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<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/1829-bnubs-skyrim-tech-explainers/</link><description><![CDATA[<p>
	A blog covering various technical aspects of Skyrim modding.
</p>
]]></description><language>en</language><item><title>Form 43/44 and You</title><link>https://www.loverslab.com/blogs/entry/17086-form-4344-and-you/</link><description><![CDATA[<p>
	<strong>Prologue</strong>
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<p>
	After some recent posts regarding form 43 files and Skyrim SE, I decided to make this blog explaining a little about what the forms mean, what they actually change, and what you need to know about converting them. Note that LE is the legendary version of Skyrim that ran on x32 (Oldrim), SE is the special edition on x64 v1.5.97, and AE is the anniversary edition on x64 v1.6.xx. For the purposes of this discussion, SE and AE are interchangeable. 
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<p>
	<strong>Introduction</strong>
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<p>
	There is a lot of information floating around about Skyrim form types that is dubious at best. Form 43 is specific to LE and a sign of improper porting, a herald of crashes and save corruption. Form 44 is the future, a sleek and sexy new header type for SE. "It is known", chant the peanut gallery on countless reddit and forum threads. Supposedly, using form 43 files on SE can lead to crashes, save corruption, and general game instability. But not when you launch the game, that would be too easy. It slowly creeps in after dozens of hours of playtime, ruining your save and carefully built up character. Conveniently, this is at a point where it is impossible to point to the plugin header as a specific culprit. Any number of bad mods, bad scripts, lack of stability fixes or save bloat could be the actual problem and no proof of form 43 problems is presented. I'll go over this more later, but there is a very limited number of circumstances where a form 43 file <em>might </em>cause problems.
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<p>
	<strong>What are Forms 43/44?</strong>
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<p>
	The <em>form, </em>identified in any esp/esm/esl header, specifies what type of record structure the data contained uses. Form 43 is the original version used in Skyrim LE, and Form 44 is the newer version used on SE. Bethesda intentionally made SE with backwards compatibility in mind, meaning it can use both forms. In fact, form 44 is exactly the same as form 43 <em>except</em> for the specific file headers that were changed for SE. 
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<p>
	<strong>What Changed?</strong>
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</p>

<p>
	This <a href="https://www.reddit.com/r/skyrimmods/comments/5lyvf6/actual_relevance_of_forms_4344/" rel="external nofollow">reddit post</a> from Mator (creator of Mator Smash) outlines the record changes that occurred between LE and SE development. Fortunately (in this aspect anyway), SE was a lazy port on Beth's part from x32 to x64, and they changed very little of the file structure.
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<p>
	<em>New Records in SSE</em>
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<ul>
	<li>
		<em>LENS</em>
	</li>
	<li>
		<em>VOLI</em>
	</li>
	<li>
		<em>SPGD (from FO4)</em>
	</li>
</ul>

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</p>

<p>
	These records are irrelevant to file conversion, as they don't exist in form 43. 
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<p>
	<em>Changed records in SSE</em>
</p>

<ul>
	<li>
		<em>MATO - changed Directional Material Data (L9895-L9929)</em>
	</li>
	<li>
		<em>STAT - changed Direction Material (L12783-L12797)</em>
	</li>
	<li>
		<em>WATR - changed Visual Data (L12920-L13041), added Flow Normals (L13057)</em>
	</li>
	<li>
		<em>WTHR - added volumetric lighting (L13426-L13432), added LENS flare reference (L13442)</em>
	</li>
	<li>
		<em>WEAP - changed Critical Data (L13159-L13183)</em>
	</li>
</ul>

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<p>
	<em>Changes subrecords in SSE</em>
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<ul>
	<li>
		<em>VMAD - added "large references"</em>
	</li>
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<p>
	These are the records that actually matter for file conversion. If a plugin doesn't have any of these file headers, converting it won't change anything because the data is exactly the same on both form 43 and 44 versions. Even with these file headers, I'm not sure exactly how much changes when converting a plugin. I tested this on v4.80 of Nymra's Naked Defeat mod, which contained MATO, STAT, and WEAP headers. The MATO and STAT entries simply had Null References on both form 43 and 44 versions, so nothing changed as far as I can tell. The WEAP entry did have an error on the critical effect line, but it didn't cause any issues in game when I hit NPCs with a critical attack. I'm not sure about the long-term behavior.
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	<strong>What does this Mean?</strong>
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<p>
	If a plugin doesn't contain any of these file headers, it doesn't need to be converted. Form 43 does NOT cause problems by itself for Skyrim SE. Many of the files in Bethesda's official content contains form 43 files. If they caused problems, everyone would have these problems all of the time because they would be forced to use form 43 files every time they played a game. In fact, there are more than just form 43 and 44 files, they are supported as low as form 17. And Beth plugins are loaded the exact same way as mod plugins, see the source at the end.
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<p>
	<strong>When should I convert form 43 plugins to form 44?</strong>
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<p>
	 
</p>

<ul>
	<li>
		If the plugin contains any of the file headers in the section above
	</li>
	<li>
		If the plugin overwrites any of the file headers above from a form 44 master file
	</li>
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</p>

<p>
	<strong>How do I convert form 43 plugins to form 44?</strong>
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<p>
	Open the plugin in the SE Creation Kit and save it. It's that easy. Make sure you grab the <a href="https://www.nexusmods.com/skyrimspecialedition/mods/20061" rel="external nofollow">CK Fixes mod</a>. If you don't have this fix, the WEAP critical field will be bugged because Bethesda messed up when they made the converter. Also, you need this mod to load esp plugins as master files. Otherwise, any mod with esp masters will have them stripped when you save it, which WILL break your game. Plus it has a bunch of useful fixes and makes the CK actually load faster than sloth speed, so I recommend it for anyone who ever uses the CK for any reason.
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<p>
	<strong>Conclusion</strong>
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<ul>
	<li>
		Form 43 plugins run perfectly fine on SE without issues
	</li>
	<li>
		You only need to convert to form 44 if the plugin has one of the file headers listed above <em>or</em> it overwrites a form 44 master file with those file headers
	</li>
	<li>
		Convert plugins by saving them in the SE CK, make sure you have CK Fixes installed
	</li>
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<p>
	<strong>Epilogue</strong>
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<p>
	Check out this <a href="https://davidjcobb.github.io/skyrim-writings/articles/form-versions-43-and-44.html" rel="external nofollow">source</a> to learn more from someone who actually knows what they are talking about.
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<p>
	Feel free to convert all your plugins to form 44 if you want, it shouldn't break anything if you have CK fixes. It also won't help you or change anything, but arguing with some of these people is like trying to convince a crackpot that their healing crystals don't actually protect them from COVID. 
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]]></description><guid isPermaLink="false">17086</guid><pubDate>Wed, 27 Jul 2022 16:09:46 +0000</pubDate></item><item><title>How to edit body meshes in Outfit Studio without breaking RaceMenu overlays</title><link>https://www.loverslab.com/blogs/entry/16249-how-to-edit-body-meshes-in-outfit-studio-without-breaking-racemenu-overlays/</link><description><![CDATA[<p style="text-align:center;">
	<strong><span style="color:#c0392b;">Introduction</span></strong>   
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<p>
	     If you have ever wanted to change something in Skyrim and thought to yourself, "I can do that", let me stop you right there! You are headed down a dangerous path towards the life of a modder, where you spend way more time and energy trying to make your mod than it can ever give you back in the game. And a large part of that time is spent on stupid things that should work the first time but take hours of work to sort out. It's a lot easier to let someone else do all that work for you and then take advantage of it yourself. If you are still determined to proceed, at least this guide will help with one stupid problem that makes no sense.
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	     Have you ever been not entirely happy with how a body looked, or how one of the sliders worked? Changing it should be easy, a simple process of loading the body into Outfit Studio, making your changes, and saving the project. And it is! You load the body up in game, and it looks just the way you wanted. But... texture overlays no longer work on the body. No more tattoos, or dirt, or freckles, or any of that good stuff. And it only applies to the torso, everything still works fine on the hands and face. So the problem must be with the body edits.
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	     This raises a number of questions. Why does editing the body mesh break RaceMenu overlays? How does the body mesh have anything to do with a texture applied by a different mod? Why does this not happen to the people that made the bodies in the first place? How does Body Slide extrapolate any of 101 different shapes with only the 0 and 100 weight shapes and inject the result into the game in real time on an engine that was a hunk of junk even ten years ago when it was released? 
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	     I can't answer any of those questions. In fact, I asked about the overlay problem in the forums for both the BHUNP body and for BodySlide/OutfitStudio, and both of the authors completely ignored me. I only recently stumbled onto the solution here on the LL forums when another user figured it out by trial and error. So kudos to ClaymoreZ for that.
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	     I am going to show how to do this step by step with the BHUNP Advanced V3 body. The process should work with any body, BHUNP V3 just has more parts, and so is a little more complicated than CBBE 3BA or some of the older bodies. This should be the same for LE/SE/AE, although I am only on SE at the moment. 
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<p style="text-align:center;">
	<strong><span style="color:#c0392b;">Guide</span></strong>
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<p>
	     1. Open Outfit Studio and start a new project (<em>File -&gt; New Project</em>). You will be prompted to select a reference; you want to select the <em>Clear Reference</em> checkbox at the bottom. 
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	     2. Next, you need to name the project. For the purpose of this guide, I just used 'Test'. Now select the path to body mesh you want to edit, in this case        <strong>CalienteTools\BodySlide\ShapeData\BHUNP 3BBB Advanced\BHUNP 3BBB Advanced V3.nif</strong>. Click <em>Finish</em> when you are done.
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			<img alt="Guide2.png.e6ff464f00773aa847dda547dff57572.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1412010" data-ratio="86.70" width="436" src="https://www.loverslab.com/uploads/monthly_2022_04/Guide2.png.e6ff464f00773aa847dda547dff57572.png" />
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	     3. The names of each part of the body are listed in the Meshes tab in the top right. For BHUNP, these are <strong>BaseShape</strong>, <strong>BaseShapeCanal</strong>, <strong>BaseShapeAnus</strong> and <strong>BaseShapeVagina</strong>. Each of these shapes need to be renamed, because we have to load the same meshes as a reference later, and if they have the same name it won't work. Right-click on each part and select the rename option (or use F2). Adding a 1 at the end is fine, so <strong>BaseShape</strong> would become <strong>BaseShape1</strong>. 
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	     4. At this point, you should save the project in case something messes up and you need to reload. Go to <em>File -&gt; Save Project As</em>, and you will be prompted to enter some information. The project name should already be filled out, but the file paths are wrong because you loaded the body as an outfit rather than a project. I am assuming you are using the default Skyrim body path, but it will be different if you are using a mod for a unique player body or YgNord Race or something. Under <em>Output File Name</em>, enter <strong>femalebody</strong>, and under<strong> </strong><em>Output Data Path</em>, enter <strong>meshes\actors\character\character assets</strong>. Leave everything else as is and click <em>Save</em>.
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	     5. Notice that there is no slider data for the body, because it was loaded without a reference. Go to <em>File -&gt; Load Reference</em>, and select the same body you loaded earlier in the project. It should look like this, with a copy of each part and the body part highlighted in green. This means the green part is the current reference, and you can copy useful information from this part to other parts. Notice that there is now slider data on the right side of the screen. 
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	     6. Now it's time to copy the slider data from each reference shape. Select <strong>BaseShape1</strong>, then go the tool bar in the top left and select <em>Slider -&gt; Conform Selected</em>. DO NOT use conform all, as this will make every part copy the slider data from the reference part and break the sliders. Each body part must conform the sliders from the corresponding reference part. If <strong>BaseShape </strong>is the green ref part, only <strong>BaseShape1 </strong>can have the sliders conformed. You can change the reference part by right-clicking on it and selecting <em>Set Reference.</em> For example, right-click on <strong>BaseShapeVagina</strong>, <i>Set Reference,</i> select <strong>BaseShapeVagina1, </strong>then go to <em>Slider -&gt; Conform Selected.</em> Does this for each part of the body until all of them have imported the slider data.
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	     7. Now delete all of the reference parts. You should only have the original parts you renamed (<strong>BaseShape1, BaseShapeCanal1, BaseShapeAnus1, BaseShapeVagina1</strong>). If you did this part correctly, all of the body parts should have slider data that changes the body shape. If moving a slider has no change on the body, reload your save and try again. If you were successful, congratulations! You can save the project and make whatever edits you like. Somewhat perversely, you can load this project again and make edits whenever you want and it will still work with the overlays. Save whenever you are finished, build the body in BodySlide under whatever name you saved it as, and enjoy.
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]]></description><guid isPermaLink="false">16249</guid><pubDate>Sun, 10 Apr 2022 20:54:00 +0000</pubDate></item></channel></rss>
