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ZBG - ZeX BodyGen & LooksMenu Morphs


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Posted
18 minutes ago, vaultbait said:

 

FusionGirl.esp has reappeared ...

Ok thank you for the answer vault

 

so if I understand fusiongirl.esp to keep and bodytalk3 it doesn't matter if it's not there !

Posted
8 hours ago, leduss said:

Ok thank you for the answer vault

 

so if I understand fusiongirl.esp to keep and bodytalk3 it doesn't matter if it's not there !

 

Before you delete plugins, disable it instead and see if your game launches and functions properly.

Posted (edited)
17 hours ago, vaultbait said:

 

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).



the BT3 ESP was empty and unnecessary as BT3 doesn't break headrears like Fusion Girl. It was an accidental leftover from the BodyGen system that wound up unused. I was assuming I'd need it to do a general Bodygen configuration for Males, but it looks like the system works as intended without it. 

BT3 does have an optional ESP that fixes Male Raiders (Or any Male who uses the dirty body textures) to use their own Normal and Specular textures) but it's named for the fix. 

Neither that file or the Fusion Girl ESP SHOULD BE converted to ESL since they override game resources and I don't think it'll work if it's renumbered/compacted to ESL. 

Edited by TheBottomhoodofSteel
Posted
5 hours ago, TheBottomhoodofSteel said:

the BT3 ESP was empty and unnecessary as BT3 doesn't break headrears like Fusion Girl. It was an accidental leftover from the BodyGen system that wound up unused. I was assuming I'd need it to do a general Bodygen configuration for Males, but it looks like the system works as intended without it. 

BT3 does have an optional ESP that fixes Male Raiders (Or any Male who uses the dirty body textures) to use their own Normal and Specular textures) but it's named for the fix. 

Neither that file or the Fusion Girl ESP SHOULD BE converted to ESL since they override game resources and I don't think it'll work if it's renumbered/compacted to ESL. 

 

Thanks for the clarifications!

 

I think compaction of plugins doesn't affect overridden forms since they're coming from other plugins anyway (I've created a number of ESL-flagged ESP plugins that override base game forms without issue), but yeah I'm not one to go compacting a plugin I didn't write and test thoroughly with that in mind much less advise someone else to. It's not like I'm running up against the active plugin limit.

Posted
3 hours ago, vaultbait said:

 

Thanks for the clarifications!

 

I think compaction of plugins doesn't affect overridden forms since they're coming from other plugins anyway (I've created a number of ESL-flagged ESP plugins that override base game forms without issue), but yeah I'm not one to go compacting a plugin I didn't write and test thoroughly with that in mind much less advise someone else to. It's not like I'm running up against the active plugin limit.

 

To add to vaultbait's warning - Don't use xEdit compact an ESP unless you know how to go through the scripts to check if any of the scripts have some of the form-ids hard coded.  (And if you're hitting the 255 cap for non-esl ESPs please post your load order so the rest of us can stare in awe at it.)

Posted
29 minutes ago, Arcane Wanderer said:

To add to vaultbait's warning - Don't use xEdit compact an ESP unless you know how to go through the scripts to check if any of the scripts have some of the form-ids hard coded.  (And if you're hitting the 255 cap for non-esl ESPs please post your load order so the rest of us can stare in awe at it.)

 

Not just scripts but also configuration and data files that might refer to the old form IDs (for example, furniture data in AAF XMLs).

 

I'm not really a fan of FO4Edit's form renumbering approach anyway. It seems to forcefully renumber all forms from the plugin even if they're already in the allowed range, unlike the FO4CK's compacting which only renumbers forms that are outside the allowed range and leaves the rest untouched.

Posted (edited)

Hi there ! Thanks for this mod, work pretty well for me. :D

 

But i have some question to clarify how it work. 

 

1 - Is there any option to control the generated bodies on named NPC ? I have some buddies that are really fat like Rhys and Wolfgang for now (started a new game) and im not liking the fact that their body have that much changed.

I kinda see on the "looksmenu bodygen preset" that is it possible through the "morphs.ini" file to change that, and i suppose this mod works kinda the same, right ? Problem is that i have no clue how i must write the different "codes" to make it work. If you can gives me an example (i use BT3 and FG)

2 - Then, can i build personnal bodies preset for NPC like cait / piper for example with this Mod and how to ? ^^

3 - Also i see that a NPC body changed with Bodygen in-game, is irreverssible, is that right? 

4- Also not sure if its still the case, but in some AAF animation, my character's body have changed (but i think i have fixed it by build the body with the zerosliders FG preset. Is that make sense ? 

 

(sorry if my question are stupids, im new to the F4 mod universe, so kinda lost at some points !)

Anyway thanks for the wonderfull tool ! :)

Edited by cibz013
Posted (edited)
7 hours ago, cibz013 said:

1 - Is there any option to control the generated bodies on named NPC ? I have some buddies that are really fat like Rhys and Wolfgang for now (started a new game) and im not liking the fact that their body have that much changed.

I kinda see on the "looksmenu bodygen preset" that is it possible through the "morphs.ini" file to change that, and i suppose this mod works kinda the same, right ? Problem is that i have no clue how i must write the different "codes" to make it work. If you can gives me an example (i use BT3 and FG)

 

It doesn't work "kinda the same," it works exactly the same because it's installing BodyGen configs. You can edit or replace them however you like. If you want to reset/reroll the morphs for a specific NPC, you can click on them while in the console to find their refID and then run this command:

 

cgf "BodyGen.RegenerateMorphs" 0a1b2c3d 1

 

(replacing 0a1b2c3d with whatever the refID is)

 

7 hours ago, cibz013 said:

2 - Then, can i build personnal bodies preset for NPC like cait / piper for example with this Mod and how to ? ^^

 

Go to the LooksMenu mod page and read the BodyGen configuration directions.

 

7 hours ago, cibz013 said:

3 - Also i see that a NPC body changed with Bodygen in-game, is irreverssible, is that right? 

 

Not irreversible, see the console command above to reset them.

 

7 hours ago, cibz013 said:

4- Also not sure if its still the case, but in some AAF animation, my character's body have changed (but i think i have fixed it by build the body with the zerosliders FG preset. Is that make sense ? 

 

During animations involving the player, AAF creates a body double to participate in the animation because the camera is tied to the player's actual reference. You can tell BodyGen to ignore that double just like configuring it to ignore the player ref. I do it by creating a Data\F4SE\Plugins\F4EE\BodyGen\AAF.esm folder and putting morphs.ini and templates.ini files similar to these inside it:

morphs.initemplates.ini

 

Edit: Just realized in one place I wrote BodyGlide (a brand of personal lubricant) instead of BodyGen. Seems my mind was farther into the gutter than usual!

Edited by vaultbait
Posted

Wow nice ! i think you gave me all the answers i needed. I cant give a try right now, but im hurry to look deeper on that, once ill be back to my home.

 

Thanks for the precious informations, you are incredibly helpfull !! ❤️ 

Posted

The elephant drive link for this and the Fusiongirl 1.89 file are broken.

 

All I get when clicking on the download button is this error message

 

This XML file does not appear to have any style information associated with it. The document tree is shown below.
<Error>
<Code>AccessDenied</Code>
<Message>Access Denied</Message>
<RequestId>VRXEVE13MMEE685B</RequestId>
<HostId>DjhvwIrvEeUsTyH3stgbO+88ggeWN+7Jc6saDiApmAcijhMXLrvick7TMBJlJcteiwXlMZpkv2M=</HostId>
</Error>
Posted
On 2/12/2023 at 1:09 PM, vaultbait said:

 

Hi again @vaultbait, just getting round to configuring the morphs and templates, I'm pretty much just adding a few on top of the ones you shared with me originally, played around with them and there's a lot of diversity! I can only assume it's because in the templates.ini, there seems to be multiple variables of the same template ie "fed" & "whale" (lol), ON TOP of what looks like random slider percentages. I remember these from the BodyGenGen.bat file I used from when I configured BodyGen originally with CBBE...

 

The sad news is that applying a 20% slider variable with that .bat file doesn't work with Fusion Girl presets, it just spits out the template as is, but in a format that works for template.ini.

 @17:30 if interested.

 

Now, my main question is to do with your morphs.ini, I can see that there's multiple instances of "Fusion-VanillaEsque-Scrawny" and "Fusion-VanillaEsque-Fed" etc... is there a reason to having those multiple times? When I did BodyGen previously my morphs.ini just had one template followed by the next and so on, no multiples. Just wondering if there's a particular reason behind this?

Hope all of this makes sense!

Posted
13 hours ago, nIn nIn nIn said:

The elephant drive link for this and the Fusiongirl 1.89 file are broken.

 

All I get when clicking on the download button is this error message

 

This XML file does not appear to have any style information associated with it. The document tree is shown below.
<Error>
<Code>AccessDenied</Code>
<Message>Access Denied</Message>
<RequestId>VRXEVE13MMEE685B</RequestId>
<HostId>DjhvwIrvEeUsTyH3stgbO+88ggeWN+7Jc6saDiApmAcijhMXLrvick7TMBJlJcteiwXlMZpkv2M=</HostId>
</Error>

 

Jep, same problem..

Posted
4 hours ago, CloudLambda said:

I can see that there's multiple instances of "Fusion-VanillaEsque-Scrawny" and "Fusion-VanillaEsque-Fed" etc... is there a reason to having those multiple times? When I did BodyGen previously my morphs.ini just had one template followed by the next and so on, no multiples. Just wondering if there's a particular reason behind this?

 

Good question! I did that on purpose, yes. The morphs.ini doesn't directly support probabilities, BodyGen just randomly chooses one of the listed templates which match the actor. In order to make some templates get used more frequently I listed them multiple times. This gives a slightly more realistic distribution (for me), where the median body shapes occur with greater frequency, while extreme body shapes are comparatively rare. It's sort of a hack, but it works.

Posted (edited)
5 hours ago, vaultbait said:

It's sort of a hack, but it works.

 

I'm here for these mad BodyGen skills! Would never have put 2 an 2 together, thanks for clarifying ?

Another question for you, did you manually apply the variations within the templates.ini? Was just wondering if there's an efficient way to do it, like with the old BodyGenGen.bat file?

Edited by CloudLambda
Posted
50 minutes ago, CloudLambda said:

Another question for you, did you manually apply the variations within the templates.ini? Was just wondering if there's an efficient way to do it, like with the old BodyGenGen.bat file?

 

I just did it by hand in a text editor, yes. I guessed what some reasonable ranges were for the different sliders based on how much the default templates adjusted them, then picked the original static values in each template as approximate midpoints for them. It was sort of a rush job, but it worked out well enough that I haven't bothered to do anything to it since.

Posted
13 hours ago, vaultbait said:

 

I just did it by hand in a text editor, yes. I guessed what some reasonable ranges were for the different sliders based on how much the default templates adjusted them, then picked the original static values in each template as approximate midpoints for them. It was sort of a rush job, but it worked out well enough that I haven't bothered to do anything to it since.

 

I see, many thanks again for sharing the work with us! I've only tested say about 2hrs with some New Saves and from what I can tell it definitely varies up the wasteland a lot more! ?

Posted (edited)

Hey again @vaultbait sorry to bug you aha!

A question on setting particular NPCs ("Heroes") to have preset body generation. The old morphs.ini I used from that CBBE BodyGen tutorial came with a bunch of NPCs in a list that had their FormID followed by a template of choice. This mostly worked where all of the NPCs in the list were from "Fallout4.esm".

 

So let's say I'd like to give Heather Casdin a template, so that she has a particular body as soon as I see her for the first time. Of course, there's a whole other convoluted way of creating a face & body preset.xml and using SLM to give her a particular face and body, but my first confusion is with morphs.ini. I believe the FormID for Heather would likely change if my load order changes, hence BodyGen not being able to find what it's been set to look for?

 

The second confusion comes from, after applying the setup in morphs.ini, is going in game just before seeing her, the game should build her from scratch but she just appears with her default body.

This is what I think should be appropriate for Heather, but I'm probably wrong:

https://imgur.com/63SYazc

 

And I've checked the f4ee.log, the only errors of which there are 8 roughly, are the ones that seem to miss anything to do with .tri files

Screenshot_4.jpg

Edited by CloudLambda
morphs.ini screenshot
Posted (edited)

Does anyone use Absolutely Skimpy Attire? Body morphs don't seem to be working with the FG conversion that I have.

Is there a clothing mod that is obsoletely sure to work that I can test out?

 

Edit: Defiantly the ASA conversion. Shame. I really like that set.

Any replacement suggestions?

Edited by jbezorg
Posted
On 2/20/2023 at 12:32 PM, CloudLambda said:

The old morphs.ini I used from that CBBE BodyGen tutorial came with a bunch of NPCs in a list that had their FormID followed by a template of choice. This mostly worked where all of the NPCs in the list were from "Fallout4.esm".

 

It should work with any plugin, not just fallout4.esm. As long as the morphs entry has the plugin name and relative base (form) ID for the NPC from that plugin separated by a "|" (pipe) character. Note that it's usually better to put those entries in a separate folder named the same as the plugin (including its extension), like Data\F4SE\Plugins\F4EE\BodyGen\llamaCompanionHeatherv2.esp\morphs.ini so that BodyGen will only try to add those morphs when that plugin is present and active in your game.

 

On 2/20/2023 at 12:32 PM, CloudLambda said:

So let's say I'd like to give Heather Casdin a template, so that she has a particular body as soon as I see her for the first time. Of course, there's a whole other convoluted way of creating a face & body preset.xml and using SLM to give her a particular face and body, but my first confusion is with morphs.ini. I believe the FormID for Heather would likely change if my load order changes, hence BodyGen not being able to find what it's been set to look for?

 

Load order shouldn't matter, BodyGen looks at the plugin name in the entry and considers only the last three bytes (last six hexadecimal digits) of the ID, it doesn't pay any attention to the first byte which encodes the plugin index in your save so you can just omit that portion entirely.

 

On 2/20/2023 at 12:32 PM, CloudLambda said:

The second confusion comes from, after applying the setup in morphs.ini, is going in game just before seeing her, the game should build her from scratch but she just appears with her default body.

 

It's not "seeing" her which triggers application of the body, it's when her reference gets loaded, which could be from quite a distance or potentially even "forced" by the mod when you're not in the same location at all. You can look in the f4ee.log (note that's "f4ee" not f4se, though it's logged to the same directory as F4SE's log) for possible errors, and you can also force BodyGen to reapply to her like I described earlier.

 

Without logs and some additional experimentation I can't make more than vague guesses as to why it's not working. Make sure you use the base (form) ID in the morphs.ini file, but the reference ID when calling BodyGen functions. Also double-check that Heather is actually using Fusion Girl and not some separate/unique body supplied by the mod.

 

Good luck!

Posted
On 2/22/2023 at 9:30 PM, jbezorg said:

Does anyone use Absolutely Skimpy Attire? Body morphs don't seem to be working with the FG conversion that I have.

Is there a clothing mod that is obsoletely sure to work that I can test out?

 

Edit: Defiantly the ASA conversion. Shame. I really like that set.

Any replacement suggestions?

 

I'm using that same conversion with FG 223 (latest version). Which outfits/parts aren't working for you? Maybe it's ones I haven't tried on, but I'm happy to double-check them in case it helps rule out the conversion as an issue.

 

Also make sure you (re)build it all in BodySlide with some FG preset (I stick to the zero sliders one for reference) and that the "build morphs" checkbox is checked. You can also use BodySlide's preview window to adjust the sliders up and down and make sure it's working. correctly out of game before testing in-game with LooksMenu's sliders.

Posted
26 minutes ago, vaultbait said:

 

I'm using that same conversion with FG 223 (latest version). Which outfits/parts aren't working for you? Maybe it's ones I haven't tried on, but I'm happy to double-check them in case it helps rule out the conversion as an issue.

 

Also make sure you (re)build it all in BodySlide with some FG preset (I stick to the zero sliders one for reference) and that the "build morphs" checkbox is checked. You can also use BodySlide's preview window to adjust the sliders up and down and make sure it's working. correctly out of game before testing in-game with LooksMenu's sliders.


Done that. Testing with a new character and the morphs work for clothing. Not for the naked body.

  • I've generated and regenerated the body makings sure "build morphs" was checked.
  • In BodySlide's preview. I messed with FG sliders on the naked body to make sure they work. They do.
  • I've gone through MO's data tab and deleted any FemaleBody.* file who's source isn't "FusionGirl" or wasn't generated by BodySlide.
  • In ZeX-ZBG-0223's morphs.ini I removed "Fallout4.esm|7=Fusion-ZeroSliders" to see if that fixes it.
  • I've reordered my load order countless times: "OCBP-2.2.5-ZeX4" before "FusionGirl" & "ZeX-ZBG-0223", "OCBP-2.2.5-ZeX4" after "FusionGirl" & "ZeX-ZBG-0223", and those combinations swapping the order of  "FusionGirl" & "ZeX-ZBG-0223".
  • If tried with and w/o MTM OCBP - OCBPC Physics and Collision Preset.
  • I've removed SAM, Photo Mode, and SAM Enhanced Animations.
  • I've removed Classy Chassis Outfits - Cheeky Casuals and it's FG conversion
  • Tried ZaZ-Extended Skeleton-3.5, ZaZ-Extended Skeleton-5, and ZaZ-Extended Skeleton-6
  • I've removed the CBBE slider sets.
  • Out of desperation I tried "cgf "BodyGen.RegenerateMorphs" 14 1" one time on a test character. Not on the current test character. Is that info stored anywhere?
  • I've updated LooksMenu.
  • I've updated BodySlide.
  • I've updated CBBE and CBBE 3BB and tried with and w/o those loaded.

After all that.

Every time I try "SLM 14". Clothing morphs. Body doesn't morph in game but morphs in BodySlide. 

 

Posted (edited)
3 hours ago, jbezorg said:

Done that. Testing with a new character and the morphs work for clothing. Not for the naked body.

  • I've generated and regenerated the body makings sure "build morphs" was checked.

 

You're sure you don't have any other female body replacers like CBBE also installed? It's possible you accidentally built the FG body but them later built CBBE and overwrote things while batch building clothing.

 

Do you have a unique body mod installed which keeps the player body mesh and textures separate from those used by NPCs? If so, you may need additional steps to rebuild the player's body.

 

3 hours ago, jbezorg said:
  • In ZeX-ZBG-0223's morphs.ini I removed "Fallout4.esm|7=Fusion-ZeroSliders" to see if that fixes it.

 

Quite the opposite, that's what prevents BodyGen from applying a random preset to the player. Though either way, LM morphs should continue to work.

 

3 hours ago, jbezorg said:
  • Out of desperation I tried "cgf "BodyGen.RegenerateMorphs" 14 1" one time on a test character. Not on the current test character. Is that info stored anywhere?

 

It's stored in the save, so shouldn't persist to a new playthrough. But also, if that didn't work then it's consistent with LooksMenu sliders not working since both utilize the same system.

 

3 hours ago, jbezorg said:

Every time I try "SLM 14". Clothing morphs. Body doesn't morph in game but morphs in BodySlide.

 

Edit: Just to confirm, what you're saying is that when wearing clothing from Absolutely Skimpy Attire the clothing morphs while the body does not. If naked or wearing clothing from the base game or another mod the body morphs just fine?

Edited by vaultbait
Posted (edited)
2 hours ago, vaultbait said:

Edit: Just to confirm, what you're saying is that when wearing clothing from Absolutely Skimpy Attire the clothing morphs while the body does not. If naked or wearing clothing from the base game or another mod the body morphs just fine?


I've dropped out all clothing mods to track this down. It's opposite. Which is really confusing AF because it's usually the way you've stated when there's a problem.

Wearing the base clothing that comes with FG the morphs work fine in Looks Menu. Naked the morphs don't work in Looks Menu. Put base cloths back on and we have morphs. BUT, In Bodyslide viewing the FG naked body, the sliders worked when I generated the body.

I'm cleaning house. Stripping out every clothing mod and body mod and starting over. There's got to be some leftover trash file that's messing things up.

Edit: Might as well validate the game files too.

P.S. Can't wait for the day when I have to do this for Starfield too.
 

Edited by jbezorg
Posted
51 minutes ago, jbezorg said:

I've dropped out all clothing mods to track this down. It's opposite. Which is really confusing AF because it's usually the way you've stated when there's a problem.

Wearing the base clothing that comes with FG the morphs work fine in Looks Menu. Naked the morphs don't work in Looks Menu. Put base cloths back on and we have morphs. BUT, In Bodyslide viewing the FG naked body, the sliders worked when I generated the body.

I'm cleaning house. Stripping out every clothing mod and body mod and starting over. There's got to be some leftover trash file that's messing things up.

Edit: Might as well validate the game files too.

 

Right, then this definitely sounds like something is causing the game to use a different body than you've built. Are you seeing the same thing with NPCs too, or just the player? If it's just the player (and maybe followers) then it sounds like one of the "unique body" mods.

Posted

Having issue where NPC can sometime spawn wide as a barn, is there a way to adjust/remove on how random NPCs bodygen go?

Apologies in advance if this is already answered.

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