Unfortunately the same restriction on tops applies to footwear - only pieces that already render skin underneath by default can be removed. This means that Orion sandals can be removed, but not any other boots. I'll re-implement the Orion sandals remover in the next update, but that'll be the best I can do.
Sadly not. The only other footwear piece that can be made barefoot are the new off-duty sandals... but barefoot is coming as an off-duty option by default anyway, so there isn't much point.Can you replace one or all of teh boots with the foot skins from the risian beachcomber outfit? those are barefoot
Yeah, not surprising. I'm planning to have this fixed after the current Tribble patch hits live, which will presumably be this Thursday.So I de-installed and re-installed the mod to check.
The Mod seems to disable the costume for the new Alita Class Heavy Escort Carrier
When the mod is active, the mod substitutes the older Armitage costume parts and components.
This is not surprising since the Heavy Escort Carriers were released a couple of days AFTER the latest version of the Nude Mod.
Hope we can fix this soon.
Cheers
Maggot
Thanks Password.
You know....it's very strange. Given the chance to play without the mod and have the ship costume I just paid $50.00 for or Playing with Toons with no costumes at all and the wrong ship costume, the choice was simple. Naked chicks all the way. I'm not certain, but I don't know if I would play this game as much or at all without the mod.
That probably says something very unsettling about my psychology.
Anyway, thanks for all your efforts in this regard.
Cheers,
Maggot
It's there now, just had a minor hiccup uploading it.why no auto installer ?
The Iconian Ground gear remover is doesn't work.
If you're talking about jiggle physics, then you just need to follow the tutorial that will pop up when you select to customize your own jiggle setting.It's not a size increase I'm talking about, but I'd like to make my captain's boobs look 'firmer'. Anyone know what lines I need to change and where?
Extracting STO's Game Data
Tutorial last updated August 15, 2015.
(Added extra instructions regarding use of the ExportSchemas and GenerateSerializer executables
The toolset update now contains a serialization dll for Neverwinter as well as the one for STO.)
Well, first off, you will need the Cryptic mod tools: Index of /builds/cryptic
Choose the latest version (i.e. highest r-number) and the full toolset, not just the unpacker, and extract to the folder where you will be working with them.
These mod tools are primarily run via the command prompt -- i.e. opening a command window and typing in commands -- but you can also drag & drop files into them.
Please note that I did not create these mod tools. The extremely talented Rick a.k.a. Gibbed made them, so he and others could make cool mods; his website is: Rick’s Game Stuff
Textures (.wtex files)
Texture files are extracted to:
Code:..\Texture_Library\[various subfolders]
It used to be that you could convert any of STO's textures into editable .dds files (and back to .wtex again) using the Wtex2DDS.exe posted in another thread -- instructions on how to use it are also posted there: Textures needed for STO
However, some time ago Cryptic added a new format to their wtexes, so now only some of the files (mainly icons and normal maps) will work with Wtex2DDS, for the other files you will need to use the Noesis software, available here: Rich Whitehouse
Extract Noesis to your working folder and open its [plugins\python] folder. Download the "fmt_cryptic_wtex.txt" file attached at the bottom of this post and place it in this folder. Then, rename it to "fmt_cryptic_wtex.py" (the forum here doesn't let you attach .py files).
Now when you start up the Noesis executable, it should recognize .wtex files and open them. You can then export them out so you can mess around with them.
Note that some textures may have heavy transparency, so in order to better see them you may need to follow the steps posted here: Textures needed for STO
Unfortunately, there is no easy way to get textures extracted by Noesis back into .wtex format. A subsequent update to this tutorial will cover how to do this.
3D Models (.mset files)
3D models are extracted to:
Code:..\Bin\Geobin
I've not found any way to view or edit these files. All I've been able to do is remove models (i.e. "zero" them out) or swap one model for another. Model-swapping is beyond the scope of this tutorial.
Binary Control Files (.bin files)
.bin files are extracted to:
Code:..\Bin
In order to view/edit .bins, you have to go in your mod tools directory then open the [bin\serializers\resources] folder and edit each .json file within that corresponds to the .bin you'd like to decompile. I've already done this for you for STO, so if you like, you can replace the default ones with my pre-edited versions that are attached to this post in the "Toolset Update.zip" file. They should work for all the *.bins I edit and use as of the updating of this tutorial (I haven't figured them all out yet). Simply extract the .zip file in your mod tools folder and merge/overwrite the existing files and folders - note that if you're not asked to overwrite files, something has gone wrong and you'll need to check again and extract into the correct location.
Additionally, you will need an up-to-date serialization .dll file. You can generate one of these yourself using the ExportSchemas then GenerateSerializier executables (you'll need to have the GameClient.exe running before you run ExportSchemas, then once that's dumped all the schema files, you can run Gibbed.Cryptic.GenerateSerializer --game=StarTrekOnline), but I've also already done this for you, and dlls for both STO and Neverwinter are included in the "Toolset Update.zip" file attached to this post; if you've already extracted it in the previous step you should be good to go.
Once that's ready, you can decompile *.bin files (presuming they're in the same folder as the tools' bin folder) by either dragging & dropping them onto the ConvertResource tool, or executing (using a random .bin as an example):
Code:Gibbed.Cryptic.ConvertResource -x scaleinfos.bin
Or whatever other bin file you want to decompile, although as I mentioned not all will work. That'll convert stuff to XML for easy editing -- recompile when done by dragging the folder onto the ConvertResource tool or with:
Code:Gibbed.Cryptic.ConvertResource -b scaleinfos
As a cursory example of what these .bin files do, to add breast jiggle, I had to first edit Dynbouncer.bin to define a bounce object and then edit the "StarTrekFemale.xml" of Skelinfos to point to that bounce object using the <BouncerInfo> tag.
Detailed instructions for editing the decompiled .xml files are beyond the scope of this tutorial, but instructions for modifying Dynbouncer.bin and Scaleinfos.bin can be found in my mod package.
For some .bin files, you may need to rename them in order to get them to load. For example, costumegeometry.bin must be renamed to costumegeometryclient.bin for it to load, and playercostume.bin must be renamed playercostumeclient.bin. Figuring out if a file needs this is a trial-and-error process. (Check out my mods if you like, I've done a lot of experimenting with .bin files.)
Version 2.14.4 released, with some more minor updates to fix some lingering issues.
Hopefully the Alita bug should now be fixed.