ElPsyCongroo Posted June 22, 2013 Posted June 22, 2013 I saw the path of the meshes of the monli race. It is a bad new for me because I just regard the 'SkinNaked' as the original shape for the custom race. It means you can't return to your original body and face correctly. If you uninstall bodychange, you will keep a nord face and body. I think I have to find a method to get the actor's original face and headpart. The best way is to get the default head and body of the race but it seems that SKSE hasn't provided the function I need. Just an assumption here, but shouldn't ANY race (vanilla or custom) that uses the default Skyrim femalehead.nif, reacquire the original head mesh after the swap? If so, then perhaps a renamed custom head mesh could be reacquired as well. For example (using the Monli head as a reference here): Rename the Monli head to femalemonlihead.nif relocate it to the default Skyrim character assets folder redirect the MonliRace.esp to use the head from this location I suggest this because I don't believe a direct connection can be made between the BodyChange mod, and head parts which are located outside of the default Skyrim folder paths (but in a custom race mods meshes folder). If I had the files I'd run some tests using a custom race. But alas, I don't...... Trykz Well, I don't want to trouble the custom race users like this. I will try to take down the default head the player use before changing the head
PsychoMachina Posted June 22, 2013 Posted June 22, 2013 I saw the path of the meshes of the monli race. It is a bad new for me because I just regard the 'SkinNaked' as the original shape for the custom race. It means you can't return to your original body and face correctly. If you uninstall bodychange, you will keep a nord face and body. I think I have to find a method to get the actor's original face and headpart. The best way is to get the default head and body of the race but it seems that SKSE hasn't provided the function I need. Just an assumption here, but shouldn't ANY race (vanilla or custom) that uses the default Skyrim femalehead.nif, reacquire the original head mesh after the swap? If so, then perhaps a renamed custom head mesh could be reacquired as well. For example (using the Monli head as a reference here): Rename the Monli head to femalemonlihead.nif relocate it to the default Skyrim character assets folder redirect the MonliRace.esp to use the head from this location I suggest this because I don't believe a direct connection can be made between the BodyChange mod, and head parts which are located outside of the default Skyrim folder paths (but in a custom race mods meshes folder). If I had the files I'd run some tests using a custom race. But alas, I don't...... Trykz That would work if a custom race shares the assets in the vanilla folders. It's different if a different folder heirarchy is used. BodyChanger allows for changing back to the original body, but that depends on where the original body is located. For the Monli, I changed the path from Character/Character Assets to Character/Monli in the configuration menu. I did try to move the meshes to Character Assets and edited Monli.esp to access the files in the new location, but when using the BodyChanger configuration to change the body back to the original, nothing happens. Then again, even when I assigned the original Monli folder as the location of the original body, nothing happens when I tried to change the body back to the original. Maybe this would help. The default location is Meshes > Actors > Character > Character Assets. If moving the custom race's head mesh back to Character Assets, the rest of the body meshes would need to be moved as well. I wonder if multiple entries can be added to the configuration menu to allow for races that do not use the vanilla folders.
Trykz Posted June 22, 2013 Posted June 22, 2013 That would work if a custom race shares the assets in the vanilla folders. It's different if a different folder heirarchy is used. BodyChanger allows for changing back to the original body, but that depends on where the original body is located. For the Monli, I changed the path from Character/Character Assets to Character/Monli in the configuration menu. I did try to move the meshes to Character Assets and edited Monli.esp to access the files in the new location, but when using the BodyChanger configuration to change the body back to the original, nothing happens. Then again, even when I assigned the original Monli folder as the location of the original body, nothing happens when I tried to change the body back to the original. Maybe this would help. TESV 2013-06-22 14-38-48-74.jpg The default location is Meshes > Actors > Character > Character Assets. If moving the custom race's head mesh back to Character Assets, the rest of the body meshes would need to be moved as well. I wonder if multiple entries can be added to the configuration menu to allow for races that do not use the vanilla folders. The very first version of my Moonshadow Elves mod did exactly that. Every mesh name was simply prefixed with MS. Trykz
PsychoMachina Posted June 22, 2013 Posted June 22, 2013 @Trykz I can do that, but will have to leave femalehead.nif unchange or else it will break compatibility with ECE. However, that would mean ElPsyCongroo would have to update BodyChanger to recognize body meshes that have slightly different names than the conventional names used by the vanilla races. The alt file names would have to be predetermined and used by the different custom races that do not use the same assets as the vanilla races. That would mean BodyChanger would need to recognize both femalebody_0.nif/femalebody_1.nif and (guessing an alt name) crfemalebody_0.nif/crfemalebody_1.nif, etc. The many custom races would need to move the meshes to Character Assets and rename their files with the "cr" prefix. If anyone is wondering what I'm talking about, BodyChanger allows you to change back to the race's original body by linking to Meshes > Actors > Character > Character Assets (if that is where the files are located). The Monli (another example is the ygNord) uses a different location (Meshes > Actors > Character > Monli). I would have to change the link from Character > Character Assets to Character > Monli. If any custom race that originally uses a different folder for the body files needs to move the files to Character Assets, the files would have to be renamed or else the vanilla races will end up having the same body.
Trykz Posted June 22, 2013 Posted June 22, 2013 @Trykz I can do that, but will have to leave femalehead.nif unchange or else it will break compatibility with ECE. However, that would mean ElPsyCongroo would have to update BodyChanger to recognize body meshes that have slightly different names than the conventional names used by the vanilla races. The alt file names would have to be predetermined and used by the different custom races that do not use the same assets as the vanilla races. That would mean BodyChanger would need to recognize both femalebody_0.nif/femalebody_1.nif and (guessing an alt name) crfemalebody_0.nif/crfemalebody_1.nif, etc. The many custom races would need to move the meshes to Character Assets and rename their files with the "cr" prefix. If anyone is wondering what I'm talking about, BodyChanger allows you to change back to the race's original body by linking to Meshes > Actors > Character > Character Assets (if that is where the files are located). The Monli (another example is the ygNord) uses a different location (Meshes > Actors > Character > Monli). I would have to change the link from Character > Character Assets to Character > Monli. If any custom race that originally uses a different folder for the body files needs to move the files to Character Assets, the files would have to be renamed or else the vanilla races will end up having the same body. I see what you mean.... my races used to have issues with ECE. I quickly learned that using morphs outside of the default Skyrim pathing was the primary issue. When I built TCRA, I put a lot of special effort into acquiring head meshes that were compatible with ECE's morphs. Looking at the BodyChange file structure (thanks to speedynl for the file,btw), it would seem that using the current BodyChange folder structure, one could simply use the default filenames in each of the remaining folders for custom bodies and compatible head meshes. Looking at the scripts, I see references to a head parts list (BodyChangeRaceHeadPartList_var to be precise). Could custom race head meshes be dynamically added to this list (similar to RaceCompatibility)? One would think so at first glance, but without source files it's hard to tell. Anyway, I hope some of this is helping advance your mod..... Trykz
PsychoMachina Posted June 22, 2013 Posted June 22, 2013 I don't have enough scripting knowledge to make changes to the BodyChanger scripts, but I did try adding the Monli race and Female Head Monli to the formlists used by BodyChanger. What happened was the game crashed after changing the body and exiting the configuration menu. I think the answer is with the scripts.
Trykz Posted June 23, 2013 Posted June 23, 2013 I don't have enough scripting knowledge to make changes to the BodyChanger scripts, but I did try adding the Monli race and Female Head Monli to the formlists used by BodyChanger. What happened was the game crashed after changing the body and exiting the configuration menu. I think the answer is with the scripts. Perhaps..... here's what I'm thinking: RaceCompatibility adds a race to multiple headparts formlists dynamically. So I'm wondering if BodyChange would be capable of the same thing. Basically, at game load, BodyChange scans RaceCompatibiliy's *playableraces* formlists, and dynamically adds any new races found to it's own formlists. Essentially, the body itself would be placed into the BodyChange hierarchy, and that part is done. The headmesh used by the race would also be placed there, but the headmesh swap would be handled via formlist. When BodyChange performs a body swap, it simultaneously calls the race headparts formlist for the proper alternate headmesh. Lets assume 6 potential individual body types used by every popular custom race mod. Say...... UNP - UNPB - 7b - CBBE - CHSBHC - ADEC A custom race would use one of those meshes as a base, and any (or all) of the others for alternatives. Texture sets could then be called from the custom races' individual folder, which would need to be set up in BodyChange. The only glaring hurdle I see at the moment, is how to handle *extra parts*, such as custom ear meshes, etc.. Although if they're listed on the formlist, they should get applied with the head mesh. TCRA is currently set up this way, but everything is handled manually through ESPs, allowing ANY of my races to use any other body I choose (from those stored in the TCRA.bsa), by creating an add-on esp that performs the body swap without touching the head mesh (changing head mesh causes the race to break and it ends up with nothing but teeth and eyes, but changing the head textures works without a hitch). Hmm..... I may have to learn how to play around with MCM menus. Trykz
fenrir19 Posted June 23, 2013 Posted June 23, 2013 guys here, so to mkae this mod perfect , i must drop some body mod meshes from another body mod to meshes folder ? is that it ?there won't be any ctd right ?
Phygnos Posted June 23, 2013 Posted June 23, 2013 guys here, so to mkae this mod perfect , i must drop some body mod meshes from another body mod to meshes folder ? is that it ? there won't be any ctd right ? Go to http://bbs.3dmgame.com/forum.php?mod=viewthread&tid=3890829 and have Google translate it. If you're not familiar with moving meshes and textures around, the alpha version of a unique mod like this might not be the best place to learn it.
fenrir19 Posted June 23, 2013 Posted June 23, 2013 guys here, so to mkae this mod perfect , i must drop some body mod meshes from another body mod to meshes folder ? is that it ? there won't be any ctd right ? Go to http://bbs.3dmgame.com/forum.php?mod=viewthread&tid=3890829 and have Google translate it. If you're not familiar with moving meshes and textures around, the alpha version of a unique mod like this might not be the best place to learn it. lol thx super
fenrir19 Posted June 23, 2013 Posted June 23, 2013 guys here, so to mkae this mod perfect , i must drop some body mod meshes from another body mod to meshes folder ? is that it ? there won't be any ctd right ? Go to http://bbs.3dmgame.com/forum.php?mod=viewthread&tid=3890829 and have Google translate it. If you're not familiar with moving meshes and textures around, the alpha version of a unique mod like this might not be the best place to learn it. lol thx super one more thing, to use this mod to it's fully potential, we need to use SKSE right ? which one should i use, the latest ( for update 1.92 ) or this one ? ( 1.86 ), i stil use the old one tought, and does this mod have a conflict with tbbp ?
Phygnos Posted June 23, 2013 Posted June 23, 2013 one more thing, to use this mod to it's fully potential, we need to use SKSE right ? which one should i use, the latest ( for update 1.92 ) or this one ? ( 1.86 ), i stil use the old one tought, and does this mod have a conflict with tbbp ? Yes, you probably need to use SKSE. I don't know about the other stuff. It's the alpha (early test) version, so it's best to let the creator and his testers handle it if you're not experienced. I'm sorry if I sound rude, but it's probably better to let this thread remain focused on the mod(s) themselves and not troubleshooting.
fenrir19 Posted June 23, 2013 Posted June 23, 2013 one more thing, to use this mod to it's fully potential, we need to use SKSE right ? which one should i use, the latest ( for update 1.92 ) or this one ? ( 1.86 ), i stil use the old one tought, and does this mod have a conflict with tbbp ? Yes, you probably need to use SKSE. I don't know about the other stuff. It's the alpha (early test) version, so it's best to let the creator and his testers handle it if you're not experienced. I'm sorry if I sound rude, but it's probably better to let this thread remain focused on the mod(s) themselves and not troubleshooting. yeah we must be patient for the best result ican't wait ^.^
darkdill Posted June 24, 2013 Author Posted June 24, 2013 So, the Bodychange mod is probably not ready to be distributed yet, but what about that new BBP skeleton (or whatever)? Is there a chance that could be distributed? I'm fine not having the Bodychange mod, but I'd really love to have that special BBP now if it's available. (If it's on the site I linked, sorry, but I can't read Chinese.)
Phygnos Posted June 24, 2013 Posted June 24, 2013 So, the Bodychange mod is probably not ready to be distributed yet, but what about that new BBP skeleton (or whatever)? Is there a chance that could be distributed? I'm fine not having the Bodychange mod, but I'd really love to have that special BBP now if it's available. (If it's on the site I linked, sorry, but I can't read Chinese.) They're both still being worked on, but HDT isn't at public testing yet. Google Chrome has a great "translate page" filter, by the way. That's how I did the copy/paste translation on page 1. As the guy working to get SOS working on females, I fully understand how annoying this is. And I'm just converting!
FastestDogInTheDistrict Posted June 25, 2013 Posted June 25, 2013 http://bbs.3dmgame.com/thread-3894902-1-1.html The above link contains some videos that are showing off this new BBP style, which seems to be totally Havok-reliant. Basically, you don't need your animations to be compatible; it'll still bounce. And it has a LOT of jiggling. I cannot see videos anywhere in the thread, no matter what I click on. Are they hosted somewhere else by any chance? (*Also - this site should get those cool little 3dmgames emoticons, they rock!)
Airock Posted June 25, 2013 Posted June 25, 2013 Hi, everyone. Quite surprise to find that our preview has been already known by LL. I am the author of the preview post and the two videos. The video releasd on 6.20 contains two mod, HDT Physics Extension and my BodyChange. HDT is creating a new skeleton with physics, not the same as TBBP or XPMS. HDT said that the XPMS set the bones of breast to a wrong position and because of the hkx animation, the bug is hard to be observed unless the character is killed. But don't worry about the compatibility. The chainmail I wear in the first video is TBBP needed and as you see it works quite well. Just as you know, the jiggling is no longed control by the hkx, but you don't need to change your animations because HDT just lock the animation of bones which control breast and hip. Almost all of the animation shown in the video is BBP or TBBP animations, and the animations of other bones still working well. The clothes use in the second video is CBBE BBP and UNPB BBP, so there is no hip jiggling. I don't know when it can be released but soon, maybe. The main amazing features have not been show yet, I mean the physics of hairs and skirt. We know some people said the jiggling is too ‘soft’ or exaggerated. Well, everyone has his or her favor and maybe ini setting file or MCM console will be added. So basically this means I dont have to go back and delete the breast and butt animation keys on my TBBP animations, because HDT ignores the breast and butt bone motion on the hkx file by locking the bones? Thank you so much for adding this compatibility. For the hair and skirt im assuming we will need a HDT mesh? Thanks for sharing your plans and work!
ElPsyCongroo Posted June 25, 2013 Posted June 25, 2013 Hi, everyone. Quite surprise to find that our preview has been already known by LL. I am the author of the preview post and the two videos. The video releasd on 6.20 contains two mod, HDT Physics Extension and my BodyChange. HDT is creating a new skeleton with physics, not the same as TBBP or XPMS. HDT said that the XPMS set the bones of breast to a wrong position and because of the hkx animation, the bug is hard to be observed unless the character is killed. But don't worry about the compatibility. The chainmail I wear in the first video is TBBP needed and as you see it works quite well. Just as you know, the jiggling is no longed control by the hkx, but you don't need to change your animations because HDT just lock the animation of bones which control breast and hip. Almost all of the animation shown in the video is BBP or TBBP animations, and the animations of other bones still working well. The clothes use in the second video is CBBE BBP and UNPB BBP, so there is no hip jiggling. I don't know when it can be released but soon, maybe. The main amazing features have not been show yet, I mean the physics of hairs and skirt. We know some people said the jiggling is too ‘soft’ or exaggerated. Well, everyone has his or her favor and maybe ini setting file or MCM console will be added. So basically this means I dont have to go back and delete the breast and butt animation keys on my TBBP animations, because HDT ignores the breast and butt bone motion on the hkx file by locking the bones? Thank you so much for adding this compatibility. For the hair and skirt im assuming we will need a HDT mesh? Thanks for sharing your plans and work! Yes, you are right. You don't need to do any change to your HKX files. For the hair styles and skirts or dress or something else, if you want to apply HDT's physics to them, the mesh should be attached to the new bones. So it will be a hard mission to update quite a lot of hair stlyes and clothes.
absoltekk Posted June 25, 2013 Posted June 25, 2013 Very excited about this mod. Was wondering if something like this would even be possible to make a few months back. Looking forward to the public beta release
Jerbsinator Posted June 26, 2013 Posted June 26, 2013 So this bodychange mod, does it give you the option to use the same bodies with different textures? I want to make a new character but I want to use SG textures but if I do it fucks up my original character so I was hoping something like this could just switch between textures on the fly. That would be really awesome.
remois Posted June 26, 2013 Posted June 26, 2013 I won't fight for HDT with sword, I'll win her heart with roses ♫ More seriously, I can't wait for the release... As for the face revert problem, doesn't ECE save your face info in some sort of slot? Couldn't it be reloaded?
ElPsyCongroo Posted June 26, 2013 Posted June 26, 2013 So this bodychange mod, does it give you the option to use the same bodies with different textures? I want to make a new character but I want to use SG textures but if I do it fucks up my original character so I was hoping something like this could just switch between textures on the fly. That would be really awesome. Same body with different textures? Anything different from putting diffterent textures file but the same meshes filies in two customsets' folders?
ElPsyCongroo Posted June 26, 2013 Posted June 26, 2013 I won't fight for HDT with sword, I'll win her heart with roses ♫ More seriously, I can't wait for the release... As for the face revert problem, doesn't ECE save your face info in some sort of slot? Couldn't it be reloaded? I'm sorry but I can't get your point.
FastestDogInTheDistrict Posted June 26, 2013 Posted June 26, 2013 http://bbs.3dmgame.com/thread-3894902-1-1.html The above link contains some videos that are showing off this new BBP style, which seems to be totally Havok-reliant. Basically, you don't need your animations to be compatible; it'll still bounce. And it has a LOT of jiggling. I cannot see videos anywhere in the thread, no matter what I click on. Are they hosted somewhere else by any chance? (*Also - this site should get those cool little 3dmgames emoticons, they rock!) * ... beel-ze-bump... *
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