Mookeylama Posted March 4, 2024 Posted March 4, 2024 I’ve loved the underworld catsuit for years but never understood why none of the versions have boots w/ any heel lift. I’ve got every vers I can find, like 8+, and no boots have a lift. Those boots have a huge tall heel, and without NIO or something, they really make legs look stubby. I’ve tried lowering the boot model and adding nio (this has worked well before) but the toes stretch badly. I think the toe node needs lowered but I do that, or remove the toe node, and it deforms the boots ingame. If anyone knows of a version with lowered boots, I’d be thankful. I’m back on oldrim atm, but can convert if it’s SSE ect. Or even better. If anyone can tell me how to lower the boots myself without borking them, that’d be great as it’d help me w/ couple other boots. Thanks!
Yinkle Posted March 4, 2024 Posted March 4, 2024 (edited) 2 hours ago, Mookeylama said: Or even better. If anyone can tell me how to lower the boots myself without borking them, that’d be great as it’d help me w/ couple other boots. Thanks! For this method you need the "highheel resources" file from the CBBE SE mod on nexus. Open the boot project in outfit studio, click on the boots in the meshes pane, then menu>edit>remove skinning. Load your foot reference shape. Right click the boots in the meshes pane and select "move". Move the boots down until they align with the foot shape's heel (this is made easier if you click the icon for the boots mesh and make it a wire frame). Click on the feet in the meshes pane, then drag the "High Heels.bsd" from the highheel resources into the sliders pane. Then adjust this slider until the foot shape matches the boot shape. Then menu>slider>set base shape. Delete the high heel slider. From here it's just a matter of copying bone weights and sliders from the foot shape, then loading the body reference and weighting the area above the foot shape and conforming sliders. Edit: note that since you are moving the boots down, they will need reshaping to fit the calfs. Once you are done, you can delete the foot shape and be sure to set the biped slot for the boots to 37 (feet) as this is lost when you remove skinning. Then add your HH_OFFSET NiFloatExtraData node (4 should be about right for those boots). Edited March 4, 2024 by Yinkle 1
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