Made 2 Measure: Seabound's Clothing Patch

I saw this, basically a Ronin grunt morph under the Suits tab at Nobody Loves Me, what is this? I found it in the files, is it possible to change this to other NPC models?
1777743257372.png
 
It is recommended, yes.
I would not recommend Vanilla, as M2M was not built with that in mind, and all kinds of horrible things could happen.
Hello! I'd like to report the games crashes with the Belt Straps 3.

I was able to buy them and use them for a while, but then I got a crash when changing my clothing at the wardrobe. I realized the crash was replicable when selecting the forementioned item.

I have no idea why I was able to buy the item, but the crash is consistent. I was using the straps on the lowest position, with the mesh that has metal rings.

I am of course using GOTR and I started a new game with the mod (not loading a previous one).

It'd be great if it could be fixed, since it looks pretty nice.

Thanks!
 
I saw this, basically a Ronin grunt morph under the Suits tab at Nobody Loves Me, what is this? I found it in the files, is it possible to change this to other NPC models?View attachment 49613
Yes and no. It is possible to add NPCs as Clothing Items. However, you need to allocate a lot of memory to do that in customization_slots.xtbl.

The reason this LOD Ronin Model works is because it's one of the smallest NPC mesh file sizes in the game (still large compared to clothing meshes). There are other LOD models for the Brotherhood, but there were issues with their height and clipping with other clothing items.

"Pimp My Zombie" uses the heads of bunch of NPC LOD models. Mainly due to how their materials work, they can only have one part of their mesh rendered at once for a customization_item. (ie: they don't use VIDs like normal NPC meshes. It's more like how SR1 NPCs are built.)

I remember having npc_Shaundi and GurneyGat as clothing items during development. So it is possible, but not necessarily practical. They also appeared darker than they should due to using shaders for clothing colors.
(I don't have screenshots of those NPCs, but I found this one of cmbod_shaundi.cmesh):
M2M_Dev_CustomizeableShaundi.jpg


In theory, you could replace all of the game's clothing items with NPC models. But for various reasons, it's not really worth the effort.


Hello! I'd like to report the games crashes with the Belt Straps 3.

I was able to buy them and use them for a while, but then I got a crash when changing my clothing at the wardrobe. I realized the crash was replicable when selecting the forementioned item.

I have no idea why I was able to buy the item, but the crash is consistent. I was using the straps on the lowest position, with the mesh that has metal rings.

I am of course using GOTR and I started a new game with the mod (not loading a previous one).

It'd be great if it could be fixed, since it looks pretty nice.

Thanks!
Combining the Belt Buckles and Belt Straps way back during testing did sometimes cause crashing and rendering issues, but they were inconsistent.

I'll need to know what else your character was wearing at the time of the crash. Could you show a screenshot of your character?
 
Yes and no. It is possible to add NPCs as Clothing Items. However, you need to allocate a lot of memory to do that in customization_slots.xtbl.

The reason this LOD Ronin Model works is because it's one of the smallest NPC mesh file sizes in the game (still large compared to clothing meshes). There are other LOD models for the Brotherhood, but there were issues with their height and clipping with other clothing items.

"Pimp My Zombie" uses the heads of bunch of NPC LOD models. Mainly due to how their materials work, they can only have one part of their mesh rendered at once for a customization_item. (ie: they don't use VIDs like normal NPC meshes. It's more like how SR1 NPCs are built.)

I remember having npc_Shaundi and GurneyGat as clothing items during development. So it is possible, but not necessarily practical. They also appeared darker than they should due to using shaders for clothing colors.
(I don't have screenshots of those NPCs, but I found this one of cmbod_shaundi.cmesh):
View attachment 49645


In theory, you could replace all of the game's clothing items with NPC models. But for various reasons, it's not really worth the effort.



Combining the Belt Buckles and Belt Straps way back during testing did sometimes cause crashing and rendering issues, but they were inconsistent.

I'll need to know what else your character was wearing at the time of the crash. Could you show a screenshot of your character?


1777840776730.png


Sure. Upon further testing, I've found the issue presents with the oval belt buckle 2.

I could also send you the save file where is it a sure thing to crash if you like.
 
View attachment 49653

Sure. Upon further testing, I've found the issue presents with the oval belt buckle 2.

I could also send you the save file where is it a sure thing to crash if you like.
Right, so this is the same issue I experienced back in testing.

The "Belt Buckles" and "Belt Straps" are made from the same meshes. Your character is wearing two of the same mesh. The Strap mesh and Buckle mesh are the same model, just with different parts hidden. This means they use the same Material. I think what is happening is the game is getting confused about which mesh the Material should be applied to, since both the Strap and Buckle mesh have the same mesh name.

You'll notice combining the "low" version of that Strap with a "high" or "mid" version of that Buckle does not crash the game. This is because they are different meshes. Using any other combination of Straps and Buckles which do not look as they were in Vanilla should be fine. There is another Buckle which looks similar to the one in your screenshot which should work fine.
 
Right, so this is the same issue I experienced back in testing.

The "Belt Buckles" and "Belt Straps" are made from the same meshes. Your character is wearing two of the same mesh. The Strap mesh and Buckle mesh are the same model, just with different parts hidden. This means they use the same Material. I think what is happening is the game is getting confused about which mesh the Material should be applied to, since both the Strap and Buckle mesh have the same mesh name.

You'll notice combining the "low" version of that Strap with a "high" or "mid" version of that Buckle does not crash the game. This is because they are different meshes. Using any other combination of Straps and Buckles which do not look as they were in Vanilla should be fine. There is another Buckle which looks similar to the one in your screenshot which should work fine.
I see, thanks for the info. I figured it may be related, since, during testing, sometimes I ended up with a black thick mesh where the belt should be (I'm guessing some error stripped it of the correct texture due to the overlapping).

Of course it's not a big issue, but it's no way it can be avoided so it's possible to use those combinations? I also developed PTSD after having sudden crashes on the wardrobe and it'd be nice if the risk was non-existent, lol.
 
I see, thanks for the info. I figured it may be related, since, during testing, sometimes I ended up with a black thick mesh where the belt should be (I'm guessing some error stripped it of the correct texture due to the overlapping).
That does sound familiar to what I experienced with this issue during testing.
Of course it's not a big issue, but it's no way it can be avoided so it's possible to use those combinations? I also developed PTSD after having sudden crashes on the wardrobe and it'd be nice if the risk was non-existent, lol.
I did try to fix it before release. The only thing I could think of was giving each Strap or Buckle mesh a unique VariantID (Material). But it didn't work. Even if it did, there's not enough spare memory for all those new VariantIDs anyway.

At least we know why it happens so it can be avoided. I understand it is very annoying when the game crashes in the wardrobe, though.
 
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