Gorgonzolalover77 Posted June 12, 2020 Posted June 12, 2020 Hello Community, I´ve been trying to apply CBP Body Physics to CBBE based NPCs and Followers since hours, but could not manage to do it yet. Most sources on this problem suggest, that you need to change the default non-physics-CBBE body of these NPC/Followers to the "CBBE-physics" one, by simply replacing the corresponding .nif files of the NPC/Follower. I tried this, but it causes the specific NPC/Followeres to have an enormous missmatch between her unique body texture (that is made to fit with her unique bodyform) and the "new" CBBE-Physics body, which is having default sizes. Is there any possibility to enable CBP physics on a "non-physics-CBBE" based NPC/Follower, while keeping all the further specifics of their original body? Note: I´m quite new to modding and run Skyrim Special Edition.
NoNickNeeded Posted June 12, 2020 Posted June 12, 2020 I do not know the CBP Body Physics (well I know what it is, but haven't used it myself), but if it's like HDT or BBP physics, then it would work to open the NPC body as a project in Outfit Studio and delete all bones. Then import the .nif of the CBP body into it and copy all bones from that to the NPC body and then save the whole thing and build it in BodySlide. I can also give a more detailed rundown of how to do those things if you like. Though fair warning, since I have never worked with CBP before I can't say for sure it will work like that. Should be worth a try though, especially since it's basically just a few clicks, so not a big waste of time even if it doesn't work out.
Gorgonzolalover77 Posted June 12, 2020 Author Posted June 12, 2020 Hey! Thank you very much for helping me out! I already did some experiments with body slide / outfit studio, but I am not really good at it yet. I would absolutely appreciate, if u would explain some of the required steps , that you suggested, further. How i need to proceed and especially, with which option i can change the bones of the NPC to CBBE-phisics enabled ones. Are there furthermore any possible problems regarding "weight-settings" I need to deal with? PS: I will try to use HDT Physics somehow in the later future. I tried the complete HDT thing out the last days, especially regarding hair movement and such stuff - because I really wanted to have this. But after I got everything working, it showed out that it really crushed my CPU. I think I will give another try on HDT after I´ve spent some money on new hardware.
NoNickNeeded Posted June 12, 2020 Posted June 12, 2020 As a first step it's always a good idea to make a backup-copy of the files you are going to overwrite (or keep the installation package of the original mod around) so you can just re-install it if this doesn't work. If the NPC body already has a project, then load this project and work further in it (this will also preserve sliders). If not, you can either go with "New Project" and selected "From File" or you can just import the body's nif into an empty project (go with unload project or do it right after starting outfit studio). Import works by going File -> Import -> From Nif... If the CBP body has a body slide project AND you want to use the CBP's sliders, rather than what the NPC body had, you can use the File -> Load Reference command instead. The Problem with this is, it would delete the original NPC body from the project, so we'll trick Outfit Studio a bit. In the top right mesh box right-click the NPC body and Duplicate it. Give it whatever name you feel like, it's just a temporary stand-in that'll be auto-deleted in a moment. Now right-click the Duplicate -> Set Reference and only then use "Load Reference" to load the CBP body. This will, delte the duplicate and replace it with the CBP body. Then use Slider -> Comform All, which will put the CBP sliders onto the NPC body. If the CBP body does not have a bodyslide project, or you do not want to use it's sliders, just use File -> Import -> From Nif to get the CBP body into the project. Once you have both bodies in the same project, mark the CBP body as the reference by right-clicking it in the mesh box (top right) and click on "Set Reference". The bones are always copied from the reference to the selected mesh. Now delete the bones in the NPC body by selecting it (single left click) in the mesh box, then click on the bones tab. There select all bones; rightclick -> delete -> from selected shapes. To my knowledge BodySlide combines bones of the same name rather than overwriting them, which can lead to unexpected results. That's why it's usually a good idea to delete bones that do the same thing from the destination mesh before copying the new ones from the source mesh. After deleting the bones from the NPC body, you can copy the bones from the reference onto the NPC body by going Shape -> Copy Bone Weights in the regular menu on the top left. Finally delete the CBP body out of the meshes box and save via File -> Save Project As What you write in Display Name, Slider Set File, Shape Data Folder, Shape Data File doesn't really matter. Those are just for organizing your Outfit Studio projects. But it is very important that the "Output File Name" and "Output Data Path" are the exact same as the ones of the NPC body. Then quit Outfit Studio, restart BodySlide for your new project to show up and build it. That should (hopefully) take care of the bone weights.
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