zapotek2034 Posted June 2, 2018 Posted June 2, 2018 As a learning exercise, I'm attempting to convert the Partizan Nurse outfit from 7B Cleavage to CBBE HDT. http://mitakusaner.blog.fc2.com/blog-entry-1572.html For a few other conversions I have done for myself, I'm accustomed to seeing the mesh files in the "mesh_name_0.nif" / "mesh_name_1.nif" for the low and high weights respectively. However, in the Partizan Nurse outfit, the meshes are in the "mesh_name.nif" and "mesh_name_go.nif" format. Would anyone that has experience with converting 7Base outfits to CBBE know which file corresponds to the low/high weight? I was not able to find anything via Google for a specific naming scheme for the 7B Cleavage body mesh filenames. When starting a new project, does it matter which reference template I use (Convert: 7B Cleavage High to CBBE or Convert: 7B Cleavage Low to CBBE)? One thing I noticed when going through the conversion process for the main outfit, if I used the "body.nif", all of the different parts were named correctly. Such as "Panty", "Waistbelt", "OnePiece", etc. If I used the "body_go.nif", the parts were showing as "body1", "body2", etc. I'm guessing I should be using the "body.nif" file for the conversion. Does that seem right? Are there any other things I should be looking out for? Once the conversion is completed, I'm guessing I would need to rename the body_0.nif and body_1.nif files that Outfit Studio would create and replace the existing body.nif and body_go.nif in order for it to work in Skyrim, right? Any help would be greatly appreciated. edit: added question
onesumgame Posted June 2, 2018 Posted June 2, 2018 1 hour ago, zapotek2034 said: As a learning exercise, I'm attempting to convert the Partizan Nurse outfit from 7B Cleavage to CBBE HDT. http://mitakusaner.blog.fc2.com/blog-entry-1572.html For a few other conversions I have done for myself, I'm accustomed to seeing the mesh files in the "mesh_name_0.nif" / "mesh_name_1.nif" for the low and high weights respectively. However, in the Partizan Nurse outfit, the meshes are in the "mesh_name.nif" and "mesh_name_go.nif" format. Would anyone that has experience with converting 7Base outfits to CBBE know which file corresponds to the low/high weight? When starting a new project, does it matter which reference template I use (Convert: 7B Cleavage High to CBBE or Convert: 7B Cleavage Low to CBBE)? One thing I noticed when going through the conversion process for the main outfit, if I used the "body.nif", all of the different parts were named correctly. Such as "Panty", "Waistbelt", "OnePiece", etc. If I used the "body_go.nif", the parts were showing as "body1", "body2", etc. I'm guessing I should be using the "body.nif" file for the conversion. Does that seem right? Are there any other things I should be looking out for? Once the conversion is completed, I'm guessing I would need to rename the body_0.nif and body_1.nif files that Outfit Studio would create and replace the existing body.nif and body_go.nif in order for it to work in Skyrim, right? Any help would be greatly appreciated. edit: added question When there is no _0 or _1 it means that the outfit is made for max weight only. So body.nif is actually body_1.nif. When saving the project you can choose to make it output to both low and high weight, or high only. Some outfits only look good at high weight. When you choose to output both low and high Bodyslide will generate two meshes and add the _0 and _1 for you. Usually when starting a project the reference template used is Convert: xxxx High to CBBE. The body_go.nif is the ground model used to display the outfit in your inventory and it is what you see when the outfit is dropped on the ground. It is not made to be worn. EDIT: I should add that the first step is to export the outfit to CBBE and save and replace the original .nif, then start a new project again and choose the CBBE Body HDT template and load the .nif you just converted. Next you save the project and it will be added to Bodyslide.
zapotek2034 Posted June 2, 2018 Author Posted June 2, 2018 15 hours ago, onesumgame said: When there is no _0 or _1 it means that the outfit is made for max weight only. So body.nif is actually body_1.nif. When saving the project you can choose to make it output to both low and high weight, or high only. Some outfits only look good at high weight. When you choose to output both low and high Bodyslide will generate two meshes and add the _0 and _1 for you. Usually when starting a project the reference template used is Convert: xxxx High to CBBE. The body_go.nif is the ground model used to display the outfit in your inventory and it is what you see when the outfit is dropped on the ground. It is not made to be worn. EDIT: I should add that the first step is to export the outfit to CBBE and save and replace the original .nif, then start a new project again and choose the CBBE Body HDT template and load the .nif you just converted. Next you save the project and it will be added to Bodyslide. Thank you very much. This is exactly the information I needed. The instructions I had been following in the Bodyslide Wiki only mentioned that Skyrim used the low/high weight mesh files and other Bethesda games like Fallout 3 and 4 did not, so I didn't think that this particular outfit only had one weight. https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Guides-and-Documentation I have only done three other conversions and the mod authors had explicitly added "ground" in the file name, so it wasn't apparent to me what the _go suffix stood for. For the ground mesh file name, would you know if "_go" is something of a standard? Alternately, is there some kind of documentation that might have a list of "best practices" that are used when creating the file names for the mods that I could refer to in the future?
onesumgame Posted June 3, 2018 Posted June 3, 2018 1 hour ago, zapotek2034 said: Thank you very much. This is exactly the information I needed. The instructions I had been following in the Bodyslide Wiki only mentioned that Skyrim used the low/high weight mesh files and other Bethesda games like Fallout 3 and 4 did not, so I didn't think that this particular outfit only had one weight. https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Guides-and-Documentation I have only done three other conversions and the mod authors had explicitly added "ground" in the file name, so it wasn't apparent to me what the _go suffix stood for. For the ground mesh file name, would you know if "_go" is something of a standard? Alternately, is there some kind of documentation that might have a list of "best practices" that are used when creating the file names for the mods that I could refer to in the future? For the ground mesh "_go" is widely used, as is "_gnd" and "_g". Anything with a "g" is basically the standard ? As for documentation you may find what you need here: https://www.loverslab.com/topic/25180-unofficial-bodyslide-2outfit-studio-tutorials/ Something to note is that if you intend to add weight slider capabilities to an outfit the file paths in the .esp will need to be changed to point to body_1.nif instead of body.nif. You may also need to enable the weight slider for the items in the ArmorAddon section of the .esp using Tes5edit.
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