Bamatias Posted June 9, 2020 Posted June 9, 2020 2 hours ago, NIND (jimmyyu) said: so to be clear, are you trying to make them into two separate pieces of armor? or are you just trying to make a single piece (with two meshes in it) take up two slots? You, can, you just need to be cognizant of what you have your textures assigned to. For example, my oily zap works by switching two bodies out. they are positioned in the list so that whichever you select, there will be a body mesh in the correct spot when it is built. Update: It took a lot of fighting to get that metal ring between the breasts to be even this symmetrical, but its coming along. NIND , I was going to ask for the convertion of this
NIND (jimmyyu) Posted June 10, 2020 Posted June 10, 2020 1 hour ago, Bamatias said: NIND , I was going to ask for the convertion of this TOO LATE! Now that you’ve asked, I’m gonna stop halfway and never convert it!
NIND (jimmyyu) Posted June 10, 2020 Posted June 10, 2020 Update: Yellow Girl is Done, and will be posted tomorrow. Bedtime!
johntrine Posted June 10, 2020 Posted June 10, 2020 9 hours ago, NIND (jimmyyu) said: All of these sexy sets I ported from SE: The issue comes up when there are scripts or more complex things in the ESP file..... I have somewhere in my notes the specific things that cause issues, but i'll locate that after dinner. @johntrine gnomod has only ported 3 of these, so if you want a project, have at it! so it CAN be done...uggh. but now i have to learn how to convert scripts for certain armor mods. btw, if the armor mod doesnt have any scripts, it cant just be ported over normally or or there any steps? (do note that just like retexturing, i have zero knowledge about this.) 9 hours ago, NIND (jimmyyu) said: SE is easy if its just armor. Fallout is hard as the default pose is different.....actually working on some in 3dsmax now. oh. you need other software to do it? i was hoping to be able to do it using outfit studio. i tried using move vertices to move the armor from one point to the arms... didnt work as well. not to mention i dont know how to convert texture and other stuff, so to make it easy as a test, i tried to convert the atomic body's version of slooty vault armor since the texture of it is similar to pre-existing slooty vault armor. just the armor mesh itself needs to be fixed and as you mentioned, this means fixing the hand part... URRGG!!! i hope (though doubt) that ornius adds an easy convert from fo4 to skyrim option. though wait... if theoretically, if you can make a new reference for outfit studio that goes "convert FO4 to Skyrim", could it work? i've found mention of reference that work the other way around, ie convert skyrim to fo4.
johntrine Posted June 10, 2020 Posted June 10, 2020 Spoiler 48 minutes ago, smit said: Mod-Sexy clothes (Final) UNP.Final update. Goodbye, everyone. Website: Part-1 Part-2 Direct link. Part-1 Google Part-2 Google Everything is done in the forge. List of mods that were used. H2135s Modern Series 4 Naver Collection CBBE TW3 female Armors zzjay The Witcher Yennefer by Team TAL Slut Princess Vtaw Utility Pack Crazy Belly 3 LSJ Kuwa by Laosiji TBBP Corset Stockings Lakota Armor (Melodic) Ooh-la-la Rodeo set Battle FM C5KEV GFB LH Vampire Retex MBO 0012 BY Team Tal Bridal Set Ada Wong Spy Outfit Neos Lei Fang & Christie Sun Glasses OE UNP Topmodel Pollice Officer Imo Megane — Glasses Phat Maid CBBE Naughty Red Riding Hood 2 XN_Slutdress Sinblood Velvet Rose Standalone Tostein Lingerie (Melodic) Heavy Metal Princess UNPCMHP High Poly 19219 liwu Stone Rogue 181212 liwu (star angel) Leah Lilith Jewelry ISOP Maid Servant Clothes CBBE-HDT Dancing Shadow Rose CBBE-HDT (COCO) Sexy punk Silver Fox armor Fox49 (GLT) The Feather CBBE BS UNP Jewelry Raven Witch armors Katarina Armor Lethal Majesty Gotha Rensa Particle Field 55accessory LB Lady clothing Newmiller Piercings Luba Skywings V4 Pearls Something Wicked MBO 0016 by Team Tal Apachii Divine Eligance Store FF12 Fran armor S&D black temptation ProType-Celia (Melodic) Vindicator catsuit HDT Test earring BDO Lady Ling-fsha123 LingLing LH cbbe Ultimate Lingerie Collection BlackSmith Pack UNPB LSJKuwa1 v1.0 UNPB Plaid clothes Hell armour SevenBase BBP UNP Mystic enchantress Bless MD 3001 S7B Lady Keaira Amazon armor Ashara princess Aradia Kato Daughter of War MBO 0045 by Team Tal Zoe complete Ranger armor unp Rogue Armor unp hd Stylish outfit CBBE (COCO) (GFB) ms_shirt CBBE Soldiers clothes Bounty Hunter H2135S Fantasy Series 2 CBBE HDT MBO 023 by Team Tal Tera Chrismas Woodsnows Shoes&Stosking cbbe Dark Wind S&D Shadow Walker Rangers Kyrill Armor UNPB Barbarian Explorer Charming High Heel v2.2 Kalilies Tumblr gifts pack S&D Mad Princess v2.0 set-3 Katrin Outfit Skin Tight Dragon Wear Fox 39 H2135s Fantasy Series 2 CBBE HDT UNP Fitness outfit Jennes mf Luxurious seduction Poser Sweet Lolita CBBE Lady Horus Guild Wars 2 Woodsnows Shoes&Stocking cbbe Adventures Mashup Compilation UNPB LLDing v2.0 Ruffle Lingerie CBBE UNPcm Soft Dream for v1.0 Servant Clothes CBBE HDT Craftable Panties Bras and Stockings (Coco) Modern Fashions_virgin Blacksmith 15216 Hotpants Bikini R18pn 08-Lingerie set Pure Elegance — Nocou TMR Cosplay-(Shadows of the Damned — Sexy Paula Outfit) FumoFumos Earrings 7B Jimmy Shoes skyver CBBE Darkhunter Bazoogas+after+School Black Rider kuzak нижнее белье unp DAZ3D Pumps and stocking hdt a nice collection. btw, just to be sure. is this mashup a unp or cbbe mashup? the name says unp but since this is a cbbe thread, i wanted to make sure.
Sorceress99 Posted June 10, 2020 Posted June 10, 2020 Crap, I had to go to the ER yesterday and lost track of who was asking what question and which ones were answered. @hawgdaddy, when you seperate pieces of an outfit, you have to give each piece a separate body slot. In Outfit Studio, open the partition window and asign a slot to each piece. Select the appropriate slot and apply. If the piece is set to 0 BP_Torso you can leave it that wayas its a generic slot that you define in the CK. Any other slot can be change. A two piece used as a single piece will usually be set to slot 32. When you divide them both pieces will use slot 32 so the bottom in changed to slot 52 and the top is left as 32. The rule of thum is slot 32 is use as the main body to which other items are attached according to their position on the body. I use 52 (pelvis or undergarment) for panties only and slot 49 (pelvis or outer garment) for pants, skrts, shorts so that you can wear panties under skirts. Once you set the slots in OS for each piece, you must use the same setting in the CK for each as well. If they don't match, they won't show in game or conflict with other equipped items. 0 BP_torso can be used in any slot. YOu asign which slot in the CK. The ) bp_torso top is set to slot 32 and the 0 BP_torso bottom is set to 52 in the CK. But if anyother slot is assigned to the item then it must match the one set in the CK. The problem with using the BP_torso is either works wells or conflictd everything. If you need to change BP_torso you need to change the line 'Skin Instances' to BSDismemberment. you can do so inNifskope by R-click SkinInstances and chose Block/Convert/Bethesda/BSDisMembermentSkinInstance Next open the BSDismemberment line and scroll down to "num partitions' and change the 0 to 1 Next line dbl clik Partitions (2 green aroows) and the line adds a + sign. Next clik the + sign and the next + to open a line to set the body type to whatever slot you need. Usually the first layer item that cover the breast uses slot 32 by default. Example is a two piece bra and jacket. While both cover the breasts, the bra is the first layer ans assigned to slot 32. The Jacket is assigned slot 47 which allows the jacket to cover the bra. 1
Sorceress99 Posted June 10, 2020 Posted June 10, 2020 1 hour ago, johntrine said: Reveal hidden contents a nice collection. btw, just to be sure. is this mashup a unp or cbbe mashup? the name says unp but since this is a cbbe thread, i wanted to make sure. A UPN collection. I converted all these pieces to CBBE HDT a while back. 1
johntrine Posted June 10, 2020 Posted June 10, 2020 1 hour ago, smit said: This is the body, the weight 0 UNP LOW and 100 UNPB CHAPI Website body so do the outfits have bodyslide files (in uunp)?
johntrine Posted June 10, 2020 Posted June 10, 2020 8 minutes ago, smit said: No. ah. ok. will try it out!
johntrine Posted June 10, 2020 Posted June 10, 2020 16 minutes ago, smit said: There is a part of the mod from Sorceress99 Go over true. but i use uunp. i come here sometimes since people here are more active and experienced. i suppose i could download the cbbe BS and convert it to UUNP BS. XD hey @Sorceress99, does your cbbe version require the original version? (also, i am guessing it is only part 1, yeah?)
AutVincereAutMori Posted June 10, 2020 Posted June 10, 2020 Greetings, unsung heroes. Does anyone have the BS files for this collection?http://mitakusaner.blog.fc2.com/blog-entry-1566.html
johntrine Posted June 10, 2020 Posted June 10, 2020 23 minutes ago, AutVincereAutMori said: Greetings, unsung heroes. Does anyone have the BS files for this collection?http://mitakusaner.blog.fc2.com/blog-entry-1566.html this one?
hawgdaddy Posted June 10, 2020 Posted June 10, 2020 9 hours ago, Sorceress99 said: Crap, I had to go to the ER yesterday and lost track of who was asking what question and which ones were answered. @hawgdaddy, when you seperate pieces of an outfit, you have to give each piece a separate body slot. In Outfit Studio, open the partition window and asign a slot to each piece. Select the appropriate slot and apply. If the piece is set to 0 BP_Torso you can leave it that wayas its a generic slot that you define in the CK. Any other slot can be change. A two piece used as a single piece will usually be set to slot 32. When you divide them both pieces will use slot 32 so the bottom in changed to slot 52 and the top is left as 32. The rule of thum is slot 32 is use as the main body to which other items are attached according to their position on the body. I use 52 (pelvis or undergarment) for panties only and slot 49 (pelvis or outer garment) for pants, skrts, shorts so that you can wear panties under skirts. Once you set the slots in OS for each piece, you must use the same setting in the CK for each as well. If they don't match, they won't show in game or conflict with other equipped items. 0 BP_torso can be used in any slot. YOu asign which slot in the CK. The ) bp_torso top is set to slot 32 and the 0 BP_torso bottom is set to 52 in the CK. But if anyother slot is assigned to the item then it must match the one set in the CK. The problem with using the BP_torso is either works wells or conflictd everything. If you need to change BP_torso you need to change the line 'Skin Instances' to BSDismemberment. you can do so inNifskope by R-click SkinInstances and chose Block/Convert/Bethesda/BSDisMembermentSkinInstance Next open the BSDismemberment line and scroll down to "num partitions' and change the 0 to 1 Next line dbl clik Partitions (2 green aroows) and the line adds a + sign. Next clik the + sign and the next + to open a line to set the body type to whatever slot you need. Usually the first layer item that cover the breast uses slot 32 by default. Example is a two piece bra and jacket. While both cover the breasts, the bra is the first layer ans assigned to slot 32. The Jacket is assigned slot 47 which allows the jacket to cover the bra. Maybe I wasn't being clear with my question. I am using the modified swimsuit in my game. The parts of the swimsuit are in the slots I want them to be in, and all are working properly and look great in the game. My question is this: How do I get the CK to work with the Mod Organizer virtual file system? In the CK, I used Nifskope to modify an armor body slot, changed it from 32 to 49. I then opened the CK, and in the armor dialog window, and changed the armor slot from 32 to 49. After that, I opened the ArmorAddon dialog. I changed the body slot to 49 under Biped Object. Then, still in the ArmorAddon dialog, I went to the Female Biped Model field. That's where you tell the CK where to find the nif in question. That's where I ran into problems. I directed the CK to look in the Mod Organizer virtual file system. Mod Organizer/mods/Famitsu/meshes... The CK threw an error, "invalid directory" I think it said. The CK apparenty expects nifs to be in Skyrim/data/meshes. To use the new armor in the game, I had to copy the Famitsu/meshes folder to the Skyrim/data folder. My question was never really about how to change body slots. The question is, how do I get the CK to follow a file path leading to Mod organizer/mods? Maybe I should have just repackedged the changed mod into a new zip file, and re-installed it with mod organizer. Now, why didn't I just do that before? Maybe I should try that tonight.
AutVincereAutMori Posted June 10, 2020 Posted June 10, 2020 6 hours ago, johntrine said: this one? Thank you, but they don't have the open dress. It's the one I'm looking for.
johntrine Posted June 11, 2020 Posted June 11, 2020 2 hours ago, AutVincereAutMori said: Thank you, but they don't have the open dress. It's the one I'm looking for. wait... open dress... this one? i know it looks different but that is due to optional zap slider. 1
NIND (jimmyyu) Posted June 11, 2020 Posted June 11, 2020 1 hour ago, johntrine said: wait... open dress... this one? i know it looks different but that is due to optional zap slider. not zaps, alternate textures added by me. 1
Sorceress99 Posted June 11, 2020 Posted June 11, 2020 8 hours ago, hawgdaddy said: . My question was never really about how to change body slots. The question is, how do I get the CK to follow a file path leading to Mod organizer/mods? Maybe I should have just repackedged the changed mod into a new zip file, and re-installed it with mod organizer. Now, why didn't I just do that before? Maybe I should try that tonight. Oh, sorry. I would think it should but have never had a reason to use another directory other than normal game routes. Don't use MO either. What reason would you need to use the MO route anyway?
Bamatias Posted June 11, 2020 Posted June 11, 2020 On 6/10/2020 at 1:26 AM, NIND (jimmyyu) said: TOO LATE! Now that you’ve asked, I’m gonna stop halfway and never convert it! ?? 1
hawgdaddy Posted June 11, 2020 Posted June 11, 2020 3 hours ago, Sorceress99 said: Oh, sorry. I would think it should but have never had a reason to use another directory other than normal game routes. Don't use MO either. What reason would you need to use the MO route anyway? I like MO. I think it's much easier to keep track of my mods. It's really handy for keeping the mods organized and finding problems with load order and unwanted overwrites. The previously described problem is a downside, though. I haven't used NMM in years, but always thought it was pretty clunky.
NoNickNeeded Posted June 11, 2020 Posted June 11, 2020 7 minutes ago, hawgdaddy said: I like MO. I think it's much easier to keep track of my mods. It's really handy for keeping the mods organized and finding problems with load order and unwanted overwrites. The previously described problem is a downside, though. I haven't used NMM in years, but always thought it was pretty clunky. You have to set it up in MO and start it from there, like you would BodySlide, FNIS or WryeBash. Here's what it looks like in my MO: 2
NIND (jimmyyu) Posted June 11, 2020 Posted June 11, 2020 NIND's CBBE Bodyslide Standalone Angelic Archon Nanael @O_O Changes Made: +Comes with all Zaps on Original Nanael Armor (See Previews) +Additional Armor Zaps +Zappable Helmet and Wings +Oily Option Available -Removed Original Armor and Weapon Pieces from ESP (They are in the full original pack 2
johntrine Posted June 11, 2020 Posted June 11, 2020 @NIND (jimmyyu) @Sorceress99 alright, if you see this, i need help with some conversion work. to be exact with weighting armor. when i convert an armor from cbbe to uunp sometime there are parts that turn out to lose their weight and i have to repaint weight. what i want to know is 1) how to decide what part is to be painted with what. 2) should painted part overlap (when i see the armor pre conversion to check the bones, there are parts where the weights overlap like in a dress in b/w the leg part, there are place where left and right thigh weight is overlapped but if i do so, the end results ends up with a glitchy mess. 3) when i paint weight, i can only do so in blue color but by default there seems to be various tones of weight color like green red and blue, is only being able to paint dark blue normal or am i missing knowledge. there are other things that i would like to ask, but these ones are more important as i am stuck on 2 to 3 conversions due to this.
NIND (jimmyyu) Posted June 11, 2020 Posted June 11, 2020 47 minutes ago, johntrine said: @NIND (jimmyyu) @Sorceress99 alright, if you see this, i need help with some conversion work. to be exact with weighting armor. when i convert an armor from cbbe to uunp sometime there are parts that turn out to lose their weight and i have to repaint weight. what i want to know is 1) how to decide what part is to be painted with what. 2) should painted part overlap (when i see the armor pre conversion to check the bones, there are parts where the weights overlap like in a dress in b/w the leg part, there are place where left and right thigh weight is overlapped but if i do so, the end results ends up with a glitchy mess. 3) when i paint weight, i can only do so in blue color but by default there seems to be various tones of weight color like green red and blue, is only being able to paint dark blue normal or am i missing knowledge. there are other things that i would like to ask, but these ones are more important as i am stuck on 2 to 3 conversions due to this. Any given vertex can be weighted with 4 different bones in the engine.... some bones overlap. Color shows the strength of the weighting or "How sticky" the mesh is to the skeleton being animated. You can change the intensity of the bone weighting applied by increasing the strength slider on the brush. Most painting should be done automatically and then adjustments should be made. See minute 20 and on here: 2
song huan Posted June 11, 2020 Posted June 11, 2020 NIND(jimmyyu)在2020/5/15在PM7点53分说: NIND的CBBE Bodyslide独立版 Augege Black Sun Huichi SMP(必需) 黑色着装型服装 可能会或可能不会花费30%的制作时间在mod页面上摆姿势并拍摄照片,大声笑。 @pandaling 进行的更改(除BS之外: -内裤风格改变GSTRING-添加了透明连衣裙- 添加了前排连衣裙-添加了油性 注意:该服装的SMP 实际上在前部(下腹部)附近有点不好,在并且运动过多时会有一些夹数伤。 信用增强 非常好,剪切效果好,透明度高! 3
johntrine Posted June 11, 2020 Posted June 11, 2020 Spoiler 1 hour ago, NIND (jimmyyu) said: Any given vertex can be weighted with 4 different bones in the engine.... some bones overlap. Color shows the strength of the weighting or "How sticky" the mesh is to the skeleton being animated. You can change the intensity of the bone weighting applied by increasing the strength slider on the brush. Most painting should be done automatically and then adjustments should be made. See minute 20 and on here: so i went through that and your other video (some very useful info that i didnt know and got to learn btw.) my question still remained unanswered. the problem i am facing is... you know when you save an outfit after the whole copy bone weight and conform all and the game tells you that there is unweighted vertices. that happened to me an now i have to weight them. i did do that but seems like that due to my lacking knowledge, i've incorrectly weighted parts of armor (like in haku wedding dress, i weighted back bow in such a way that if you jump, parts of bow was pulled and stretched by elbow... yikes.)
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