Posts

rFactor 2 Car Paint Editor

Feb 21, 2019


Article #1 in a 4-part series.


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Studio 397 recently added a guide on painting a car for rFactor 2 using their new material system as announced on their “Roadmap Update January 2019” post. Cars come with templates to help create colored region masks to designate materials using the car paint editor. Basically, create two image files: one for the regular skin and another for the region map. The editor provides immediate feedback within the game for changing body color and materials. As of today only the official DLC GT3 and GTE cars exteriors are supported. Future updates will add materials to the car interiors and tracks. Also, the developers continue to work on their new interface for rFactor 2 based on HTML. Currently access the paint editor using a web browser, and my assumption is the new interface will include the editor.

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Apps Discontinued

Oct 24, 2018

My applications, Draco Calculation and Dee Count are no longer available on Apple App Store as I can no longer justify spending an annual fee to provide a free game. Downloads to iPhone or iPad will no longer be possible so keep a backup of your device.

I have appreciated the feedback and also kind words from those simply expressing their enjoyment of my game. Thank you.

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FO4 CBBE Outfit With Cloth Physics

Jul 27, 2018

This guide shows the cloth-physics method to obtain breast physics on a CBBE outfit using Outfit Studio for Fallout 4. Why does an outfit need breast physics? So women dressed in cotton blouses aren’t mistaken for robots, or worse, synths!

prerequisites

I’m using “TheKite’s Handmaiden” by Niero and TheKite for an example outfit. I chose this as an example, because the outfit comes with multiple parts.


Overview

The method used here will be copying physics from the CBBE reference body to the outfit. Physics which optionally comes with CBBE uses cloth physics (applied to the body) to simulate breast movement and jiggle. Copying physics from the body to an outfit is simple, but comes with limitations.

Warning

  • only one kind of cloth physics may be worn at a time

What this means is that if an outfit uses cloth physics for breasts, the character may not also equip cloth physics on a scarf or the coat-tail of an overcoat. Avoid equipping both else risk wild physics weirdness. The same holds for naked body using cloth physics (default if CBBE body built with physics using BodySlide) and putting on a coat or scarf with physics. A character may equip two distinct items both with exactly the same physics for breasts, but consider combining the two items into a single outfit for best results. I’ll go over the special case of multiple outfit pieces at the end.

BodySlide Preset tips

  • the “(Outfit)” such as in “CBBE Slim (Outfit)” indicates supported breasts given by the outfit
  • when building an outfit generally best to use an outfit preset unless the breasts are not supported at all

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Skyrim Unarmored Monk

Mar 12, 2018

Over the last year or so in Skyrim Special Edition, I’ve been playing the constant camper and unarmored (no-armor) monk. Building upon Chesko’s “Campfire - Complete Camping System” I’ve been adding structures and workbenches suitable for a permanent campsite replacing a house. To make things more fair it seemed a perk should be required to build special gear durable for transportation and setting up anywhere in Skyrim. So “Eremite Camping” began as my foundation for the constant camper with features supporting Creation Club’s “Survival Mode” so the camper may fully recover sleeping in a warm shelter.

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Since the game lacks skills for no-armor and unarmed fighting, I decided to add skills making my character more interesting. Restrictions for no-armor bonus means, of course, not wearing armor including magic armor. I decided to do the same for the unarmed (pugilist) with bonus restricted to fighting without armor since heavy armor skill tree covers heavy armor unarmed bonus. I based my values on existing enchantments making my values per perk rank a bit smaller such as it takes two of my No-Armor perk ranks to be equal to the Lord Stone. The game is too easy to help determine balance through play experience so I’m working the numbers.

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FO4 Combat Overhaul 3

Feb 3, 2018

In the first part I went over my goals in overhauling combat, and in Part 2 I reviewed the mods that build the foundation. In this part I cover my changes.

requirements

Technically the only requirement here is FO4Edit to make all the changes to the base game. My advice is to start with the mods I reviewed in Part 2 to reduce work making only the desired changes based on the work of those authors. Afterwards you could always merge the plugins into one. I keep my changes in a single plugin and keep DRO so I can compare if needed.

optional:

create a patch override

A patch plugin overrides changes made by Fallout.esm and other mods. It’s also a good idea to carry over changes made by other patches we want to keep such as fixes from the Unofficial Fallout 4 Patch, and even if not there some changes of interest anyway. Let’s review how to create a new plugin to override data in the game.

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