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About This File

This is the continuation from THIS THREAD, separated for a matter of practicity.

 

>Short summary
BodyMorph is a framework which allows to change the aspect of in-game humans (PC and NPCs). The core handles the changes, but it doesn't do anything by itself. So, to see its effects you'll have to install specific plugins for that, which will be located in separated pages (i.e. BodyMorph Selector And RaceBodyMorph)


It was originally developed by Prideslayer and me, then after a while asdasfa joined and we made this update. Here few differencies from the previous version:
- More values to morph (from the original 13 to 20/32)
- Various scripting tweaks.
- New bones. Specifically, two are the main tweaks I wanted to introduce - shoulder smoothness and breast. Shoulders have both the size and the angle. Breast have 4 different bones, which tweak both size and position. So if some body replacer causes high breast, you can lower it as you prefer.
- Character scale: not much useful for players, maybe, but it gives a good variety when you randomize NPCs. As downside, it will cause some slight misalignment with furnitures, which is pretty obvious (i.e. they won't sit exactly on a stool), but it's harmless.
- High Heels: it is not actively used, but it's implemented, if someone will need it in future.
- More MCM options: they are useful to fine tweak and optimize the mod's execution.

 

Future features I'd like to implement:
- Legs: these are a peculiar thing... they are still not implemented, but I hope soon they will. They require a specific body replacer and I'm awaiting for permissions.
- Layered Tattoos
- Extra bones when/if needed
- Grant the player the possibility to change weapons' holsters (still uncertain on this one)


>Avaiable Plugins:
RaceBodyMorph - A fully configurable plugin to randomize npcs. Requires latest NVSE and MCM
BodyMorph Selector - A basic tool which allows to target a NPC (or PC if noone is targeted) and edit the single bone values via hud. Requires latest NVSE, MCM and UIO

 

>Skeleton:
The mod comes with custom 1st and 3rd skeleton. It is compatible with the major skeletons (Astymma, Thaunx BnB body, probably BnB extended too). It is *not compatible* with extra peculiar bones (i.e. tail or wings from Deedes' "The skeleton", resize bones of Malos' resizer - or more in general with any extra bone that I don't know, give me a holler if you need some compatibility added).

 

FOR MODDERS: DO NOT RIG or DO NOT ANIMATE with this skeleton. This is not law, it's just a suggestion, this skeleton's not made to be used in that way. But you probably already know it.

 

This skeleton is compatible with this mod

 

>Installation:
Same as for the previous version. It's a FOMOD, so if you use a mod manager like FOMM you should be able to install it with a click (suggested). Alternatively, you can extract the content under Data using 7zip (not suggested)
Requisites:
- Latest NVSE (5+)
- NVSE Extender (NX)
- MCM (maybe not mandatory but strongly recommended)
- Lutana (Optional)

 

>Compatibility and downsides:
Mods that alter skeleton.nif could not be compatible. It's not always easy to understand if a skeleton is or is not compatible, between 2 mods, so don't forget to ask for advices to the modders who did the mods or to some user who knows about it.
Skeleton's compatible with Sexout, it should be the same one.
It is also compatible with BnB, it shares the same bones.

 

 


For example, if you want to install Kicho666's nice Ragdolls mod along with BoMo, you probably have to install first his mod and then BoMo: you'll obtain new ragdolls for creatures but vanilla ragdolls for the humans (and you can't do otherwise).

 

Except that, there's still a practical matter. This mod is almost entirely based on animations, and the animation engine has its own limitations.
So, for example, when you reload the game and you are in third person, you won't be able to loot a body for the few 4-8 seconds (this time is variable), or crouch, while if you go in first person then everything works. These are very little downsides in my opinion, I play with BoMo and I have not problems, but it's good for the users to know about them.

 

 

IMPORTANT NOTE: ACTUALLY THE WHOLE LOWER BODY IS NOT ACTIVE, i.e. you can't morph thighs, or at least you can change values but you won't see any difference. This should be solved in the future, but it requires a pretty heavy patch and the introduction of a custom body replacer.

 

>MCM:
MCM has plenty of options, but I'd want to spend few lines about the bones selections. It is strongly suggested that you deselect all the bones that don't interest you. For example, you find that shoulders are useless? then deselect them on MCM. You only want to tweak the arms on the player, while the npcs should be randomized in all the bones? then select only the arms for the player and all the bones for the npcs (options are separated on MCM). Same thing for the bones which are typical for gender (i.e. breast for fems and penis for males), selecting "Both" wouldn't make sense. In game, you won't see the effect anyway, but deselecting them on MCM is important to optimize the performances of the whole mod.


What's New in Version 1.1.2b

Released

  • 1.1.0 - Expanded the values (till 32), the nodes (added shoulders, breast tweaks, scale, high heels), MCM options
  • 1.1.1 - Corrected misalignment caused by Scale
  • 1.1.2:
  • >>> Added Import/Export all morphed NPCs morph data when Lutana NVSE plugin is installed (See Data/Config/BodyMorph/NPCDataTransfer.ini).
  • >>> Added Player morph tracking to avoid unnecessary morphing between game reloads.
  • >>> Added NPC morph tracking to reset unmorphed NPCs between game reloads.
  • >>> Time-sliced scanner process for optimization.
  • >>> Added MCM notifications.
  • 1.1.2b - - Fixed a potential bug where the cleanup process on startup might clear the BoMo data of some valid actors due to improper array erasing. This will only happen in the case that the game has some actors that has become invalid for some reason (actors from uninstalled mods, etc...), OR if "Clear Dead" is enabled, this will happen in the case that the running scanner missed clearing some dead actors in-game.
  • 1.1.3: - Removed some validity checks in the cleanup process on startup that's causing the scanner script to crash for an unknown reason.
  • - Some minor script changes.


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