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C5Kev

C5Kev's Text From The Black Books UUNP & CBBE

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C5Kev's Text From The Black Books UUNP & CBBE

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Hello Folks!  From the Wretched Abyss - the guardian of the unseen and knower of the unknown himself, Hermaeus Mora. First shown as part of my world famous (OK, maybe not) Hermaeus Mora Priestess Animated Armor, then on Tomes The Wonder Horse, the Text of the Black Books is now available as a separate, animated skin overlay for all you mages, witches / warlocks and sorcerers / sorceress' alike. But unlike the armor mod, which had gloves and boots, this mod features separate hands and feet to engulf your entire body. Isn't that just marvy? 

 

The "cuirass" uses slot 47 (back), so it shouldn't interfere when used with most other armor or clothing pieces - although you may need to tweak any clothes a tad in Outfit Studio. In addition, there are two versions of the cuirass - a "regular" cuirass and one that is enchanted to fortify magika, so take your pick. 

 

And if you're lucky, perhaps you'll notice certain phrases travel up into your character'sCensored.jpg.7ce3ca2001fc3d2a5f66649b701123e5.jpg.   Oh, if you run into ol' Herme Mora, tell him C5Kev wants his cordless drill back.  Thank you to member ch2493 for the mod idea.

 

You  can craft the "text" at a forge with a steel ingot, but cannot be tempered - it has no armor rating. For cheaters such as myself, I just use the  AddItemMenu  mod to get the "text" right away.

 

The CBBE version has not been tested, but it should be OK, but if not, just LMK.
 

INSTALLATION & BODYSLIDE:  

Simply   install my mod using your favorite mod manager. Once doing so, start  up BodySlide and select "C5Kev's Text From The Black Books UUNP  (or CBBE)"  from the "Group Filter" drop-down. Check the "Build Morphs" box and click "Batch Build" to make your armor parts. That's about it.   


Any problems or issues, just let me know...   

 

 

Please, do not upload this or any of my other mods onto other sites or utilize my assets without permission. 

 


  • Submitter
  • Submitted
    02/02/2020
  • Category
  • Requires
    BodySlide, HDT, Heels Sound - or not
  • Special Edition Compatible
    No

 

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Not my style but looks cool.  Reminds me of the scroll words from Bulletproof Monk

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2 hours ago, karlpaws said:

Not my style but looks cool.  Reminds me of the scroll words from Bulletproof Monk

 

Hello KP.  Yeah, it's not for every Dragonborn, nor intended to be. But I appreciate your comment.

 

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I'm getting some pretty bad hand and foot seams.  Not the worst, but definitely noticeable.  I will say that having the hands as a separate part of the text seems to have solved that dragging issue the armor version had for me.

Spoiler

Hand.png.73fe8875bdb9c50baba45d54b6e817af.png

Spoiler

Foot.png.882db6c43e29ee77b4158b81f619edb0.png

EDIT: Forgot to mention that the seams only appear with the hand and feet parts equipped.  If I only equip the body part, no seams.

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2 hours ago, Aki K said:

I'm getting some pretty bad hand and foot seams.  Not the worst, but definitely noticeable.  I will say that having the hands as a separate part of the text seems to have solved that dragging issue the armor version had for me.

  Reveal hidden contents

Hand.png.73fe8875bdb9c50baba45d54b6e817af.png

  Reveal hidden contents

Foot.png.882db6c43e29ee77b4158b81f619edb0.png

EDIT: Forgot to mention that the seams only appear with the hand and feet parts equipped.  If I only equip the body part, no seams.

 

Now that's weird - As you can see, I'm not getting anything like that in Outfit Studio. The text parts would overlap a tad, but the feet and hands are right on. Not sure why that's happening to you. You should load the cuirass in Outfit Studio ("File > Load Project"), then add an HDT reference body ("File > Load Reference"), then import the feet and hands to make a complete outfit and see what it looks like.  If there's gaps, I'd say adjust the hand / foot locations, then save the whole thing as a temp project file.  Then blow out the body and the feet and save the hands with the hands checked as a reference - BUT FIRST - also open the "original" hand file in a new instance of OS, select "File >Save Project As" so you can see what "stuff" was named and cut / paste that into your "new" hands.  Now reload the saved outfit temp file and do the same routine for the feet.  Quite odd to be sure.

 

Aki_1.jpg.dcfd8069733992b49c970c96c5a53300.jpg

 

As far as the "dragging" thing is concerned, I new that was going to happen because the hands are actually getting bone weights from the body, not actual hands - but the outfit has gloves, so it wouldn't be seen (supposedly). It's a long story and has to do with the mesh partitions and shit.

 

 

 

 

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2 hours ago, Aki K said:

  I will say that having the hands as a separate part of the text seems to have solved that dragging issue the armor version had for me.

 

Ah hell, I'll just explain it for your "info" base.  For the original armor, I used the transparent "Zip Suit" as a quick and dirty way to make the overlay. I didn't consider folks would take the gloves off and just use the overlay - it seems more, for the lack of a better word, "popular" than I had expected.  Anyway, the Zip Suit is an old UNP item that has, like many old UNP items, glove / sleeve combos - arms and hands as one piece. Can't do / use that with HDT, since the "sleeve" gets it's bone info from the arm and the "glove" part gets it's bone info from the hand. They have to be individual pieces. In addition, the Zip Suit has strange mesh partition assignments where one couldn't just "cut off" the hands at the hand seam location.  FWIW.

 

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30 minutes ago, C5Kev said:

 

Now that's weird - As you can see, I'm not getting anything like that in Outfit Studio. The text parts would overlap a tad, but the feet and hands are right on. Not sure why that's happening to you. You should load the cuirass in Outfit Studio ("File > Load Project"), then add an HDT reference body ("File > Load Reference"), then import the feet and hands to make a complete outfit and see what it looks like.  If there's gaps, I'd say adjust the hand / foot locations, then save the whole thing as a temp project file.  Then blow out the body and the feet and save the hands with the hands checked as a reference - BUT FIRST - also open the "original" hand file in a new instance of OS, select "File >Save Project As" so you can see what "stuff" was named and cut / paste that into your "new" hands.  Now reload the saved outfit temp file and do the same routine for the feet.  Quite odd to be sure.

 

"If there's gaps, I'd say adjust the hand / foot locations, then save the whole thing as a temp project file."

How do i do this exactly?

 

" Then blow out the body and the feet and save the hands with the hands checked as a reference"

Do you mean delete the old reference?  Or does blowing out mean something else?

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52 minutes ago, Aki K said:

"If there's gaps, I'd say adjust the hand / foot locations, then save the whole thing as a temp project file."

How do i do this exactly?

 

" Then blow out the body and the feet and save the hands with the hands checked as a reference"

Do you mean delete the old reference?  Or does blowing out mean something else?

 

"If there's gaps, I'd say adjust the hand / foot locations, then save the whole thing as a temp project file." How do i do this exactly?

 

Again, load the cuirass in Outfit Studio ("File > Load Project") - go to "Data\CalienteTools\BodySlide|SliderSets\C5Kev's Black Book Text Cuirass CBBE.osp". Only the overlay will appear.  Now, import the hands / feet nif files from their "Data\CalienteTools\BodySlide\ShapeData" folders.

 

Aki_2.thumb.jpg.846ab7f4556f962e6d5ac7c09b5da24a.jpg

 

Now load a CBBE HDT reference body - "File > Load Reference" ...   Don't "conform" or "copy bone weights", it's only there to see where the body limbs end.

 

Aki_3.thumb.jpg.5950b161374b012087fdd82c5dcd105c.jpg

 

Select the hands, nails (maybe no nails with CBBE) and its overlay. Press the "F" button to bring up the "transform" widget", grab the arrow and move the parts up to meet the body.

 

Aki_4.thumb.jpg.24d43bcf77061bb98e57cd9a962a9eec.jpg

 

Do the same for the feet...

 

Aki_5.thumb.jpg.01eea052638f01a7c10f8756725c2a64.jpg

 

After things are in position, save this "project" as a temp file - name it "Aki-K Temp" ...or whatever.

 

Aki_6.thumb.jpg.dc89c4020cbb65495ecfb8a0ecaa0f12.jpg

 

After saving, now delete the body overlay, the body and the feet and related parts, only leaving the hands and its parts. Set the hands as a reference.

 

Aki_7.thumb.jpg.c097e8b5ca9eacb136c9ae8ab15967d9.jpg

 

Time to save the "new" hand file. But first, start / open a second instance of OS and load the original hands file, "File > Load Project" - go to "Data\CalienteTools\BodySlide|SliderSets\C5Kev's Black Book Text Hands CBBE.osp" - shown in the background ...  You'll have two hand files.

 

Aki_8.thumb.jpg.c43fff27befaae9e2e87f842705d9192.jpg

 

OK, save the "new" hand file - You're going to use info from the original file and paste it into the new file's "save" info dialog box.  So, go to OS window with the original file, select "File > Save Project As" and you'll see the info shown below.  Cut & paste the "display name" info from the original into the "new" hand file (mine shows UUNP - yours will say CBBE).  After pasting, click the "To Project" button, which fills out the lower portion of the "Save Project As" box. Now go back to the original file and copy / paste items #3 - paste them into the new hand file save box. The "Copy reference shape..." box should already be checked, but make sure it is, then click "Save".

 

Aki_9.thumb.jpg.46b811b4ab7cfd86d1e7a588b741988d.jpg

 

Now close the original hand file OS window.  With OS still open with the hand file, "File > Unload Project". Time to load the temp file you made. When that loads, delete the body overlay, the body and all the hand parts. This will leave only the feet and its parts.  Do all the same things you did with the hands, i.e. set the feet as a reference, open a second OS window so you can get file name shit, etc.

 

This may seem like a lot to do, but it really isn't - it'll go fast.  Now go in-game, make sure things look correct and if you're happy, you can delete the temp files - there's two " Aki " files. one in "...BodySlide\ShapeData" and one in "...BodySlide\SliderSets".

 

 

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9 hours ago, C5Kev said:


 

Spoiler

 

"If there's gaps, I'd say adjust the hand / foot locations, then save the whole thing as a temp project file." How do i do this exactly?

 

Again, load the cuirass in Outfit Studio ("File > Load Project") - go to "Data\CalienteTools\BodySlide|SliderSets\C5Kev's Black Book Text Cuirass CBBE.osp". Only the overlay will appear.  Now, import the hands / feet nif files from their "Data\CalienteTools\BodySlide\ShapeData" folders.

 

Aki_2.thumb.jpg.846ab7f4556f962e6d5ac7c09b5da24a.jpg

 

Now load a CBBE HDT reference body - "File > Load Reference" ...   Don't "conform" or "copy bone weights", it's only there to see where the body limbs end.

 

Aki_3.thumb.jpg.5950b161374b012087fdd82c5dcd105c.jpg

 

Select the hands, nails (maybe no nails with CBBE) and its overlay. Press the "F" button to bring up the "transform" widget", grab the arrow and move the parts up to meet the body.

 

Aki_4.thumb.jpg.24d43bcf77061bb98e57cd9a962a9eec.jpg

 

Do the same for the feet...

 

Aki_5.thumb.jpg.01eea052638f01a7c10f8756725c2a64.jpg

 

After things are in position, save this "project" as a temp file - name it "Aki-K Temp" ...or whatever.

 

Aki_6.thumb.jpg.dc89c4020cbb65495ecfb8a0ecaa0f12.jpg

 

After saving, now delete the body overlay, the body and the feet and related parts, only leaving the hands and its parts. Set the hands as a reference.

 

Aki_7.thumb.jpg.c097e8b5ca9eacb136c9ae8ab15967d9.jpg

 

Time to save the "new" hand file. But first, start / open a second instance of OS and load the original hands file, "File > Load Project" - go to "Data\CalienteTools\BodySlide|SliderSets\C5Kev's Black Book Text Hands CBBE.osp" - shown in the background ...  You'll have two hand files.

 

Aki_8.thumb.jpg.c43fff27befaae9e2e87f842705d9192.jpg

 

OK, save the "new" hand file - You're going to use info from the original file and paste it into the new file's "save" info dialog box.  So, go to OS window with the original file, select "File > Save Project As" and you'll see the info shown below.  Cut & paste the "display name" info from the original into the "new" hand file (mine shows UUNP - yours will say CBBE).  After pasting, click the "To Project" button, which fills out the lower portion of the "Save Project As" box. Now go back to the original file and copy / paste items #3 - paste them into the new hand file save box. The "Copy reference shape..." box should already be checked, but make sure it is, then click "Save".

 

Aki_9.thumb.jpg.46b811b4ab7cfd86d1e7a588b741988d.jpg

 

Now close the original hand file OS window.  With OS still open with the hand file, "File > Unload Project". Time to load the temp file you made. When that loads, delete the body overlay, the body and all the hand parts. This will leave only the feet and its parts.  Do all the same things you did with the hands, i.e. set the feet as a reference, open a second OS window so you can get file name shit, etc.

 

This may seem like a lot to do, but it really isn't - it'll go fast.  Now go in-game, make sure things look correct and if you're happy, you can delete the temp files - there's two " Aki " files. one in "...BodySlide\ShapeData" and one in "...BodySlide\SliderSets".

 


 

 

I think I get it.  Somewhat unrelated, to open it as a project that means the mod needs to be installed right?  Or can this be done if I just extracted the contents onto my desktop?

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23 minutes ago, Aki K said:

I think I get it.  Somewhat unrelated, to open it as a project that means the mod needs to be installed right?  Or can this be done if I just extracted the contents onto my desktop?

 

" ...to open it as a project that means the mod needs to be installed right? "  That is correct.  I am a little confused though, you are using a "standard" CBBE HDT body aren't you? I ask because as shown earlier, when I brought the parts into Outfit Studio, they lined up perfectly. And no one else has come forward with the problem you're having. So I find this a bit odd.

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1 hour ago, C5Kev said:

 

" ...to open it as a project that means the mod needs to be installed right? "  That is correct.  I am a little confused though, you are using a "standard" CBBE HDT body aren't you? I ask because as shown earlier, when I brought the parts into Outfit Studio, they lined up perfectly. And no one else has come forward with the problem you're having. So I find this a bit odd.

Technically yes, I am using the standard CBBE body.  But I play the succubus race which, initially, used its own body.  I copied the bodyslide/mesh files from the CBBE (and other necessary files) to replace the body the succubus race uses.  It should be 100% identical but in this case maybe it isn't.  Most outfits work without any trouble/seams.  And I intend to test with a vanilla race to make sure it's not just the succubus body.

 

Usually though, when I have issues like this it effects the vanilla race exactly the same.  I don't think it's the succubus race, it's just my best guess.

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32 minutes ago, Aki K said:

Technically yes, I am using the standard CBBE body.  But I play the succubus race which, initially, used its own body.  I copied the bodyslide/mesh files from the CBBE (and other necessary files) to replace the body the succubus race uses.  It should be 100% identical but in this case maybe it isn't.  Most outfits work without any trouble/seams.  And I intend to test with a vanilla race to make sure it's not just the succubus body.

 

Usually though, when I have issues like this it effects the vanilla race exactly the same.  I don't think it's the succubus race, it's just my best guess.

 

Technically, no. " It should be 100% identical but in this case maybe it isn't. "  "I don't think it's the succubus race, ... "  So you led me to believe there was something wrong with my mod that needed correction, when in fact, you're using some bastardized version of CBBE and my mod appears to be fine. Along with that, I spending an hour of my time putting together the above "how to" for you.  Thanks.

 

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1 hour ago, C5Kev said:

 

Technically, no. " It should be 100% identical but in this case maybe it isn't. "  "I don't think it's the succubus race, ... "  So you led me to believe there was something wrong with my mod that needed correction, when in fact, you're using some bastardized version of CBBE and my mod appears to be fine. Along with that, I spending an hour of my time putting together the above "how to" for you.  Thanks.

 

That was not my intention.  It's not a bastardization.  The bodies "should" be 100% identical.  This was just my best guess as to what "could" be a problem.  I'm now certain it is not, it's just the only thing I'm doing different than most people. But the succubus race I have set up "should" be identical in every way to the cbbe body down to the skeleton, meshes, even skin textures.

 

Now I tested it just a moment ago with a redguard using regular old CBBE, no adjustments or changes aside from what bodyslide does normally.  Still seeing seams.  So, like I said, it wasn't a waste of your time.  I was just taking a guess at a "possible" cause and I was wrong.   And your how-to will help me.

 

I would not have asked you or mentioned the seams if I truly thought my own tinkerings with the race were the main culprit.  Because then I would have had an idea on how to fix it myself (just use a vanilla race or deal with it).  All of my armors until this point (with the exception of the MKII Blood armor which didn't work for either at first) fit both bodies perfectly.

 

I was fairly sure my wording implied that it was at best a guess, and it also stated at the end "Usually though, when I have issues like this it effects the vanilla race exactly the same."

Spoiler

1044704206_redguardhand.png.db6fb74dbfffa019f07bfdd99347efec.png

Spoiler

1218318_redguardfoot.png.4d8dd10f2087a5c34f937ecd29ed32b7.png

 

 

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As an FYI, now that I've ruled that out I have no guesses as to what could be causing this.  Aside from that one possibility, I don't do much out of the ordinary.  My game is pretty close to vanilla.  Some animation mods, some location mods, some clothing mods, some spell mods.  Nothing should be altering the CBBE meshes aside from bodyslide itself as far as I know.  I can upload my load order if necessary, but I don't think you'll see anything that would cause this.

 

In the meantime I'll be applying the how-to you posted above.

 

Spoiler

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149 95     NibblesAnimObjects.esp
150 96     SexLabTools.esp
151 97     [COCO]ahegao_tshirt.esp
152 98     [COCO]chunli_qipao.esp
153 99     [COCO]LaceBody.esp
154 9a     DOA5.esp
155 9b     Jinxxed Followers - Yoruichi.esp
156 9c     Fachry ZONE-tan Follower.esp
157 9d     AetherSuite.esp
158 9e     Ragged Slave Skirt.esp
159 9f     SOSRaceMenu.esp
160 a0     BloodMagicArmor.esp
161 a1     AetherSuite_TeleportMenu.esp
162 a2     [COCO]MiYo_Suit.esp
163 a3     [COCO]Black_cat.esp
164 a4     beinz_plugin.esp
165 a5     Lilith Vampire Companion.esp
166 a6     SuccubusCBBE3GiftByNausicaa.esp
167 a7     VtawUtilityPack.esp
168 a8     HeartBreaker.esp
169 a9     MystVisionFilters.esp
170 aa     [GarudaB]DOA5_Marie_DesingAward.esp
171 ab     Dance for Septims.esp
172 ac     C5Kev's Text From The Black Books CBBE.esp
173 ad     Alternate Start - Live Another Life.esp
174 ae     SexLab_DibellaCult.esp
175 af     Sacrosanct - Vampires of Skyrim.esp
176 b0     SexLab_Solutions.esp
177 b1     EstrusChaurus.esp
178 b2     SexLab Eager NPCs.esp
179 b3     SCS_RacePatch_Succubus.esp
180 b4     Deviously Cursed Loot LAL AddOn.esp
 

 

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Any chance of a cheeky little SE port? I've given it a go myself, and while the crafting options show up in their neat boxes, the suit doesn't appear on my character when worn.

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11 hours ago, danktonium said:

Any chance of a cheeky little SE port? I've given it a go myself, and while the crafting options show up in their neat boxes, the suit doesn't appear on my character when worn.

 

Doubtful, sorry.

 

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Thank you for this again. I really appreciate it. You are awesome.

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Hi C5Kev.  Just wanted to let you know I finally found out what was causing the hand. Issue. One of the outfits I installed apparently came with its own set of hand and feet meshes that were overwriting all the bodies (even if the outfit wasn't equipped). But the seam was more noticeable with certain armors equipped compared to others.

 

I don't know why someone would do that with an armor mod but they did.  Anyway, it's sorted out now.  And I appreciate the help.  It was of great use getting things back to normal.

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10 hours ago, Aki K said:

Hi C5Kev.  Just wanted to let you know I finally found out what was causing the hand. Issue. One of the outfits I installed apparently came with its own set of hand and feet meshes that were overwriting all the bodies (even if the outfit wasn't equipped). But the seam was more noticeable with certain armors equipped compared to others.

 

I don't know why someone would do that with an armor mod but they did.  Anyway, it's sorted out now.  And I appreciate the help.  It was of great use getting things back to normal.

 

Hello Aki K.  Wow...  Now who would have figured that?  Glad to hear you found this out and can return to some sort of BodySlide "normalcy".

 

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12 hours ago, C5Kev said:

 

Hello Aki K.  Wow...  Now who would have figured that?  Glad to hear you found this out and can return to some sort of BodySlide "normalcy".

 

Me too.  Last thing I would have expected.

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