Could one of the more experienced modders give us a quick tutorial on what parts of skeleton nifs have to be changed for lolification?
I guess i could figure it out by myself, but that would take quite some time, so i would really appreciate a hint what variables to look for.
I'm currently using "The skeleton of female models" on nexus as a base. I'll probably release it with my modified textures in a pack once I'm happy with it... but I don't have a lot of time to work on this crap. I would not recommend using the default skeleton because of clipping and this skeleton has already been altered to avoid clipping. Almost every bone is important and you only need to SCALE them, not translate or rotate in any way. I'm also using a cbbe bodyslide slim preset adjusted with minimum butt slightly higher waist, to better fit with my goals and match the default armors. This is mainly because I use it as a replacer for the original skeleton, because the way I'm working it out the wight slider is working as an age slider from about 13 to 20, the heavy side being personal preference. But the skeleton could be easily modified to be younger. Also his vanilla armor replacement is amazing and all of the armors that have serious clipping issues with skeleton alteration are replaced... and UNP always looks deformed when you mess with the skeleton too much.
The first thing you need to do is adjust the overall size. This is done with the NPC Root bone. No other node will change the height of the character no matter how much you change proportions. Along with this (something most people will miss) is you need to adjust the size on all of the weapon sheath nodes inversely to this number. This will prevent the weapons changing size when you sheath them as weapon size is global while in your hand but not while sheathed. IE you're changing the last bone to 1.25 on the 4 weapons on the waist and 3 on the back if you changed NPC Root to .8 (80% vanilla height), so the weapons will be at a size of 1 when sheathed.
Another important bone to scale is the pelvis, to reduce the hips and buttocks. This must be again, balanced with the left and right thigh bones so that the toes will touch the zero point exactly. This will also have to be adjusted if you change the NPC COM node, which is useful for controlling the curvature of the spine.. keep in mind this can cause distortion (but so can everything). You'll also want to adjust the proportion of thigh to calf to your liking. You'll notice on this skeleton there is a spare bone between the two, this is so when you scale the NPC X Calf it adjusts the fatness of the calf, if you will, and the spare bone can be adjusted to control the length. It's just a matter of increasing one thing and decreasing the next thing to maintain proportions.
Spine 0, 1 and 2 are probably the most complex ones to get right. The first one you're moving up and the other two down... basically shifting the meat of the torso downward to remove the hourglass body shape and narrow the upper torso. The left and right clavicle bones will also need to be adjusted for further narrowing, a process that comes with slight clipping but I feel is still quite worth it. And along with these the upper arm bones should be adjusted. Note when you're messing with the arms you might go in game and hold a 2handed weapon and it won't line up properly with one of the hands, this is because you need to adjust the upper arm to forearm ratio or some other arm ratio... it's hard to figure out what goes wrong.
Lastly the head... pretty straightforward... decrease the neck bone by a couple or a few percentage points and increase the head bone to your liking.
Adult breton at mimimum and maximum weight, standing next to lydia: