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Help Creating .tri Files for Custom Mashup


cycl0ps

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Posted

Looking for advanced help.

 

Don't know exactly where to post this, so I hope this is the right place.

 

How do I create new and customized .tri files when creating customized mashups using Outfit Studio/Nifskope?  What I mean is that after exporting using Bodyslide, for certain armors, I am left with a multitude of armor pieces each occupying their own slots (I am looking at you Nise Tanaka :P).  I then piece them together in Nifskope, assigning appropriate slots, etc in Nifskope and create custom sets in Creation Kit.  That way I can narrow the number of used slots.  However, when I do this, I am left needing to pic one .tri file for UUNP sliders for each mashup, which means that some of the meshes are unaffectable by UUNP sliders in game.

 

How do I create new master .tri files that will affect all meshes in my mashups?

 

Here is what I have accomplished/tried so far:

 

I have tried simply repointing to the main femalebody.tri file, assuming that it is a sort of master .tri with all sliders enbedded.  This simply killed all slider functionality.

 

In OS, I loaded my reference body, then the mashup, then imported femalebody.tri.  This seemed to apply the sliders to the outfit in OS.  However, when exporting the mashup without a reference, nothing changed in the original .nif.  When exporting with a reference, the extradata now pointed to the femalebody.tri in one of the mashup pieces.  This seemed promising.  I then removed the reference body in nifskope (no body needed for gauntlet/pauldron mashup) and loaded up Skyrim.  The meshes still are unaffected by UUNP sliders.

 

I hope there is a way to do this without learning new software.

Posted

It's all very easy you are just missing a step. Not in front of computer now so terminology might be off. Basically once you load say unp reference body you open I believe 2nd menu from right to left. It's the same menu you imported tries. It's like the 3r line down in menu it's called conform all. Do that or use the conform selected for when you only need some. After you save the project and make part in bs pick option to build tries. 

Posted

I'm not sure what you mean by importing a .tri file, so sorry if I'm answering the wrong question, but I think this is probably what you want to know.

 

What I do when I want to combine sliders from two different bodies is this:

First I load up the outfit's project if it already exist or if nothing exists yet, I load (or create a new project with) the reference body I do NOT want to have in the project, which I load only for the sliders.

Then I load up the reference body from which I want to have the mesh in the final product via "Load Reference" and tick the "Merge new sliders with existing sliders" checkbox.

 

If needed I import any .nif file I need for further components without sliders.

 

When I have everything within the project, like shaidien said, I use the "Slider -> Conform All" command. Only in rare cases did I ever touch the "Cormform Selected" command, since it means you'll have to do it for each sub-mesh in your project seperately, while the conform all command just need two clicks for everything.

Now the usual work of taking care of clipping and weighs (though the work on the bone weights might start prior to loading the 2nd reference body, if bones from the first one are needed).

 

Then save the project and build it with bodyslide with the "Build Morph" checkbox ticked (bottom left next to the "Batch Build" button). If the checkbox is ticked, BS should automatically create a .tri file in the same folder as the _0.nif and _1.nif (or just .nif if it's a single-weight project).

  • 3 weeks later...
Posted

Make sure you remove any existing extra string data that links to tri files from the original mesh files you used or that will get saved into the final nif created by bodyslide and cause problems.

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