SmedleyDButler Posted October 26, 2021 Posted October 26, 2021 So, I try to release outfit mods using the vanilla skeleton initially for maximum accessibility. Â However, some of the source meshes I'd like to use are quite sophisticated, and require not only the XPSME skeleton, but HDT and collision as well. Now, as far as I know, you can remove the HDT and collision by simply removing the related entries in the .nif, but what about the skeleton? Â Â What, if any, is the recommended way to swap the skeleton on a nif back to vanilla? Does transferring the nif elements to a parent outfit based on the vanilla skeleton work? I suspect not, but that would be nice? Is there any way to avoid rerigging and re-weight-painting everything from scratch?
coolfreaky Posted October 26, 2021 Posted October 26, 2021 no !   ref bone missing/different on skeleton = not compatible = CTD The engine consider wrong variables or missing variables as 0 value and as an error . Â
SmedleyDButler Posted October 26, 2021 Author Posted October 26, 2021 Alright, then what's the least labour-intensive method of conversion? Surely this a situation other modders have been in before.
coolfreaky Posted November 1, 2021 Posted November 1, 2021 On 10/26/2021 at 8:14 PM, SmedleyDButler said: Alright, then what's the least labour-intensive method of conversion? Surely this a situation other modders have been in before. Â try to investigate more with outfitstudio / bodyslide , and see if you can make templates to convert a groupe of outfits to vanilla as it is done in bodyslide to convert vanilla to other body shape .
SmedleyDButler Posted November 1, 2021 Author Posted November 1, 2021 11 hours ago, coolfreaky said:  try to investigate more with outfitstudio / bodyslide , and see if you can make templates to convert a groupe of outfits to vanilla as it is done in bodyslide to convert vanilla to other body shape .  I've actually been getting various answers on this. On the actual Nifskope Discord I was told  Quote The only reason to use the xpmse skeleton in your rig is for HDT and custom bones, otherwise the normal skeleton will do. But if your outfit isn't using any of those extra HDT bones you can just cleanse it in Nifskope or Outfit Studio (Remove bogus nodes) [...] The only way XPMSE would be a requirement is if the outfit uses HDTSMP. If the outfits aren't physics enabled, the skeleton literally doesn't matter. It won't (or at least shouldn't) use any of the extra bones that come with XPMSE and the game will just ignore the extra bones anyway. Under the hood, XPMSE is just the vanilla skeleton with extras.  I suppose I will have to test it myself, but honestly I've gotten so many different answers on this.
coolfreaky Posted November 1, 2021 Posted November 1, 2021 With blender you need to load the mesh remove the skeleton rig to the new skeleton it cleans the mesh weight paints and put new ones and creates sometimes clippings. With nifskope no garanties about clipping and stretching , some outfits will work and others will not ( weight paint issues / bones not rigged correctly ) .  Anyway it means you have to do it one mesh at a time .  bodyslide offers a more global solution for convertion i think . you can try and make a vanilla template and run bodyslide to convert all your outfits : Reference Templates · ousnius/BodySlide-and-Outfit-Studio Wiki · GitHub .  and always listen for advices with one ear and try to do with your own way ! nothing is better than experiencing yourself !   Â
SmedleyDButler Posted November 2, 2021 Author Posted November 2, 2021 Yep. I'm not releasing anything without some significant testing first. I have a few kind folks lined up to help me with that as well.
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