[RELz] VORB - VadersApp's Oblivion Real Bodies

Post » Wed Mar 30, 2011 2:46 pm

Name: VORB - VadersApps Oblivion Real Bodies
Version: 1.20
Date: 2011/03/05
Category: NPCs
Author(s): VadersApp


Download :

http://www.tesnexus.com/downloads/file.php?id=37013


Description
===========
This mod changes the whole body type system in Oblivion. Bodies are no longer made with clothes. If clothes are made for this mod, an infinit
number of different bodies are possible. The Clothes fit to the bodies. A Fat NPC is a Fat NPC with or without clothes, a bombshell is a bombshell
with or without clothes :)

In this version there are 1,000 different female bodies for all stock clothes and armor. Also 7 body types for male
Evey other clothes could be easily adapted for this mod.

I will add more clothes and armor in future.

Only another esp is need for updates. And of course if new clothes and armors will be added, texture and mesh files.

If you have installed animations which supports BBB, BBB is also supported by this mod.

Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.



Incompatibility
===============
None, as far as i know.


Known Issues or Bugs
====================



History
=======
1.20, 2011/03/05 - added 1.000 body shapes
- new weightpainting, huge quality improvement of the shapes
- fixed texture problems
1.15, 2011/02/28 - fixed skin color not matching to face
1.11, 2011/02/25 - fixed first person view and fixed two armors
1.10, 2011/02/24 - converted all male stock clothes and stock Armor

1.00, 2011/02/11 - Mod renamed to VORB - Vadersapp Real Oblivion Bodies
- Featuring 150 different female Bodies.
- converted all female stock clothes and armors
- all stock female npcs are showing new bodies.
- lowerclass male are showing new body types (more soon)

0.26, 2011/02/11 - added first person skeleton
-> fixed infinit meshes in first person view
- added skeletonbeast.nif
-> fixed infinit meshes for other than human npcs
- added skeleton.nif
-> fixed non vanilla npcs infinit meshes

0.25, 2011/02/11 - added all male lowerclass clothes

0.20, 2011/02/10 - added male lowerclass 03 to 08
- fixed skin tone not matching with face
- fixed robert?′s textures not showing
- fixed some clipping problems of previous released clothes

0.15, 2011/02/09 - added male lowerclass 01 and 02

0.10, 2011/02/06 - first release - diverse Bruma Guards (male).





Contact
=======

You can find me on the official Elder Scrolls forums as 'VadersApp'
You can find me on TESNexus as 'VadersApp'


Credits
=======

Thanks to Robert for his body and clothes mod on which the male body types base.
Thanks to Coronerra for the great skeleton on which this mod is based on.
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to Dysgnat for chatting and support.


Tools Used
==========
Automated Weightpainting - Script and macro by VadersApp unreleased
Automated Skeleton Gen - Script and macro by VadersApp unreleased
Blender - http://www.tesnexus.com/downloads/file.php?id=12248
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Wrye Bash - http://wrye.ufrealms.net/Wrye%20Bash.html

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod.
User avatar
Robert
 
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Post » Wed Mar 30, 2011 6:57 am

Does this support different NPCs using different bodies?
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Tarka
 
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Post » Wed Mar 30, 2011 7:58 am

I think this is a great idea, and appreciate the work you've put into it. However I've been hesitant to download your earlier versions because I'm not a big fan of, well, female NPCs with enormous [censored]. Maybe I'm misinterpreting what it actually does as implemented right now but I can remember checking out screenshots and videos before and it seemed a lot of the body types for the females included a high frequency of stupendously-endowed women, and I'm of the camp that believes the land of Cyrodiil doesn't include plastic surgeons and briast enhancement, ha. I don't know if I'm just wrong about it or you've changed things, it would definitely be awesome to have a working mod that varies NPCs bodies (Reneer's mod leaves me with NPCs staring up at the sky), but I'd prefer if the chest sizes were reasonable. Maybe the backsides too, I can't remember. Basically I want the non-T&A version.

EDIT: why is t its censored while boobs isn't? Are you telling me I have to be more creative with my slang?? Knockers, melons, do I sound like a 50 year old man yet?? No offense 50 year old men

EDIT 2: Of course the big issue aside from that and more generally is the need for new clothing and armor, if I understand things correctly. I'm not saying this can't become a total overhaul, but it's going to be real hard unless there's some automated process for replacing the content, as well as issues with plenty of other mods upon doing so. Not trying to be a parade-rainer, seriously, I'm just really interested in getting something like this into the game and can't avoid thinking about the limitations.
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Karl harris
 
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Post » Wed Mar 30, 2011 12:36 am

same
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claire ley
 
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Post » Wed Mar 30, 2011 9:21 am

This could be really good, with some tweaking. Maybe an ini file to remove bodies you don't want to see? Me, personally, I don't mind large boobs (within reason), but a huge butt like from DMRA is just ludicrous (not to mention a little disgusting). Is boob size proportional to butt size? Serious question: in the real world, women can have large boobs and small butts, or both large, but small boobs and a large butt is pretty rare. I'm just asking in the interests of realism.

The pic of the fat guard, too, was a little jarring. I know such things likely would exist (I mean, there are fat cops, after all), but it just looks wrong. Maybe you could add some scripts limiting body types according to faction - guards, for example, would have a greater chance of being thin; beggars would always be skinny (they don't eat, after all), innkeepers could be more likely be to fat; etc.
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Laura Samson
 
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Post » Wed Mar 30, 2011 12:22 am

This mod has not the target to give the females big sized "ears". I used HGEC Cup E as a template because it is easier to tansform a big "ear" because of polygon count. The Girls mostly have normal sized ones. But the shape of them look totaly different for each female. I calculated the stomach and the rest of the lowerbody depending to the randomly calculated size of the chest. So no there aren′t silicone girlies walking around. It is more likely that you meet girls that had to fight with gravitiy on their "ears" :).

The mod has the target to make the "look" of the girls more realistic not to make them all bombshells.

In the future ill make the script public which gerenerates the skeleton. So it is easy to get rid of some body types you dont want.

I really full automated the generating of the skeleton and also the weightpainting process. So a full overhaul of all clothes and armor is no problem anymore. It only needs time or more computers to calculate. The whole process i developed is client server based. It took 4 hours with 5 machines to calculate the stock clothes and armor.

This mod doesn′t suffer from the bug other body scale mods had. This bug comes if you put new bones between the spine bones. I made new bones, no scale bones for existing bones, that′s why it works.
It was realy hard to weightpaint the template body, so that everything comes together, looking fine. That took me several days of testing and painting.

That′s why the weightpainting process had to be automated. Because nobody has interest in weightpainting all the clothes and armor.
With the system i developed i only have to put the mesh into a folder. The sript recognized that there is something to do and begin calculating. The adapted body then is saved into a new directory. The only thing i have to do now, is to copy the adapted body to the mesh dir of the game.
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Christina Trayler
 
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Post » Wed Mar 30, 2011 2:47 pm

@VadersApp - that's some very cool work then, automating everything. What kind of computers are we talking on the bake part? I'd also support the division of body types by character class - I'm pretty likely to believe that a mage or innkeep is fat. Not so much an imperial guard. Never, ever, a resident of the shivering isles. This is definitely a huge step forward in potential realism, though. Great work :thumbsup:
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Umpyre Records
 
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Post » Wed Mar 30, 2011 2:06 am

I have Roberts for male and female. If I only download the "Stock Meshes Replacer " will that work?
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Skivs
 
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Post » Wed Mar 30, 2011 3:26 am

I have Roberts for male and female. If I only download the "Stock Meshes Replacer " will that work?


...and of course the other file which contains the skeletons and the esp which replaces the vanilla npcs skeleton with the new ones.

Edit: Support for the "right" bodies for the ncps will come if i find a way to read out some numbers with wyre Bash.
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suzan
 
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Post » Wed Mar 30, 2011 1:36 am

Sounds like a lot of good ideas and consideration went into getting this to the level it's at, I don't mean to disparage it in any way when asking about the level of boobitude. I'll definitely try it so I have more to go by than a few older videos. The major thing I guess I'm curious about at this point is the degree of distortion to the textures being painted on the more extreme bodies. The larger Bruma guard looks pretty good, but who knows how some of the other textures might handle it. But your automating the process to convert everything is pretty awesome and makes it sound like the mod is approaching "completion"? I'll have to see if any conflicts pop up when playing it and I'll let you know if I come across any. Looking forward to trying it!
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phillip crookes
 
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Post » Wed Mar 30, 2011 4:26 am

Sounds like a lot of good ideas and consideration went into getting this to the level it's at, I don't mean to disparage it in any way when asking about the level of boobitude. I'll definitely try it so I have more to go by than a few older videos. The major thing I guess I'm curious about at this point is the degree of distortion to the textures being painted on the more extreme bodies. The larger Bruma guard looks pretty good, but who knows how some of the other textures might handle it. But your automating the process to convert everything is pretty awesome and makes it sound like the mod is approaching "completion"? I'll have to see if any conflicts pop up when playing it and I'll let you know if I come across any. Looking forward to trying it!


Would be glad if you try it, because then i am sure i could get great feedback of remaining bugs or things that can be done better.

Texture distortion is a bug i know about, but it is fixable. I shows up after joining the meshes. The Nif looses the information where to get the material. But it can be attached later in Nifskope.
I've done that for some meshes and it worked. But i want to automate this process too, because only then i am able to support all clothes and armor made by mods.
I am planning to higher the quality even more. If i have done so, i have to weightpaint all the clothes and armors again. So automating the process is substential.
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Amanda Furtado
 
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Post » Wed Mar 30, 2011 11:24 am

I'll definitely give this a shot too. I use Robert's female, but it would be nice to see women (and men!) with different bodies.

Oh: Where should it go in the load order, and do I need any Bash tags like Body-F and Body-M?
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tiffany Royal
 
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Post » Wed Mar 30, 2011 1:38 pm

I'll definitely give this a shot too. I use Robert's female, but it would be nice to see women (and men!) with different bodies.

Oh: Where should it go in the load order, and do I need any Bash tags like Body-F and Body-M?


Hmm never had problems with my mod and the load order. I did some tests and it had no side effects at any position in the load order.
I found the bug which leads to infinit meshes in first person mode under some circumstances and provide a patch later.
But i have to double check this because it gave some interesting but positive effect after i fixed and tested it.
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Kat Stewart
 
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Post » Wed Mar 30, 2011 10:39 am

I played around with this for a bit earlier. I was already in Anvil, so I wandered around, looking at the people. They didn't look too bad overall, except for some oddities:

http://project-phoenix.wikidot.com/local--files/files/feet.JPG (Bash tags didn't appear to fix this, BTW)

http://project-phoenix.wikidot.com/local--files/files/Wilhelm.JPG

The bellies of fat men look a little weird - the armor doesn't form quite right, so it looks jagged at the top, and there's a gap.

I got to Skingrad, and I had to disable the mod - for some reason, I kept crashing there. I crashed every time I tried to enter the West Weald Inn, which is odd - there were only three people in the common room, and all were vanilla.

BTW, you should use 7-zip instead of WinRar to compress the files - it reduces the size by just over half.
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Rodney C
 
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Post » Wed Mar 30, 2011 10:13 am

I played around with this for a bit earlier. I was already in Anvil, so I wandered around, looking at the people. They didn't look too bad overall, except for some oddities:

The bellies of fat men look a little weird - the armor doesn't form quite right, so it looks jagged at the top, and there's a gap.


Yep men didn′t got to much love yet. They show some oddities because they were the first i weightpainted. Had to learn how things work. I will give them love soon :)

I got to Skingrad, and I had to disable the mod - for some reason, I kept crashing there. I crashed every time I tried to enter the West Weald Inn, which is odd - there were only three people in the common room, and all were vanilla.


I check that asap. Think that some clothes are bugged. If so i provide a patch.

BTW, you should use 7-zip instead of WinRar to compress the files - it reduces the size by just over half.


i′ll do so :)

I fixed the first person view, added some bones and wondered what i saw: First-person viewable body. i think there is a mod that tries to get this. Wonder if it is a side effect of my mod?

Edit: yes it is a bugged peace of armor. AmelionCeremonial\m\greaves. Fix it at the moment. will upload a new version,together with the fixed(added first-person-body) view skeleton.nif. 7zipped ;)
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Jade
 
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Post » Wed Mar 30, 2011 11:51 am

The new fixed version is up at tesnexus. Would be happy to hear some feedback.

It features some kind of viewable first person body. I wonder if this something new i found by mistake. The body shows up if you wear clothes or armor that comes with my mod.
I checked this with vanilla oblivon,too and without obse running. Yes if you look down your body you see your body, not sure if only the upperbody but it is there.
Also realistic headmovement by moving around is another side effect i recognized.
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Chris Jones
 
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Post » Wed Mar 30, 2011 6:40 am

I'd test this but nearly 100% of the armors I use in my game are modded so I fear that it wouldn't be compatible sense I believe you have to do some calculations on all the armor before they will fit with the new body meshes you made isn't that correct?
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Jennie Skeletons
 
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Post » Wed Mar 30, 2011 10:50 am

I'd test this but nearly 100% of the armors I use in my game are modded so I fear that it wouldn't be compatible sense I believe you have to do some calculations on all the armor before they will fit with the new body meshes you made isn't that correct?


Yep. only stock armor and clothes are supported by the mod for now. But that should be no problem. The only thing that happens if the armor isn′t made for my mod is that the new bodies aren′t shown with the clothes / armor on.
If you meet a vanilla npc with stock clothes it will have one of the new bodies.
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Philip Rua
 
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Post » Wed Mar 30, 2011 3:29 pm

Yep. only stock armor and clothes are supported by the mod for now. But that should be no problem. The only thing that happens if the armor isn′t made for my mod is that the new bodies aren′t shown with the clothes / armor on.
If you meet a vanilla npc with stock clothes it will have one of the new bodies.


Alright. I might test it out. I'll have to make a backup of my Oblivion folder though since I want an easy way to uninstall this thing if it doesn't work right.
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Veronica Martinez
 
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Post » Wed Mar 30, 2011 3:26 am

Alright. I might test it out. I'll have to make a backup of my Oblivion folder though since I want an easy way to uninstall this thing if it doesn't work right.


Solution: BAIN

Regards,

Hem

P.S. Great concept (added to my growing list of new mods to try).
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Emilie M
 
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Post » Wed Mar 30, 2011 3:50 pm

As someone who always installs stuff manually all you really need to backup is the folders the specific mod actually modifies files in. It can take a second but I don't find it to be too much of a hassle. But I have like half a dozen full backups from various dates going back since I regularly backup the Data folder just to be safe. Installing things manually all the time isn't necessarily the worst option if you're not constantly having to add and remove major overhauls that touch a lot of stuff, and you get to know what each mod is affecting. Of course I'm sure anyone who has installed plenty of mods is familiar with the innards of the directory structure since not everything comes omod-ready.
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GPMG
 
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Post » Wed Mar 30, 2011 2:10 am

The new fixed version is up at tesnexus. Would be happy to hear some feedback.

It features some kind of viewable first person body. I wonder if this something new i found by mistake. The body shows up if you wear clothes or armor that comes with my mod.
I checked this with vanilla oblivon,too and without obse running. Yes if you look down your body you see your body, not sure if only the upperbody but it is there.
Also realistic headmovement by moving around is another side effect i recognized.

Interesting. I'll have to check this out.

Alright. I might test it out. I'll have to make a backup of my Oblivion folder though since I want an easy way to uninstall this thing if it doesn't work right.

You can easily make it into an OMOD as well - that's what I did. If you're using the UOP, it'll overwrite some of the clothing files, but those are just minor fixes anyway. What I did was run the UOP installer, gather all the files (together with later updates), then zip them up and uninstall it, then manually install the files. It's a little more work, I don't like using installers because it's more programs to keep track of.
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Emma Parkinson
 
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Post » Wed Mar 30, 2011 3:34 am

The new fixed version is up at tesnexus. Would be happy to hear some feedback.

It features some kind of viewable first person body. I wonder if this something new i found by mistake. The body shows up if you wear clothes or armor that comes with my mod.
I checked this with vanilla oblivon,too and without obse running. Yes if you look down your body you see your body, not sure if only the upperbody but it is there.

Confirmed. It's just the upper body, but it's kind of cool.

On the other hand, it seems to have screwed up the perspective for some reason... when using a bow, it looks like http://project-phoenix.wikidot.com/local--files/files/1pbow.JPG. It looks the same whether or not you're wearing vanilla armor/clothing; in the screenshot, I have a fur cuirass on. It looks like you managed to move the header higher than normal - like the character is actually moving around while standing up straight instead of hunched over like they do when they have a weapon drawn.
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hannaH
 
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Post » Wed Mar 30, 2011 2:51 am

I was able to automate fixing the skin not matching to face bug, that appears after weightpainting the clothes/armor. I ran it for 200 meshes and it worked great.
It seems that all steps to adapt clothes or armor for my mod now could be automated. So adding more clothes or armor in future is an easy process.

1.15, 2011/02/28 - fixed skin color not matching to face

http://www.tesnexus.com/downloads/file.php?id=37013
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Heather Stewart
 
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Post » Wed Mar 30, 2011 7:49 am


I really full automated the generating of the skeleton and also the weightpainting process. So a full overhaul of all clothes and armor is no problem anymore. It only needs time or more computers to calculate. The whole process i developed is client server based. It took 4 hours with 5 machines to calculate the stock clothes and armor.

That′s why the weightpainting process had to be automated. Because nobody has interest in weightpainting all the clothes and armor.
With the system i developed i only have to put the mesh into a folder. The sript recognized that there is something to do and begin calculating. The adapted body then is saved into a new directory. The only thing i have to do now, is to copy the adapted body to the mesh dir of the game.

Release your method? :)
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CYCO JO-NATE
 
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