download http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Package%20For%20Release.py?view=markup&pathrev=887.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Wed Mar 30, 2011 3:12 am

Sorry i am also totaly new to the svn thing, maybe someone of the wrye bash team could help here out.
I only could suggest that you download the modified bosh.py at tesnexus and exchange that with the one which comes with your installed version of wrye bash. After firing up wrye bash then you should have VORB under tweak actors.


Also, you can download a tarball off the whole wrye bash project http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Wed Mar 30, 2011 5:06 am

Also, you can download a tarball off the whole wrye bash project http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar


Thank you Lojack! This surely will help to spread VORB because it is so much easier to handle VORB updates with wyre bash.

Yea and other good news:
The idea i had was not good but it was leading to another one and that was good :)

So i was able to fix the seams in the nvde version of the females. The new version is available at tesnexus.
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Wed Mar 30, 2011 4:21 am

Yea and other good news:
The idea i had was not good but it was leading to another one and that was good :)

So i was able to fix the seams in the nvde version of the females. The new version is available at tesnexus.


Yes, that fixed the seam between the upper and lower body. :thumbsup:

Not sure if it worsened the seam between feet and lower body or if I didn't notice it before as I focused on the midbody seam when checking earlier: http://www.bluemelon.com/photo/18688/1227800.jpg.

Also, can something be done about the accentuated neck seam? (Same with wrists but no pic.): http://www.bluemelon.com/photo/18688/1227801.jpg.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Wed Mar 30, 2011 12:26 am

Yes, that fixed the seam between the upper and lower body. :thumbsup:

Not sure if it worsened the seam between feet and lower body or if I didn't notice it before as I focused on the midbody seam when checking earlier: http://www.bluemelon.com/photo/18688/1227800.jpg.

Also, can something be done about the accentuated neck seam? (Same with wrists but no pic.): http://www.bluemelon.com/photo/18688/1227801.jpg.


The last days i was on a "seams killing spree". It was a hard task to find the right weightpainting, and i also had to do some tricks, like joining feet and lowerbody. But i think now it looks great, even at "ultimate zoom" ;)

New version is uploaded at Tesnexus. Get the VORB Female Stock Clothes and Armor 1.42 for clothes and armor including underwear or the other version, you know which one.
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Wed Mar 30, 2011 1:11 am

I need some help!

Today i added scaling Bones for the legs, calculated the new skeletons and the new npcs look awesome. I had to recalculate the Bip01 NonAccum, because of the longer legs not ending in the floor or shorter ending much above the floor.
That also was no problem. I added Scale NonAccum as a parrent to Bip01 NonAccum. So i was able to correct the transform data. BUT if npcs are lying or sitting, they are flying now above the chair/bed. Thats because of the new NonAccum.
It is clear that this has to be done via animations. So i messed around with "dynamicidle_sit.kf" in blender. But without good results.

So maybe you talented modders can help a little bit out here? As far as i can see, the fix has to do the following things:

As like in any other game i know Npcs are rescaled if they sit on a chair. Thats what VORB also has to do.

Set "Translation X" of Scale L Calf and Scale R Calf again to 0
Set "Translation X" of Scale L Root and Scale R Foot again to 0
Set "Translation Z" of Scale NonAccum again 0

So the animation should scale legs to normal length and npcs sit correct.

I tried it but i am totaly new to animations. The new Bones aren′t scaled in the animation. I double checked it with the standard bones, those scaled fine.

So animation modders out there, please help

Edit: i am upping a video of the problem at the moment. It shows the next version of vorb v1.43.
Edit2 : video of vorb 1.43 http://www.youtube.com/watch?v=TZwHJJyg4pY
Edit3: video of the problem: http://www.youtube.com/watch?v=PGFPiHyGYEs
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

PreviousNext

Return to IV - Oblivion