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Fusion Girl 1.75 Conversion - Devious Devices


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Posted
2 hours ago, T3DDY14 said:

Also got this issue ive tried reinstalling the conversion but dont get any preset option image.png.2a24fb546584c8a0bfbf57a95cc44fc8.png

You need to select your body preset first.

 

select Fusion Girl - Nude for the outfit

Select your preset

Now change the outfit

Posted
38 minutes ago, T3DDY14 said:

Not entirely sure what you mean by this?, im not sure how you create a custom slider group file in the group manager, and the xml file seems to already have the items in the fusion girl group. This is what i see in the group manager

 

That screenshot shows the only meshes in the Fusion Girl group are the base reference body meshes, not any of the Devious Devices conversions.

Posted (edited)
17 hours ago, T3DDY14 said:

Also got this issue ive tried reinstalling the conversion but dont get any preset option 

 

Select Fusion Girl outfit/ body - Fusion Girl Nude. Select your preset. Click save as, and the group box will open. Put a check on the FG Devious Devices, and click ok. Now save your preset by overwriting, or renaming. This will add the FG DD group to your preset,  and the FG DD clothing should now appear when you load the preset.

Edited by blastikor
Posted
15 minutes ago, blastikor said:

 

Select Fusion Girl outfit/ body - Fusion Girl Nude. Select your preset. Click save as, and the group box will open. Put a check on the FG Devious Devices, and click ok. Now save your preset by overwriting, or renaming. This will add the FG DD group to your preset,  and the FG DD clothing should now appear when you load the preset.

 

Yep, that should also work. Approaches the problem from the opposite direction (additional group membership for the preset rather than for the meshes), which is why it's not how this tends to be implemented within conversion mods themselves. If you want to actually fix this conversion mod so that the usual presets show up for outfits in it, the way I've normally seen it done is to create a separate Fusion Girl group section in the SliderGroups file distributed with the mod, and copy all the same entries from the FG DD group into that as well.

Posted
11 hours ago, Davorka Arn said:

This doesnt work as soon as you change the outfit back to the FG devious Devices version the presets disappear 

Strange. When I did mine, I selected Fusion Girl - Nude, selected the body preset I had already made, then selected the FG Devious Devices group, pulled up the outfit I wanted to see, then built it. I've never had my body preset disappear from the selection box when changing outfit groups

  • 4 weeks later...
Posted

A little bit late, but maybe for others who have the same problem, here's a solution:

 

Go to 'Data\Tools\BodySlide\SliderGroups' and edit the FGDeviousDevices.xml.

Copy everything from <Group name="FGDeviousDevices"> to </Group> and paste in below the old </Group>.

Do not replace. You should now have two identical groups.

Rename the new <Group name="FGDeviousDevices"> to <Group name="Fusion Girl">.

Save and run bodyslide again.

Posted
On 9/18/2021 at 2:15 PM, mrdoodle said:

A little bit late, but maybe for others who have the same problem, here's a solution:

 

Go to 'Data\Tools\BodySlide\SliderGroups' and edit the FGDeviousDevices.xml.

Copy everything from <Group name="FGDeviousDevices"> to </Group> and paste in below the old </Group>.

Do not replace. You should now have two identical groups.

Rename the new <Group name="FGDeviousDevices"> to <Group name="Fusion Girl">.

Save and run bodyslide again.

 

Yep, that's precisely what I meant when I said:

 

On 8/24/2021 at 9:38 PM, vaultbait said:

editing/patching the XML file this mod puts in the SliderGroups directory to also include all the items in the Fusion Girl group.

 

Thanks for providing a more detailed walkthrough, I expect that may help some folks who are generally unfamiliar with how to configure and use BodySlide.

  • 1 month later...
  • 5 weeks later...
Posted (edited)
14 minutes ago, Nimhloth said:

Did anyone ever find a fix for this happening? 

Fallout4_OT1PMnWBtM.jpg

Fallout4_Q3GWOz5EF0.jpg

Yes. 

 

Build the plugs to the CBBE body in bodyslide. They will look and function normally, as they will not be tied to the extra vag/leg bones.

 

See my previous posts, #32 and #36 where I outline how to fix this issue.

Edited by IBAGadget
new information
Posted
15 hours ago, Nimhloth said:

Did anyone ever find a fix for this happening? 

 

In my updates for the HHS+FG1.75+ conversion, I simply removed the sliders for plugs entirely, because building them in BodySlide seems to be less useful than just leaving the original meshes supplied in the DD archive itself.

  • 4 weeks later...
Posted

Update:  I will be re doing this from scratch soon applying all the techniques I have learned over the last few years on how to do conversions to make it even better.  Stay tuned :)

Posted
1 hour ago, Boceifus said:

Update:  I will be re doing this from scratch soon applying all the techniques I have learned over the last few years on how to do conversions to make it even better.  Stay tuned :)

 

When you start, you may want to check the development version of DD (currently RC8) posted in the DD support topic comments, as it adds a number of new items that will also need slidersets.

Posted
45 minutes ago, vaultbait said:

 

When you start, you may want to check the development version of DD (currently RC8) posted in the DD support topic comments, as it adds a number of new items that will also need slidersets.

 

There is 100+ pages of comments...any idea what page its on?

Posted
1 hour ago, vaultbait said:

 

When you start, you may want to check the development version of DD (currently RC8) posted in the DD support topic comments, as it adds a number of new items that will also need slidersets.

 

Found it, thanks for mentioning it :)

Posted
2 hours ago, Boceifus said:

 

Found it, thanks for mentioning it :)

 

My pleasure! You might also consider comparing the list of conversions you're working on against the ones I included in my update to wdaigle's DD+HHS conversion for FG to see if you've missed any (and conversely, please do let me know if you think I've missed some):

 

Posted

Ohh well if you have done a better conversion than my original conversion and its up to date I can stop, I just started at the top of the list was was working my way down one by one, completely redoing from scratch, I am not that far along yet.  I was not aware this was out there.  When I posted my original one I was still very new do doing conversions <.<

Posted

I am also working it to flow with the new one, not be a stand alone, I think I missed too much stuff with it being a stand alone, too many mistakes.  I will be removing this soon.

Posted

I have been re doing all of my conversions the last couple of weeks as well, getting them updated to FG 1.80+

Posted
8 minutes ago, Boceifus said:

Ohh well if you have done a better conversion than my original conversion and its up to date I can stop, I just started at the top of the list was was working my way down one by one, completely redoing from scratch, I am not that far along yet.  I was not aware this was out there.  When I posted my original one I was still very new do doing conversions <.<

 

I'm rather green when it comes to these matters, so if you'd prefer to test out the DDFG(HHS) 1.3.3 linked there, I'm always happy for suggestions or even outright updates to the included files from folks more comfortable in Outfit Studio than I. If you do decide to try it, make sure to clear any residual meshes/morphs built for previous conversions of those items before rebuilding with that set, since it can easily result in ghost body parts and the like.

 

The biggest remaining issue I'm aware of with 1.3.3 is that some of the outfits (particularly the dresses) exhibit a fair amount of clipping at moderate to extreme slider values, particularly around the butt and thighs, and aren't amenable to simple body zaps due to their skimpy nature so probably need to have their meshes deformed a bit instead

Posted (edited)
15 minutes ago, vaultbait said:

 

I'm rather green when it comes to these matters, so if you'd prefer to test out the DDFG(HHS) 1.3.3 linked there, I'm always happy for suggestions or even outright updates to the included files from folks more comfortable in Outfit Studio than I. If you do decide to try it, make sure to clear any residual meshes/morphs built for previous conversions of those items before rebuilding with that set, since it can easily result in ghost body parts and the like.

 

The biggest remaining issue I'm aware of with 1.3.3 is that some of the outfits (particularly the dresses) exhibit a fair amount of clipping at moderate to extreme slider values, particularly around the butt and thighs, and aren't amenable to simple body zaps due to their skimpy nature so probably need to have their meshes deformed a bit instead

hmm I will continue on then, I have learned a LOT since I put up my first DD conversion.  I read through some of the post on your page and know how most of the stuff like the unweighted vertices and so on when you try to save a project is fixed and I picked up some techniques that will virtually eliminate 99% of clipping issues, when people use extreme slider settings though they should expect some clipping issues they will have to fix on their own.  I can account for a lot of different settings but it is impossible to account for every setting people can come up with :) We can work together on this DD has some unique stuff that you dont encounter in regular armor mods, but I will press forward with updating to the DDRC8 for now.  

Edited by Boceifus
Posted
3 minutes ago, Boceifus said:

the unweighted vertices and so on when you try to save a project

 

Well, that was specifically for dealing with the straitjackets, because the arms are still there (DD doesn't reposition them like it does for armbinders or handcuffs), so when you zap them from the body mesh the shoulders of the outfit still try to move around. That's "fixed" well enough by deleting the bones for the arms and shoulders, it just means you end up needing to repaint the orphaned verticies to the chest skin instead.

 

Ideally DD would actually reposition the arms when wearing a straitjacket, but that would need a new pose in Torture Devices since that's where DD gets its arm positioning adjustments from.

Posted (edited)
10 minutes ago, vaultbait said:

 

Well, that was specifically for dealing with the straitjackets, because the arms are still there (DD doesn't reposition them like it does for armbinders or handcuffs), so when you zap them from the body mesh the shoulders of the outfit still try to move around. That's "fixed" well enough by deleting the bones for the arms and shoulders, it just means you end up needing to repaint the orphaned verticies to the chest skin instead.

 

Ideally DD would actually reposition the arms when wearing a straitjacket, but that would need a new pose in Torture Devices since that's where DD gets its arm positioning adjustments from.

Did you try removing the reference body? Like you do with a piece of armor?

Edited by Boceifus
Posted
55 minutes ago, Boceifus said:

Did you try removing the reference body? Like you do with a piece of armor?

 

As in set the base body included with the outfit to no longer be a reference? I did not try, though suspect it would have resulted in the same behavior if I didn't delete the residual arm bone weights from the straitjacket first.

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