Okay, I want to say first off that I did not want to actually upload this. I put it off as long as I could... but eventually I couldn't, anymore, so here it is.
This is not an area of Fallout 3 I had ever planned to have a hand in; at least not in the resource area. As a one or two-off for my own NosCo branded companions to make them stand out from the competition? Sure. But freely uploaded for everyone... It's more than a bit unnerving.
This modding thing is beginning to clash most severely with my "don't stand out" policy.
I avoid the forums for a reason, you know.
But, whatever. It's uploaded, go nuts.
It's been a long day. I spent my afternoon rolling around in sand, converting money into recoil and noise, and I'm sore in more than a few places. I put my six hours in today on this mess, and I'm going to do something that doesn't involve FO3 or the GECK.
For those who missed the first link, feel free to try again:
http://www.fallout3nexus.com/downloads/file.php?id=12876

Monday, May 31, 2010
Sunday, May 30, 2010
Nos' Cosmetic Resource, Delays and Updates
Okay, obviously the package did not go up yesterday, as I had hoped it would.
While I was midway through my lunch, and almost done with the readme, family came a'knockin' on my door. I got to finish neither food nor documentation.
By the time I got home, I had had six hours of my day thoroughly wasted, and had such a headache (the locals are apparently celebrating Memorial Day by burning their garbage, and nylon fumes are not good for my sinus condition) that I wasn't in the mood to go near the Nexus anymore.
Further unfortunate, I didn't get to upload this morning either. I was working on the pack again.
I originally wasn't going to bother... but I decided to add males to the glow-y eyes list. Originally, the males of the races didn't even have the eyes added. The eye meshes were specifically tagged female, and I didn't think it would work. Decided to try anyway this morning... and it didn't turn out half bad:

Blue demon eyes.

Blue normal eyes.

Gold demon eyes.

Gold normal eyes.

Green demon eyes.

Green normal eyes.

Red demon eyes.

Red normal eyes.

Red inverted. (yeah, the terminator shtick is getting a bit thick, isn't it?)

White demon eyes.

White normal eyes.

White inverted.
Now, obviously (as you can tell from all of them wearing the same outfit) the male demo faces are all set as facegen defaults, as well.
Also: I realize I may have been somewhat vague on the differently colored eyes bit. This is not each eye a totally different color. This is set up to allow two colors in the same eye. Now, with some work, it is possible to set up a custom race with glow-y eyes, each a different color.
However. There are a huge number of possible combinations, and I'm not running up another dozen or two example races. It'll be simple enough to set it up yourself, if you're so inclined.
As an example of what the default setup can do, take a look at these:


This is literally about thirty-five seconds worth of work in the in-game facegen. Picked the red inverted, changed hair style and color, and overlayed the amethyst custom eye texture; resulting in the red glowing ever so slightly through the inner part of the iris.

Didn't remember to get a facial closeup, but this is the same idea; except overlayed with the gold eyes instead of amethyst.
The ability to use the red or white center-glow to diffuse-color another eye texture is going to be a huge avenue for customization with this package. While I'm not going to do it now... if there's enough demand, I can set up other 'inverted' colors to allow you to use green or blue or gold or whatever as your diffuse modifier.
Pretty cool, if I do say so myself.
Okay, it's 1320 now, and I need a shower. When I get out - assuming I don't get waylaid by family again, I'll be making a quick edit to the readme to include the males, then starting the upload to the Nexus.
While I was midway through my lunch, and almost done with the readme, family came a'knockin' on my door. I got to finish neither food nor documentation.
By the time I got home, I had had six hours of my day thoroughly wasted, and had such a headache (the locals are apparently celebrating Memorial Day by burning their garbage, and nylon fumes are not good for my sinus condition) that I wasn't in the mood to go near the Nexus anymore.
Further unfortunate, I didn't get to upload this morning either. I was working on the pack again.
I originally wasn't going to bother... but I decided to add males to the glow-y eyes list. Originally, the males of the races didn't even have the eyes added. The eye meshes were specifically tagged female, and I didn't think it would work. Decided to try anyway this morning... and it didn't turn out half bad:

Blue demon eyes.

Blue normal eyes.

Gold demon eyes.

Gold normal eyes.

Green demon eyes.

Green normal eyes.

Red demon eyes.

Red normal eyes.

Red inverted. (yeah, the terminator shtick is getting a bit thick, isn't it?)

White demon eyes.

White normal eyes.

White inverted.
Now, obviously (as you can tell from all of them wearing the same outfit) the male demo faces are all set as facegen defaults, as well.
Also: I realize I may have been somewhat vague on the differently colored eyes bit. This is not each eye a totally different color. This is set up to allow two colors in the same eye. Now, with some work, it is possible to set up a custom race with glow-y eyes, each a different color.
However. There are a huge number of possible combinations, and I'm not running up another dozen or two example races. It'll be simple enough to set it up yourself, if you're so inclined.
As an example of what the default setup can do, take a look at these:


This is literally about thirty-five seconds worth of work in the in-game facegen. Picked the red inverted, changed hair style and color, and overlayed the amethyst custom eye texture; resulting in the red glowing ever so slightly through the inner part of the iris.

Didn't remember to get a facial closeup, but this is the same idea; except overlayed with the gold eyes instead of amethyst.
The ability to use the red or white center-glow to diffuse-color another eye texture is going to be a huge avenue for customization with this package. While I'm not going to do it now... if there's enough demand, I can set up other 'inverted' colors to allow you to use green or blue or gold or whatever as your diffuse modifier.
Pretty cool, if I do say so myself.
Okay, it's 1320 now, and I need a shower. When I get out - assuming I don't get waylaid by family again, I'll be making a quick edit to the readme to include the males, then starting the upload to the Nexus.
Saturday, May 29, 2010
An Appeal
We're going to start the weekend posting on a bit of a ranty note.
I'd like to make an appeal to all my fellow modders out there.
For the love of all that's unfuckingholy, put the name of your mod in your goddamned file name!
I'm so sick of having to rename things to keep them organized in my downloads cache. I cannot tell you the number of times I've run across a file simply named "v1.1.rar", and if it's a week after download, I have no goddamned idea what it goes to.
The number of times I've run across an update archive to Robert's or Breeze's male body mods in my download directory, and thought "Okay... but what in the hell armor bug is this supposed to fix?"
Sometimes a readme will helpfully explain.... but an alarmingly high number of you refuse to include any documentation at all.
I happened onto a semi-game wide Type 3 armor replacer this morning, and the main file is okay. It's named 'T3Armors'. Not great, but not horrid. I can puzzle it out. One of the updates is named 'Fix_for_scribe_robe_color'. Now see, this is the shit I'm talking about. I had to append the file name to start with T3Armor because otherwise, I'd have no idea what that update went to.
Remember: you may know perfectly well what "Meshes.rar" is, but no matter how good you think your mod is, most of us run way more than just it, and will quickly forget.
This results in needless redownloading from the Nexus, which just wastes bandwidth from a site with an already excessive monthly bill.
I'd like to make an appeal to all my fellow modders out there.
For the love of all that's unfuckingholy, put the name of your mod in your goddamned file name!
I'm so sick of having to rename things to keep them organized in my downloads cache. I cannot tell you the number of times I've run across a file simply named "v1.1.rar", and if it's a week after download, I have no goddamned idea what it goes to.
The number of times I've run across an update archive to Robert's or Breeze's male body mods in my download directory, and thought "Okay... but what in the hell armor bug is this supposed to fix?"
Sometimes a readme will helpfully explain.... but an alarmingly high number of you refuse to include any documentation at all.
I happened onto a semi-game wide Type 3 armor replacer this morning, and the main file is okay. It's named 'T3Armors'. Not great, but not horrid. I can puzzle it out. One of the updates is named 'Fix_for_scribe_robe_color'. Now see, this is the shit I'm talking about. I had to append the file name to start with T3Armor because otherwise, I'd have no idea what that update went to.
Remember: you may know perfectly well what "Meshes.rar" is, but no matter how good you think your mod is, most of us run way more than just it, and will quickly forget.
This results in needless redownloading from the Nexus, which just wastes bandwidth from a site with an already excessive monthly bill.
Friday, May 28, 2010
Nos' Cosmetic Resource, Figured Out
Well, after much testing, I've finally settled on how to set up the glow-y eyes so that they're visible, but not overpowering.
I'm sure you want to see it - else you wouldn't be putting up with my blather - so I'll shut up and make with the screenshots.

We have firstly the revamped 'inverted' eyes. I took a suggestion from Herculine's apparently substantial sense of the aesthetic, and increased the size of the "pupil", which seems to have helped out a fair bit. Very creepy, on the whole, eh?

Finalized form of the green demon eyes.

Finalized form of the gold demon eyes.

New blue human eyes.

Finalized form of the red human eyes.

This was supposed to be the new blue demon eyes... but she fucking moved. Actors!

After having my assistant prod her gently with the butt-end of an M14, our blue eyed demonstrator decided to behave, as you can see.

Finalized form of the red demon eyes.


Here's the new inverted eyes in red.

Yep, I finally did it. I went completely off my rocker and created a terminator. These, boys and girls, will be what decimates humanity in the future. Always figured I'd have a hand in it...
Lastly, we have a bit of a proof of concept companion I threw together, just to see how it would all work.
I found that by using the inverted eyes with a normal eye texture, you can get a dual color eye. One color in a band around the pupil, with another making up the periphery. I tried several, and got some amazing combinations, but for our purposes tonight I settled on red and black, just for contrast's sake.

I'd like to introduce everyone to Kiyo. You'll probably never see her uploaded, as she has something like seven master files.
(when working for my own companions, I really don't give a shit about wider compatibility, nor how complicated an install is...)
As you can see, she has dark eyes with a pretty red ring around the center. Quite striking. You'll also notice she does not "glow" under normal lighting.
In the dark, however...

You get just a hint of it.
Not my best work by any means... but not bad for twenty minutes, while I was watching the 473rd rerun of Fast and Furious on Cinemax over my shoulder.
So, in some semblance of conclusion: I'm feeling like I've gotten the problems worked out, and the package seems ready for release. The package of demo companions will have to come later, when I've got names for them all (random name generator FTFW!).
Before I can release, I need to write up a readme, iron out the details, get an archive set up and tested, and so forth. Shooting for tonight, but may be tomorrow or even Sunday - depending on if/how busy I end up tomorrow.
I'm sure you want to see it - else you wouldn't be putting up with my blather - so I'll shut up and make with the screenshots.

We have firstly the revamped 'inverted' eyes. I took a suggestion from Herculine's apparently substantial sense of the aesthetic, and increased the size of the "pupil", which seems to have helped out a fair bit. Very creepy, on the whole, eh?

Finalized form of the green demon eyes.

Finalized form of the gold demon eyes.

New blue human eyes.

Finalized form of the red human eyes.

This was supposed to be the new blue demon eyes... but she fucking moved. Actors!

After having my assistant prod her gently with the butt-end of an M14, our blue eyed demonstrator decided to behave, as you can see.

Finalized form of the red demon eyes.


Here's the new inverted eyes in red.

Yep, I finally did it. I went completely off my rocker and created a terminator. These, boys and girls, will be what decimates humanity in the future. Always figured I'd have a hand in it...
Lastly, we have a bit of a proof of concept companion I threw together, just to see how it would all work.
I found that by using the inverted eyes with a normal eye texture, you can get a dual color eye. One color in a band around the pupil, with another making up the periphery. I tried several, and got some amazing combinations, but for our purposes tonight I settled on red and black, just for contrast's sake.

I'd like to introduce everyone to Kiyo. You'll probably never see her uploaded, as she has something like seven master files.
(when working for my own companions, I really don't give a shit about wider compatibility, nor how complicated an install is...)
As you can see, she has dark eyes with a pretty red ring around the center. Quite striking. You'll also notice she does not "glow" under normal lighting.
In the dark, however...

You get just a hint of it.
Not my best work by any means... but not bad for twenty minutes, while I was watching the 473rd rerun of Fast and Furious on Cinemax over my shoulder.
So, in some semblance of conclusion: I'm feeling like I've gotten the problems worked out, and the package seems ready for release. The package of demo companions will have to come later, when I've got names for them all (random name generator FTFW!).
Before I can release, I need to write up a readme, iron out the details, get an archive set up and tested, and so forth. Shooting for tonight, but may be tomorrow or even Sunday - depending on if/how busy I end up tomorrow.
NosCo Vault 1 Remodel, V2.1, Beta Released
That's right, the 2.1 Beta is up, and ready to be ignored by 99.9% of you.
Fixes include the fuxx0red up navmesh in the player's bedroom, some formerly misaligned tiles, the light switch script in the common room, and probably a few other things I can't remember because I have short term memory akin to a colander.
Updating should be a straightforward overwrite of the esp. No cleaning out of containers or such needed.
Fixes include the fuxx0red up navmesh in the player's bedroom, some formerly misaligned tiles, the light switch script in the common room, and probably a few other things I can't remember because I have short term memory akin to a colander.
Updating should be a straightforward overwrite of the esp. No cleaning out of containers or such needed.
Thursday, May 27, 2010
Nos' Cosmetic Resource, Gold Eye Troubles
Think I've finally got the gold eye issues sorted. Tried the middle-of-the-road eye textures, and they seem to tone down the glow enough that it doesn't flair, but is still 'glowing' from a distance.
To whit:



Looking better by far, I think. Want to play with the middle textures on a few other colors, but once that's done it'll be ready for upload.
Also: had one of those moments I just had to capture in screenshot form:

This game is so interesting when it isn't royally pissing me off...
To whit:



Looking better by far, I think. Want to play with the middle textures on a few other colors, but once that's done it'll be ready for upload.
Also: had one of those moments I just had to capture in screenshot form:

This game is so interesting when it isn't royally pissing me off...
NosCo Vault 1 Remodel, V2.1, Upcoming
Did you ever have one of those days where you smack yourself in the forehead, and say "oh, for fuck's sake, I can't believe I missed that!"
I had such a moment a few minutes ago.
I'm in the new bedroom cell in the GECK, looking over the navmesh, and trying to figure out why the companions-in-tow get to the top of the steps leading down to the bathroom, and won't go any further; eventually warping into the sauna to continue following.
I have visions of it being esp problems to do with the number of triangles in the navmesh, or something corrupt...
I look at the stairs...
...and I fucking forgot to attach the navmeshing at the top of the stairs to that at the bottom. The two separated, the companions can't figure out how to get from one to the other; and so won't sandbox between the two areas, and have to be warped by the game engine to follow you...
Y'know, some days I'm actually arrogant enough to entertain the notion that I really am that good a modder... and then things like this happen, and I realize I'm much more like the nutty professor.
So much knowledge locked up in there... and so little of an attention span for important details.
This, boys and girls, is why you should not navmesh nor bug test at five in the morning.
Going to start testing after my luxurious dinner of three day old pizza. Assuming nothing else is messed up... you'll be seeing the updated beta plugin sometime tonight.
I had such a moment a few minutes ago.
I'm in the new bedroom cell in the GECK, looking over the navmesh, and trying to figure out why the companions-in-tow get to the top of the steps leading down to the bathroom, and won't go any further; eventually warping into the sauna to continue following.
I have visions of it being esp problems to do with the number of triangles in the navmesh, or something corrupt...
I look at the stairs...
...and I fucking forgot to attach the navmeshing at the top of the stairs to that at the bottom. The two separated, the companions can't figure out how to get from one to the other; and so won't sandbox between the two areas, and have to be warped by the game engine to follow you...
Y'know, some days I'm actually arrogant enough to entertain the notion that I really am that good a modder... and then things like this happen, and I realize I'm much more like the nutty professor.
So much knowledge locked up in there... and so little of an attention span for important details.
This, boys and girls, is why you should not navmesh nor bug test at five in the morning.
Going to start testing after my luxurious dinner of three day old pizza. Assuming nothing else is messed up... you'll be seeing the updated beta plugin sometime tonight.
Labels:
house mod,
idiocy,
my mods,
RR companions vault,
upcoming mods
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