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  1. Updated v1.1.0: Changed calculation for inverted sliders, should result in a more accurate conversion for both CBBE and UUNP. A new base body is required. BodyTypes of Skyrim JSON conversion support. Separate UUNP settings file, tick UUNP checkbox to mark a preset as a UUNP preset. This means you can have both CBBE and UUNP morphs in-game. Enable/Disable sliders from "Edit SetSliders". Selective Fill Empty. Defaults are now applied dynamically instead of baking it into the imported preset on import. Presets needs to be re-imported to be covered by this. File Chooser preferences are now separated by jar location. File Chooser title bar name for saving fixed. Moved the Templates and Morphs generation to a separate thread to prevent unresponsiveness when processing large quantities of entries. Clear generated templates and morphs text area every time a change occurs. "Edit SetSliders" buttons' text colors makes more sense. As of v1.1.0, inverted sliders are calculated differently, so instead of zeroing all sliders, a new neutral preset is required for building the base body, armors and clothing. Use the following presets for building your base bodies and outfits. CBBE: -Zeroed CBBE-.xml UUNP: -Zeroed UUNP-.xml (This is already included in the UnifiedUNPPresets.xml in BodySlide, but just in case...) (Remember to check the UUNP checkbox in jBS2BG if the imported XML preset is for UUNP) Clams of Skyrim: Zeroed Clams of Skyrim + Settings.7z
  2. "All|Female|Race" will be picked over "All|Female". Put it simply, more specific targets will be prioritized: "Master.esm|XXXXXX" > "All|Female|Race" > "All|Female".
  3. By their body mesh files, the ones you build with BodySlide with Morphs enabled(*.nif and *.tri). As long as they use a body mesh with morphs, then they can be morphed.
  4. Mostly NiOverride data. Actually that's the only thing I know that puts stuff into the co-save. Still be careful though, if your Player character have NiO data applied to it, you'll lose that too. Although the cleaner can exclude the PC from being cleared.
  5. I think it does, not sure, assuming their meshes are morphable, which is rarely the case. I don't think there's an exclusion filter as far as I know. Children uses separate races (NordRaceChild, BretonRaceChild...), so maybe you can try using races instead, "All|Female|NordRace", "All|Female|BretonRace"... There's an actual FO4Edit for FO4: https://www.nexusmods.com/fallout4/mods/2737/, you should use that instead of renaming TES5Edit. The .txt file should usually go inside your Edit installation folder, in my case TES5Edit is in my Skyrim folder, so the .txt file is created there. Don't know why it's trying to put it in your system32 folder... Don't spawn a new NPC duplicate, for Skyrim, use NetImmerse Override Cleaner instead. It will clear all morphs in your save. For FO4, I'm not sure how a morph is reset. Maybe it can be done with a script mod, but not that I know of. Does FO4 have a co-save file, just like .skse in Skyrim? If it does, maybe you can just delete it, if it doesn't, I dunno, look around the FO4 or LookMenu forums maybe.
  6. The cleaner should clear the .skse co-save file where all NiO related data are stored. You use the cleaner to allow you to apply a different morph to an NPC, because once BodyGen has morphed an NPC you encountered in-game, those morphs are baked into the .skse file, restricting you from reapplying another BodyGen template to it until you clear it. Since you said your outfits seem to morph fine, while your naked body doesn't, this definitely seems to be a naked body mesh problem. If it is anything other than that, both clothed and naked wouldn't even work.
  7. Well, that's certainly odd... The body should morph with any outfits. Have you tried it without The Manipulator? Could be clashing functionalities, otherwise I'm not sure what's up.
  8. Morph data are neither saved with the body or outfits. It is saved with the NPC itself. BodyGen morphs will apply to both naked and clothed, assuming the meshes have their .tri files. I'm not exactly sure how The Manipulator morphs or affects an already morphed NPC. What persists? I don't quite get it. What exactly is the problem? Perhaps provide some screens showing the problem. Edit: I've read your other posts, looks like it's a problem with your naked body mesh. You sure you built it right? Having both .nifs and .tri in the same folder isn't all that actually. Using NifSkope, check if the path of the .tri is correct inside both .nifs.
  9. That's the old version. This one is a rewrite with some improvements. I see. It doesn't account for paths with multiple copies, I'll keep that in mind. The TES5Edit script doesn't work with FO4Edit? I don't have FO4 so I don't know what changed in the FO4 side of things. But assuming that not much has changed in the structure of the records, you could actually try looking into it yourself. Should be as simple as editing a few strings in the .pas script file.
  10. So no changes then? I just made that value up when I was observing that specific slider. I noticed that the in-game morph seems to be morphing so much more than its BodySlide counterpart, at least for CBBE. Of course this observation isn't very extensive and I could be wrong but no one seemed to mention it, so it's either giving expected results or it's just not very noticeable. Yeah. It's not recommended to set end to end range on all sliders like that. Those are more for convenience but you still have to know what slider to set or constraint and meticulously manage each based on your desired results. Will put these up later then. Thanks.
  11. You sure this works fine with UUNP? No changes in "Multipliers"? I don't use UUNP and I'm too lazy to test it out myself so I might put these changes up as an optional settings file for UUNP users.
  12. asdasfa

    [Unofficial] BodyGen - docs

    Well, modded Skyrim without RaceMenu, by itself, is unstable as heck. Having said that, I have 100+ presets assigned across All|Female and some All|Female|Race morphs, plus 1000+ NPCs assigned individually. Now, I do get crashes, game is very playable, I could visit a lot of areas while watching BodyGen at work on NPCs, so my suspicions are more towards other mods instead of BodyGen. Most notably script and animation mods, like FNIS XXL, it says right there in the downloads, could lead to more frequent CTDs; EBD does use a lightweight script to apply face tints, but having multiple textures consumes more memory, you could be having memory crashes for all we know; and possibly other mods that does some background stuff. It has a button that can set what weight an imported preset should use. That's a possibility, but we don't really know how it does it exactly or if it'll work if done any other way without info from the author. I don't think so, but I never tried. But on the fly data modification in Skyrim sounds like asking for trouble... With all that said, in a heavily modded game, I find that it is best practice to save on cells with not much NPCs like interior cells; never reload a save, exit the game first, then load, chances of crashing after reloading a save in the same launch is much higher. Also some plugins that might help if you don't have them yet: Load Game CTD Fix (for foot ik crash on load for games with tons of animations installed), Crash Fixes (presumably has better memory handling), Bug Fixes (probably won't help with crashes much, but fixes a bug where a perk is applied twice on an NPC on load).
  13. asdasfa

    [Unofficial] BodyGen - docs

    Crashes where? On menu? If in-game, well, crashes could be caused by a lot of factors, unless you only have RaceMenu installed on top of vanilla Skyrim. What's 0-100 weight sliders? Range?
  14. asdasfa

    [Unofficial] BodyGen - docs

    Pretty much. 77 crashes. I'm at 76 for All|Female, also using EBD for textures, no ENB. Although I'm only using it to randomize textures for beast races(Khajiit, Argonian...), Humans are disabled since it seems to occasionally cause face and body color mismatch. No crashes on menu. But I only use 2 texture packs for Khajiit and 2 for Argonian. Separate INIs for each plugin won't work since BodyGen will only read one, probably the one lowest in the load order, like some folks reported. No one's really sure why BodyGen's file placement is the way it is, my INIs are in "RaceMenuMorphsCBBE.esp" folder and that esp has nothing to do with any of my NPC mods. My guess is that it just needs that plugin to hook into for loading stuff or something, not sure. The 77 presets menu crashing only happens if you assigned that amount into a single morph. You can still have 100+ presets inside templates.ini. If you want to assign more to NPCs, try assigning by race(All|Female|NordRace, All|Female|BretonRace...). Or even better, assign NPCs individually.
  15. Updated v1.0.5: Added a table column for displaying assigned presets. This means NPCs can now be filtered/sorted by their assigned presets. Added a toggle for assigning a random preset when adding an NPC(Assign Random). Added button for randomly assigning presets to all NPCs with none assigned(Fill Empty). Added button for clearing assigned presets of all NPCs(Clear Assignments). Changed notification's modality to Application. More slider preset name checks, replace all "."s in a name with space.