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**The Official Fusion Girl 1.75+ Armor and Clothing Conversion Thread**


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Posted
10 hours ago, IBAGadget said:

Ok, so just installed and tested the navel piercings.

 

They all work except for the Vintage moon and asterisk piercing - that one seems to add a whole new belly skin that is puffed out from the characters body, obliterating any textures (including tattoos) that are there, while still hiding the piercing.

 

Downside is that they also take the same slot as VTAW's Nipple Piercings from Collection 6

 

I'll try the slot 57 optional file for the piercings and hopefully they don't remove any of my other armor pieces.

 

What the heck. Why do most of yours work and most of mine don't?! Are you building them in BodySlide with FG-ZeroSliders? Do you use UniquePlayer body? I do.

Posted

Asking again in case it was overlooked. Does anyone know what outfit this is? Does it have a Fusion Girl conversion you can link me to? If not, would anyone be so kind as to convert it?

 

Please and thank you.

wWa70vT.png

Posted
5 hours ago, jayblah said:

Does anyone know what outfit this is?

 

Where did you find the picture? Maybe we can track it down or figure out who to ask that way.

Posted
2 hours ago, vaultbait said:

 

Where did you find the picture? Maybe we can track it down or figure out who to ask that way.

I'm not even sure...

Posted
11 minutes ago, jayblah said:

I'm not even sure...

 

Out of curiosity I tried Google's "search by image" but it turned up no likely matches.

Posted (edited)
26 minutes ago, vaultbait said:

 

Out of curiosity I tried Google's "search by image" but it turned up no likely matches.

I tried that as well. No matches.

 

Honestly, all I really want from that mod are those hot pants. I like Dicky's Outfit, but I don't want to run around in a g-string. Pairing Dicky's Outfit in those hot pants would look dope.

Edited by jayblah
Posted
11 hours ago, jayblah said:

 

What the heck. Why do most of yours work and most of mine don't?! Are you building them in BodySlide with FG-ZeroSliders? Do you use UniquePlayer body? I do.

Nope. I'm building them in Bodyslide to my characters preset that I made. I believe I originally started with FG Curvy and tweaked it from there. I use that preset for my character and all my outfits.

 

I also don't use Unique Player, nor do I use Bodygen. Have way too many issues with Bodygen not giving me looks for the npc's that I like.

Posted
1 hour ago, IBAGadget said:

Nope. I'm building them in Bodyslide to my characters preset that I made. I believe I originally started with FG Curvy and tweaked it from there. I use that preset for my character and all my outfits.

 

I also don't use Unique Player, nor do I use Bodygen. Have way too many issues with Bodygen not giving me looks for the npc's that I like.

My problem with not using Unique Player is that all female NPCs in the Wasteland look like bombshells. I'm not sure I need Mama Murphy to be a curvy beauty, lol.

Posted
10 hours ago, jayblah said:

My problem with not using Unique Player is that all female NPCs in the Wasteland look like bombshells. I'm not sure I need Mama Murphy to be a curvy beauty, lol.

 

If you use LooksMenu, you can set a custom body shape for the player in a LM "preset" and apply that when you start the game (in the bathroom mirror or however you prefer to access LM's UI in-game).

 

I do that, and also have a carefully-honed BodyGen configuration which gives both men and women quite varied body shapes, with a greater probability of more typical body shapes and rare chances of more extreme (fat/thin) shapes.

Posted (edited)
3 hours ago, vaultbait said:

 

If you use LooksMenu, you can set a custom body shape for the player in a LM "preset" and apply that when you start the game (in the bathroom mirror or however you prefer to access LM's UI in-game).

 

I do that, and also have a carefully-honed BodyGen configuration which gives both men and women quite varied body shapes, with a greater probability of more typical body shapes and rare chances of more extreme (fat/thin) shapes.

I already do all that, specifically because I don't want sexy grandmas and ghouls running around the commonwealth.

 

Unfortunately, that means we both run into the main issue with BodyGen: Invisible corpses. If I could achieve body variety without BodyGen while also having MY character be on the FusionGirl body and build all outfits for her using FusionGirl bodysliders whilst having everyone else on Enhanced Vanilla Bodies so I can rid myself of this infernal bug, I would.

Edited by jayblah
Posted (edited)
On 6/27/2022 at 1:50 PM, TheBottomhoodofSteel said:

If it's my version. It's in my Big Drive Post Along with anything for FG I did make. 

 

I used the basic version of the tactical swimwear and made sure that the "morph" option was activated in Bodyslide. However, the clothing does not morph. The actress gets her standard body.


Could you please watch this again if you have time?

 

PS: I get an error message in Bodyslide during BatchBuild, it could be related to this.

 

image.png.5371b7ed3b3bfd3d6989d49e9e3a2a01.png

 

Edited by deathmorph
Posted
On 3/31/2023 at 7:11 AM, jayblah said:

Asking again in case it was overlooked. Does anyone know what outfit this is? Does it have a Fusion Girl conversion you can link me to? If not, would anyone be so kind as to convert it?

 

Please and thank you.

wWa70vT.png

Looks like a mix of Vtaw (at least the vest and maybe some other parts) and the hot pants from one of DonEb14n's clothes packs.

Posted (edited)
12 hours ago, deathmorph said:

 

I used the basic version of the tactical swimwear and made sure that the "morph" option was activated in Bodyslide. However, the clothing does not morph. The actress gets her standard body.


Could you please watch this again if you have time?

 

PS: I get an error message in Bodyslide during BatchBuild, it could be related to this.

 

image.png.5371b7ed3b3bfd3d6989d49e9e3a2a01.png

 

That's not my conversion as I named it a specific way

image.png.fab0515ea695aabe2f601f0678786edb.png

 

image.png.22e60fc4742d96f90fba88c26b4ae663.png


Tested. You have smth wrong on your side (Ignore the No Image, I just don't have the mod installed in my testing setup)

 

Edited by TheBottomhoodofSteel
Posted
9 minutes ago, TheBottomhoodofSteel said:

That's not my conversion as I named it a specific way ... Tested. You have smth wrong on your side (Ignore the No Image, I just don't have the mod installed in my testing setup)

 

Thank you for your prompt reply. I try again. Currently have a new game running and converted everything to bodyslide.

Posted
On 3/29/2023 at 1:38 AM, N.Gamma said:

Changing an armor slot for a Fallout 4 mod is actually quite simple.


1. Start xEdit
2. check only the esp of the armor mod (right click "Select None", then select only the mod)
3. click under "Armor Addon" on the armor part you want to change
4. on the right side you can see the slot of the armor under "BOD2 - Biped Body Templet" "First Person Flags (sorted)".
5. change the slot to the desired slot.
6. repeat step 3 to 5 under "Armor"
7. close xEdit with the x in the upper right corner and save the esp.

 

The advantage of fallout 4 is that you only have to change the armor slot in the esp. In Skyrim you also have to change it in the mesh.

 

On 3/24/2023 at 1:41 PM, N.Gamma said:

 

I used the tutorial, you posted for the mod above and... now i have the mech arm and the body arm showing.  For some reason, the mech arm is slot 33.

Posted
4 minutes ago, astor said:

I used the tutorial, you posted for the mod above and... now i have the mech arm and the body arm showing.  For some reason, the mech arm is slot 33.

 

Worth noting, it's also possible to use RobCo Patcher to change slots on ARMO/ARMA records at runtime, without needing to alter or create new plugins. The syntax looks like this:

 

// Switch slot for Ribbon from Headband (16/46) to Beard (18/48)
filterByArmors=FancyRibbons.esp|877:bipedSlotsToAdd=18:bipedSlotsToRemove=16

 

In the example, the Ribbon headwear from the FancyRibbons mod has a ARMO form ID of 0xNN000877 and is normally occupying slot 46 (index 16 because Patcher uses slot indices like Papyrus script do). The configuration changes it in-memory when the game engine starts up so that slot 46 is removed and slot 48 is added. The second line is where the action happens, the first line is just a reminder to leave detailed notes to your future self, so that you'll eventually stop swearing at your past self for being a lazy slacker who never keeps track of what they're doing.

 

Just edit that example to match what you want to change and stick it in a file like Data\F4SE\Plugins\RobCo_Patcher\armor\MyRibbonSlotFix.ini and install RobCo Patcher (and its requirements, F4SE and Address Library).

Posted (edited)

umm... yeah...

 

 

EDIT:  Didn't work.

 

I installed the Robco thing and using your example, i made an ini and put 

 

// Switch slot for Mech Arm (16/33) to Bracelet (18/36)
filterByArmors=EquippableMechArm.esl|FE000814:bipedSlotsToAdd=36:bipedSlotsToRemove=33

 

I don't see anything about activation or any other way to make things happen.

 

EDIT 2: my dumbass forgot to change the 16 and 18.  Fixed and it does appear to be working.

Edited by astor

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