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ZBG - ZeX BodyGen & LooksMenu Morphs


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Posted
18 minutes ago, TheHuntsman128 said:

I'm running into an issue that seems to me to be about the communication between BodySlide and the actual morphs in the game, but I could be wrong because I don't fully understand how BodySlide works... Anyway, the issue is that in BodySlide I have the "Fusion Girl - Athletic" morphs built (I think), but in game I am getting these bulky bodies with much larger, pointier breasts than I have set up in BodySlide. They don't line up at all with the preview I have there and I can't figure out where the problem lies.

 

Any help would be greatly appreciated!

 

By default, ZBG installs BodyGen configuration, which instructs LooksMenu to randomize the body shapes of NPCs as they load. You can either turn that off so that all NPCs end up with the identical default body shape you built in BodySlide, or read the LooksMenu mod page to learn how to tune the BodyGen configuration so that the results are whatever you desire.

Posted
20 minutes ago, vaultbait said:

 

By default, ZBG installs BodyGen configuration, which instructs LooksMenu to randomize the body shapes of NPCs as they load. You can either turn that off so that all NPCs end up with the identical default body shape you built in BodySlide, or read the LooksMenu mod page to learn how to tune the BodyGen configuration so that the results are whatever you desire.

I don't get the impression that that is what the issue is, since all of my NPCs have this same build (except for the pregnant ones, who ironically do have the more hourglass figure that I see in BodySlide).

 

Just to be safe, where would I go to turn off the BodyGen option, so that I can at least rule it out as a factor? I'm going to the LooksMenu page after this to see what I can learn there.

 

Thank you for continuing to help me with this, by the way!

Posted
20 minutes ago, TheHuntsman128 said:

I don't get the impression that that is what the issue is, since all of my NPCs have this same build (except for the pregnant ones, who ironically do have the more hourglass figure that I see in BodySlide).

 

Just to be safe, where would I go to turn off the BodyGen option, so that I can at least rule it out as a factor? I'm going to the LooksMenu page after this to see what I can learn there.

 

Thank you for continuing to help me with this, by the way!

 

Disable the ZeX-BodyGen.esp plugin provided by this mod, and LooksMenu will stop loading the included BodyGen configuration. But take note, any NPCs you've encountered so far will retain the randomized bodies which LooksMenu built for them, since these are baked into your save. You'll need to load a save from before you installed ZBG if that matters to you.

Posted (edited)

Same problem as others, v4 (because v5 not nanako compatible), the looksmenu show correctly all fg slider. But these sliders won't work on nude body.

 

I have my correct femalebody.nif / tri in character assets. The femalebody.nif as his ref to his .tri in first line. In the esp, my elin point correctly to his femalebody.nif... But I can't slide with looksmenu. It's like a body that was not conformed by example except it can be morphed in bodyslide.

 

 

 

 

Edited by brat175
Posted
15 hours ago, brat175 said:

Same problem as others, v4 (because v5 not nanako compatible), the looksmenu show correctly all fg slider. But these sliders won't work on nude body.

 

I have my correct femalebody.nif / tri in character assets. The femalebody.nif as his ref to his .tri in first line. In the esp, my elin point correctly to his femalebody.nif... But I can't slide with looksmenu. It's like a body that was not conformed by example except it can be morphed in bodyslide.

 

It's all working fine for me, but I'm using the v5 skeleton and no Nanakochan, so there's a chance that's related to your problem.

Posted
On 7/1/2022 at 5:41 AM, brat175 said:

Same problem as others, v4 (because v5 not nanako compatible), the looksmenu show correctly all fg slider. But these sliders won't work on nude body.

 

I have my correct femalebody.nif / tri in character assets. The femalebody.nif as his ref to his .tri in first line. In the esp, my elin point correctly to his femalebody.nif... But I can't slide with looksmenu. It's like a body that was not conformed by example except it can be morphed in bodyslide.

 

 

 

 

might something wrong with your order, i use ZBG on nanako FG works well.

  • 1 month later...
Posted
13 hours ago, leduss said:

Good morning all

 

I would like to know if a generous soul could tell me if these two bodygen files are correct?

 

 

I'm not sure what's up with the doubled || in a couple of your morphs.ini entries. Also some of your templates.ini entries seem to have stray spaces in their names which may not match the versions without spaces in morphs.ini.

 

But more importantly, the best way you can check these is to start the game and then check your f4ee.log to see if any bodygen parser errors are called out. Pay particular attention to the actor FormIDs as well (RefIDs won't work). You can look them up in the CK or with F4SE or in a running game by selecting the actor in Better Console and looking for the "base" ID info in the details on the left (toggle displaying that with the left Alt key when the console is up, I think?).

Posted
50 minutes ago, vaultbait said:

 

I'm not sure what's up with the doubled || in a couple of your morphs.ini entries. Also some of your templates.ini entries seem to have stray spaces in their names which may not match the versions without spaces in morphs.ini.

 

Thank you Vault for your help

 

the two bars in morphs.ini is a typing error that I hadn't seen!!!!

can you show me an example for templates.ini because I don't understand the problem?

 

cordially

Posted
21 minutes ago, leduss said:

can you show me an example for templates.ini because I don't understand the problem?

 

In your morphs.ini you have an entry like this:

 

All|Male|HumanRace=BT3-Average|BT3-Bodybuilder|BT3-Chubby||BT3-Muscular|BT3-Swimmer|BT3-Thin|BT3-Zero

 

But then in templates.ini there's this:

 

BT3 - Zero=Ankles@0.0, Arms@0.0, Balls@0.0, Breasts@0.0, BreastsSmall@0.0, BTAbDefinition@0.0, BTBack@0.0, BTBackArch@0.0, BTBallSize@0.0, BTBiceps@0.0, BTButt@0.0, BTButtWidth@0.0, BTCalves@0.0, BTChest@0.0, BTChestSmoothing@0.0, BTFootSize@0.0, BTHips-In@0.0, BTNippleSize@0.0, BTPectorals@0.0, BTRibcage@0.0, BTShoulders@0.0, BTStomach@0.0, BTStomachFat@0.0, BTStomachSmooth@0.0, BTThigh@0.0, BTToeSmaller@0.0, BTTraps@0.0, BTWaist-In@0.0, BTWaist-Smoothing@0.0, Butt@0.0, ButtCrack@0.0, ButtSmall@0.0, Erection@0.0, Legs@0.0, NippleDistance@0.0, NippleSize@0.0, ShoulderWidth@0.0, Waist@1.0

 

I don't think BodyGen will consider "BT3-Zero" and "BT3 - Zero" to be equivalent template names.

Posted
7 hours ago, vaultbait said:

 

In your morphs.ini you have an entry like this:

 

All|Male|HumanRace=BT3-Average|BT3-Bodybuilder|BT3-Chubby||BT3-Muscular|BT3-Swimmer|BT3-Thin|BT3-Zero

 

But then in templates.ini there's this:

 

BT3 - Zero=Ankles@0.0, Arms@0.0, Balls@0.0, Breasts@0.0, BreastsSmall@0.0, BTAbDefinition@0.0, BTBack@0.0, BTBackArch@0.0, BTBallSize@0.0, BTBiceps@0.0, BTButt@0.0, BTButtWidth@0.0, BTCalves@0.0, BTChest@0.0, BTChestSmoothing@0.0, BTFootSize@0.0, BTHips-In@0.0, BTNippleSize@0.0, BTPectorals@0.0, BTRibcage@0.0, BTShoulders@0.0, BTStomach@0.0, BTStomachFat@0.0, BTStomachSmooth@0.0, BTThigh@0.0, BTToeSmaller@0.0, BTTraps@0.0, BTWaist-In@0.0, BTWaist-Smoothing@0.0, Butt@0.0, ButtCrack@0.0, ButtSmall@0.0, Erection@0.0, Legs@0.0, NippleDistance@0.0, NippleSize@0.0, ShoulderWidth@0.0, Waist@1.0

 

I don't think BodyGen will consider "BT3-Zero" and "BT3 - Zero" to be equivalent template names.

Thank You Very Much for your help Vault it's fixed now

  • 4 weeks later...
Posted

I have a question about using the template.ini file.

 

For background, I have FG, BT3, and this file (thank you TBOS!).  I'd been testing out mods on a test game and couldn't figure out why NPCs had so many body shapes when I'd built specific male and female bodies in BS.  Finally figured out it was the bodygen plugin from this mod.

 

So variety can be good, but I don't want to stick with the default choices that come in the morphs and templates ini files.

 

Adding more BS presets to the morphs.ini is easy, as is removing the presets I don't want.

 

If I do that, do I need to add an entry to the templates,ini for every single preset that I want to use?  Or will the bodygen plugin read that information from the preset info in Bodyslide if I don't put it in?  What happens if I don't add template data?  I had a look at the BS and Looksmenu pages on Nexus, but it's still not really clear to me.

 

Just debating if I want to go for the variety, or just remove the bodygen plugin altogether and stick with one male and one female body type.

 

Thanks everybody for the assistance!

Posted
1 hour ago, travelmedic said:

I have a question about using the template.ini file.

 

For background, I have FG, BT3, and this file (thank you TBOS!).  I'd been testing out mods on a test game and couldn't figure out why NPCs had so many body shapes when I'd built specific male and female bodies in BS.  Finally figured out it was the bodygen plugin from this mod.

 

So variety can be good, but I don't want to stick with the default choices that come in the morphs and templates ini files.

 

Adding more BS presets to the morphs.ini is easy, as is removing the presets I don't want.

 

If I do that, do I need to add an entry to the templates,ini for every single preset that I want to use?  Or will the bodygen plugin read that information from the preset info in Bodyslide if I don't put it in?  What happens if I don't add template data?  I had a look at the BS and Looksmenu pages on Nexus, but it's still not really clear to me.

 

Just debating if I want to go for the variety, or just remove the bodygen plugin altogether and stick with one male and one female body type.

 

Thanks everybody for the assistance!

 

You define as many different templates as you want in templates.ini, but they don't get used unless you apply them in the corresponding morphs.ini file. BodyGen is a feature of the LooksMenu mod, and has no awareness of anything BodySlide uses. BodySlide templates and BodyGen templates are completely separate things.

 

If you want to create BodyGen templates from BodySlide templates, there are converters like BodyConvert which can help with that.

Posted
1 hour ago, vaultbait said:

 

You define as many different templates as you want in templates.ini, but they don't get used unless you apply them in the corresponding morphs.ini file. BodyGen is a feature of the LooksMenu mod, and has no awareness of anything BodySlide uses. BodySlide templates and BodyGen templates are completely separate things.

 

If you want to create BodyGen templates from BodySlide templates, there are converters like BodyConvert which can help with that.

 

OK, I think that answers my question.  Allow me to rephrase it just to make sure I'm really getting it.

 

I had assumed I would have to apply each individual template in the morphs.ini file, so you confirmed that.

 

What I wasn't sure about was the templates.ini file.  You cleared up for me that BS templates and BG templates are completely separate, and that the ZBG plugin wouldn't read from the BS preset.

 

I'll have to check out that BodyConvert mod and then decide how to proceed (either use a bunch of templates in BodyGen, or just stick to a single BS preset).

 

Thank you

Posted
47 minutes ago, travelmedic said:

 

OK, I think that answers my question.  Allow me to rephrase it just to make sure I'm really getting it.

 

I had assumed I would have to apply each individual template in the morphs.ini file, so you confirmed that.

 

What I wasn't sure about was the templates.ini file.  You cleared up for me that BS templates and BG templates are completely separate, and that the ZBG plugin wouldn't read from the BS preset.

 

I'll have to check out that BodyConvert mod and then decide how to proceed (either use a bunch of templates in BodyGen, or just stick to a single BS preset).

 

Thank you

 

That sounds right, yes.

 

Note that if you get good with designing BodyGen templates, you can take advantage of slider ranges to provide unique variation among NPCs while using fewer templates. Even something as simple as just adding BodyFat@0.0:0.5 to the example FG templates can create a lot of different-looking bodies in-game.

Posted

That BodyConvert tool is definitely helpful - I was able to convert and add several presets to my templates file.  The only drawback is that it doesn't seem to detect the presets that are added through MO2, I had to copy and paste manually.

  • 2 months later...
Posted (edited)

Works almost perfect, the only thing what’s bothering me using Bodygen are “invisible dead npc bodies” (floating hands, head) - after looting bodies becomes visible.

 

Am I doing something wrong? 
 

Do I need this assorted-mods-by-invictusblade
 

My apologies, my English isn’t great ?

 

//Gonna try tomorrow fresh start with zeroed sliders (that’s the only thing I didn’t do last time) and with completely rebuilt modlist.

Edited by Havlis
Posted
2 hours ago, Havlis said:

Works almost perfect, the only thing what’s bothering me using Bodygen are “invisible dead npc bodies” (floating hands, head) - after looting bodies becomes visible.

 

Am I doing something wrong?

 

Nope, it's a bug in LooksMenu's BodyGen feature which has never been fixed. Something to do with whether clothing gets added to the dead NPC after they spawn (sometimes unequipping clothing from them will suddenly cause their bodies to reappear).

 

2 hours ago, Havlis said:

 

He claims to have solved it with some mechanism added by Random Overlay Framework but I've as of yet been unable to confirm that for myself. Another solution is to add zero-slider morphs.ini entries for every single form a corpse ref is spawned from which is no small task.

  • 2 months later...
Posted

Hey @vaultbait just chiming in here for your advise, I'm currently converting from 3BBB over to Fusion Girl and I've got Bodygen set up and it all works as intended

Havn't done the full conversion yet as I'm just prepping the downloads in my mod manager and combing over any information I see, there's quite a few steps to jump through as it's not a simple cross-over which I'm sure you can appreciate lol!

 

So my question is, with the presets that I already have in my morphs.ini and templates.ini, they all hold presets for an ample variety of CBBE bodies. If I was to do the whole conversion without changing anything in this section...am I correct in assuming that when in-game this will cause some level of havok on the NPCs that the game/Bodygen generates as I traverse the world?

 

In lui of this idea, I started looking for some Fusion Girl body presets, and I think it's semi-confirmed my suspicions...

There was a post from @lee3310 above stating we need a Fusion Girl body preset page, the diversity of CBBE presets and Fusion Girl presets in comparison are still kind of...not there yet aha

Posted
30 minutes ago, CloudLambda said:

So my question is, with the presets that I already have in my morphs.ini and templates.ini, they all hold presets for an ample variety of CBBE bodies. If I was to do the whole conversion without changing anything in this section...am I correct in assuming that when in-game this will cause some level of havok on the NPCs that the game/Bodygen generates as I traverse the world?

 

I'm not exactly sure what you're asking, but the names of many sliders and their effective magnitudes are quite different between CBBE and FG, so using templates.ini entries with CBBE values will not achieve the effect you desire because BodyGen is going to ignore any slider names which aren't valid for the body and the ones it may recognize are likely to do something different with the old values supplied.

 

I personally just create a few variants of the default male and female BodyGen templates which make heavy use of random ranges, and then list some of them more times than others in morphs.ini in order to have a higher or lower chance of NPCs spawning with different ones. This is what's in my F4SE\Plugins\F4EE\BodyGen\Fallout4.esm folder if it helps give you ideas:

 

morphs.ini templates.ini

Posted (edited)
10 hours ago, vaultbait said:

 

I'm not exactly sure what you're asking, but the names of many sliders and their effective magnitudes are quite different between CBBE and FG, so using templates.ini entries with CBBE values will not achieve the effect you desire because BodyGen is going to ignore any slider names which aren't valid for the body and the ones it may recognize are likely to do something different with the old values supplied.

 

I personally just create a few variants of the default male and female BodyGen templates which make heavy use of random ranges, and then list some of them more times than others in morphs.ini in order to have a higher or lower chance of NPCs spawning with different ones. This is what's in my F4SE\Plugins\F4EE\BodyGen\Fallout4.esm folder if it helps give you ideas:

 

morphs.ini 2.3 kB · 3 downloads templates.ini 29.14 kB · 3 downloads

 

Ah amazing, yeah that's pretty much what I was trying to suss out, sorry for not being clear enough I was just spilling out the workflow in my head. Basically, my current morphs.ini and templates.ini are generated with a .bat file with CH5 Body Gen Kit.rar using various CBBE body presets from Nexus. So you've clarified that where FG reads sliders/values different to CBBE sliders/values...thus will likely make the NPCs in game look different to what is intended. Then again, every body is different right?

 

Thanks for explaining that, and also thanks for your 2 examples, they'll help! I should consider using more random ranges tbf...

Edited by CloudLambda
Mistook BodyConvert for Gen Bat Tool - too many tools + tiredness
Posted (edited)
54 minutes ago, CloudLambda said:

I should consider using more random ranges tbf...

 

Yes, I've seen people post configs with slews of very rigid templates, when you can get by with far fewer and have even more variation if you just turn many of the discrete values into small ranges. Obviously a chaos template with all sliders set to large random ranges will create surreal monsters, but if you make small ranges around already reasonable-looking presets it works quite well. Also some of the sliders, like BodyFat, are a bit more independent and can handle larger ranges regardless of what the rest of the sliders are set to.

Edited by vaultbait
Posted (edited)

Hello and thank you for your updates.

 

however I have a question do we still need the FusionGirl.esp and BodyTalk3.esp plugins?

 

Cordially

Edited by leduss
Posted
3 hours ago, leduss said:

do we still need the FusionGirl.esp and BodyTalk3.esp plugins?

 

FusionGirl.esp has reappeared in the new version of FG which was posted at the same time, providing the head part and texture set overrides for the headrear fix. The latest BT3 (from last month) does not have a corresponding BodyTalk3.esp however (and presumably doesn't need one).

 

Worth noting, the included ZeX-BodyGen.esp has no records other than a header, and could be trivially ESL-flagged if desired, likely with zero consequences. The plugin in the new FG has only one form of its own, but it's outside of the allowed range for a light master so would need renumbering/compacting in order to flag it ESL (and I don't know what the impact of doing that would be).

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