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[WIP] Malos Fallout Body Resizing Mod


Kalten1979

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Well, what to start with? I sense lot of frustration... and I totally understand it, you spent lot of time into this and now it seems partly crippled to what you wanted to achieve.

 

What I still want to know is if someone decide to create one(1) single .KF with all modified bone sizes of Head, Neck, Chest, Stomach, Hips or whatever... and you inject that single .KF to a PC/NPC would that work?

This is level 1 to know.

 

As Far as i know, you cant have more then 1 Aniamtion in 1 KF file.

Maybe ther is an hidden option in Geck or Fose, that you only could play Frame 120 to 130, But i dont know.

Basicly it is always, from frame 1 to frame 130 or 500 or what ever how long the animation plays.

 

Secondly if you save a game and load it, if whatsoever the game didn't save the actual visuals of the modification (and I think it's not) is it possible to inject the same single .KF file again and get the wanted mesh profile?

This is level 2 to know.

 

After Reload i lost all animations. But i cloud still restart the transforming again.

I choose longer legs, and save that. After restart Fallout, the longer legs are be gone. And i have to transform it again to get my longer legs on my char.

If i use playidle, i cloud move and mix around all animation, but nothing would be saved.

If i use one Global, i could move an mix around all animatinon, but after restart fallout, only the last animation would be loaded.

If i use two or more Globals, i am no longer able to move and mix around all animations, only upward in the Idel Anims tap.

 

Thats right, i have to find the right answers.

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Ahh, am I that terrible in English grammatic to explain what I intended.

 

What I meant is if you create one body .KF including all settings in one file not a concatenate of many .KF files. Just one anim with bones and transformations for the wanted body type, in just this case. And you save it like body14.kf.

 

That crave that we actually are able to make an anim that has all bones used for Head, Neck, Chest, Stomach, Hips sizes into one file.

 

Now you fire up the game and your script or quest you use check what the global is and if it is 14 it will call up an anim body14.kf to transform the game body to the right settings. If it was 16 and you had made a body16.kf that would be loaded instead.

 

 

I also start to think you need some scripting guru involved, this sounds like the scripts are playing you jokes and are not fully running due to some algorithm not working as intended.

 

This might be deeeeep and not how you solved it so halt me if I loose you, how do you use the global (32-bit float) in the first place? Since you "just" get one number how do you split it to recognize to check for the 5 body parts and the individual 9 sizes and set it?

One "normal" way is to split it into binary parts in your case you would need 4bit(nibble) to get all 9 sizes(0-15 range), and that would mean 5 nibbles currently. And then a long tree of If Else checks. The bad part is so am I told that globals loose accuracy when used in some situations float limits

If you use this strategy could it be that that make you loose some settings?

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there are height random and strength based size mods.. but no overall physical size modifications in place atm.. there is an HGEC mod being worked on but no idea when it'll be ready. Anything though that allows a modification of the physical form is always welcome... just wish such a mod can be made as a random ..other than your player char...I'm not gonna flame any mod.. but PLEASE!!! no mega boobs.... pretty please....

Anyone who makes another mega boobs mod.... I'm gonna hack into their pc steal their nudies and mass email everyone nude butt pics,, LOL J/K.. *smiles*

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Ahh, am I that terrible in English grammatic to explain what I intended.

 

What I meant is if you create one body .KF including all settings in one file not a concatenate of many .KF files. Just one anim with bones and transformations for the wanted body type, in just this case. And you save it like body14.kf.

 

That crave that we actually are able to make an anim that has all bones used for Head, Neck, Chest, Stomach, Hips sizes into one file.

 

Now you fire up the game and your script or quest you use check what the global is and if it is 14 it will call up an anim body14.kf to transform the game body to the right settings. If it was 16 and you had made a body16.kf that would be loaded instead.

 

Sure that works.

Maybe. Body1 is thick, body2 is tall, body3 is thick and small body4.....

In my menu i choose a body and then the global would be set and after reload, the body would be loaded.

That is the last version that i told, with the 45 bodytypes.

But in that case you are not able to choose only longer legs and/or smaller hips.

 

 

I also start to think you need some scripting guru involved, this sounds like the scripts are playing you jokes and are not fully running due to some algorithm not working as intended.

 

This might be deeeeep and not how you solved it so halt me if I loose you, how do you use the global (32-bit float) in the first place? Since you "just" get one number how do you split it to recognize to check for the 5 body parts and the individual 9 sizes and set it?

One "normal" way is to split it into binary parts in your case you would need 4bit(nibble) to get all 9 sizes(0-15 range), and that would mean 5 nibbles currently. And then a long tree of If Else checks. The bad part is so am I told that globals loose accuracy when used in some situations float limits

If you use this strategy could it be that that make you loose some settings?

 

Let me explain the complede story.

My first version was only a "is it possible or not" version. I create a new skeleton.nif and many kf files.

Every kf, change one bodypart. in fact, one head kf makes only the head bigger, one makes it smaler and so on.

The kf only changes the affected bodypart. That means, a head kf only includes changes for the head bone.

There are no other bones included in that file.

 

Back to the Geck.

I create a menu for testing with some options for the body to look if it works or not.

That menuoption set the global PlayerSize to 1. In the Idle anims tab, if the playersize is set to 1 the headbig anim would be played.

If i set playersize to 2 the headsmall anim would be played and so on. I did that for many body parts. If i set playersize to 58

the anim of the longer legse would be played. You see i always use ONE global (playersize) to change the body.

And now the problems begins.

 

If playersize 58 is activ after releoad, the game only could load the playersize 58 animation.

If you choose in earlier position playersize 30 that is mayba a chestanimation, the 30 has changed to 58 and it is impossible to reload the 30.

 

Next step, Verion 2

I give every bodypart a own global. playersize is deletet and now head have a headsize global, leg have legsize global, neck have ...... you know what i mean.

Now i choose a head animation and the global headsize would be changed to maybe 2, then i change the legs and the global sizelegs would be changed to 1

I have now two globals and the game should know it. But it reload after restart the game only one of them. and that is that animation that is in

the Idle Anims tab listed above, and block all others that are listed under it.

That means if i create in that order.

HEAD

NECK

CHEST

STOMACH

....

 

If i use a head anim on my char, and the head anim is loaded, i cant change neck, chest, stomach and so on.

If i use a chest anim on my char, i am not able to change stomach, but i still could change neck and head.

Thats very buggy and i start with an third version.

 

Now Version 3

I use the same globals. but they dont affect anything in the Idle anims tab.

I use the direct command playidle for it. If i choose a head animation the global headsize change to 1. If the headsize is one, it plays the idle HeadBig.

That makes it able to change the char after restart the game again, in Version 2 it was impossible.

Version 1 and 3 are nearly the same. but i use more globals and only one animation would be reloaded.

 

The playidle command wont works correctly. I dont know why, if i use playidle in a menu, the animation changes and the body transforms.

If i use playidle on a cloth or quest it wont works.

 

In fact.

I need many globals to store the changes, with on global it cant works, sure only for complede bodychanges and not to mix something.

But if i have more then one global it makes troubel.

 

I hope you understand me.

It would be better if i could wrote that in german, but then the most of the readers understand nothing. :biggrin:

Did that answers your questions?

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Natürlich! Ich spreche schlecht Deutsch, aber ich lese mehr :tongue:

But since the most people that read this have an easier path with English.. so be it!

 

You got your point explained, this might need another approach to be completed.

I will spend some time poking with scripts and see what I can come up with. You know after I read up some on globals they say it's normally not needed and other paths is better solutions. However there where few examples (none) that told what to use instead.

 

Since there are lot of people pop in and out in this thread and for sure some is fluid in scripting issues perhaps someone can tell another path to do this save and restore in a reliable way.

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Well, partly selfish since I also want this to be usable on anything you meet in game. It's possible to create "armor" items that actually is not, they will instead be used as variables or globals. To test I created a key item "hidden" , and I could put it on a NPC and PC and fetch how many there was but not seen when pickpocketing or examine inventory. Still it seems easier to use armor since it have the "playable flag" which will always hinder the PC from looting the NPC of these kind of items.

 

I think you use a if statement tree to figure what .kf to run depending on the global number. Putting stuff in the inventory would make it similar but they will be "hidden" items for Head, Neck, Chest, Stomach, Hips and the amount (1 to 9) will tell which .KF to run instead.

 

Part two would be to find a nice strategy how to fire of and scan all NPC and PC to run a change sizes round. It need to be done after a reload in a ordered manner, and probably when ever you enter a new space or cell, to update any new NPC you meet. This might need FOSE for the nice commands it add to ease scripting. I have not tested (yet) but there are "scan" functions for scripting that will find anything nearby and after that it should be possible to create a looped list to change all NPC in sight.

 

To get it start working at all your approach to only make it on the PC is probably the smartest before messing with everything else.

 

How do you normally script to fire of a .kf file? In next step I could use that to play a idle anim or anything else just to see it actually correspond to the body size that should be used depending on the inventory "variable" items.

 

R.L. takes a lot of my time so just don't expect miracles directly.

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I've got a needs mod that alters player height based on SPECIAL stats, and keeps track of skeletal muscle mass and body fat percentage. They're used to alter other stats, but at the moment there's nothing visual. This would change that. This sounds great.
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Thanks Nimboss for your time.

 

I still try, to get it work, too.

 

In the actuall way i use playidle. That is a directly command and i get good results with it.

The first version was with one global that would be set in a menu, that work fine too.

I would say, try on of that versions.

 

In the second version i use many globals and with that, i have the most trouble.

 

--------------------

 

Thanks Imp for the feedback.

Yes you could change some of the bodyparts.

The first version, that i reales, if i get it to work without problems, is compatible with nearly everything.

But if someone want a speciale size of a bodypart like boobs or something in that direction, it would be not be copatible with everything.

Changes like that, need a clothes that are based on my files, and as far as i know, no one have my files because of me. :laugh:

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I think i got it.

A Item that activate all changes agian after restart could works.

In my test, i can relad more the one change. But still testing.

 

Yes, I was thinking in a similar way since for instance armor can have a script attached, but did not find any good begin runonceaftergameload function for scripting. What have you found that might work?

Started to prepare to use the begin gamemode but for sure if expanded to lots of NPC not just PC it really needs to be used with caution since this script mode run every frame.

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