Jump to content

Outfit Studio/Bodyslide 2 CBBE Conversions


Recommended Posts

Posted
1 hour ago, NIND (jimmyyu) said:

 Most mods already have the Textures in DDS.  You just assign the texture by selecting it in nifskope and save.

 

well.. what i was referring to is that after we export it as a png and edit it in a gimp/ps program what do we do then?

Posted
45 minutes ago, RedMonika said:

 

well.. what i was referring to is that after we export it as a png and edit it in a gimp/ps program what do we do then?

 So if you did this part:

 

 

Spoiler

At this point we save our nif and locate the  (DIFFUSE) texture file being used in the mesh:

 

image.png.d6c7f45e32e875eea69698a71a210b81.png

 

Navigate to this file in your explorer and open it in GIMP.

(This can be easily done from NIfskope by double-clicking the purple icon next to the texture to open the directory and right-click opening the texture in gimp from there)

 

Make sure that this top option is uncheck when it is opening in gimp:

image.png.d6ebc55e06db059dbec1f955d93ae28e.png

 

or you'll get a bunch of unneeded extra layers in the program.

 

While your layout will be different you should see something like this in GIMP:

 

image.png.e34042789f97d49c2dc3d91ef64423f8.png

 

We'll next be adding a mask to hide and show parts of the texture.

 

When you export again it will replace the original .dds.

 

Basically you need to export to the same .dds file that the Nif is using, or you need to open the nif and change the path to the nif that you exported.

Posted

Tried SMP, Works nicely, thanks. But i kinda wonder if theres any way to tone down jiggling of ass/breast even further? (I chose the less bounciness but still (mostly ass) bounces way too much for my taste...)

Posted
4 hours ago, NIND (jimmyyu) said:

 So if you did this part:

 

 

  Reveal hidden contents

At this point we save our nif and locate the  (DIFFUSE) texture file being used in the mesh:

 

image.png.d6c7f45e32e875eea69698a71a210b81.png

 

Navigate to this file in your explorer and open it in GIMP.

(This can be easily done from NIfskope by double-clicking the purple icon next to the texture to open the directory and right-click opening the texture in gimp from there)

 

Make sure that this top option is uncheck when it is opening in gimp:

image.png.d6ebc55e06db059dbec1f955d93ae28e.png

 

or you'll get a bunch of unneeded extra layers in the program.

 

While your layout will be different you should see something like this in GIMP:

 

image.png.e34042789f97d49c2dc3d91ef64423f8.png

 

We'll next be adding a mask to hide and show parts of the texture.

 

When you export again it will replace the original .dds.

 

Basically you need to export to the same .dds file that the Nif is using, or you need to open the nif and change the path to the nif that you exported.

well... duh... that makes sense

Posted
9 hours ago, Mamango said:

Tried SMP, Works nicely, thanks. But i kinda wonder if theres any way to tone down jiggling of ass/breast even further? (I chose the less bounciness but still (mostly ass) bounces way too much for my taste...)

There is a program called "Just for fun" which allows you to adjust the values with a user-interface, rather than having to manually edit the xml files.

Posted
11 hours ago, NIND (jimmyyu) said:

NIND's CBBE Bodyslide  #151

Bikini Mage Armor LE

 

Greetings,

 

Sir, you are amazing. Thanks a lot for your work.

 

Regards, s3ngine

Posted
8 hours ago, KirilMarkova said:

Hey lord @NIND (jimmyyu) i have a request, take a look at these, from SE but what do you think? so many sexy outfit , can you do it? 


https://sunkeumjeong.wixsite.com/mysite/post/christine-risque-series

2021.01.31-17.10.png

2021.01.31-17.10_01.png

2021.01.31-17.10_02.png

2021.01.31-17.10_03.png

1020281835_ChristineRisqueSet.7z 355.67 MB · 5 downloads

 

I will do this both because it is ultra sexy and because I like feeling like royalty lol.

EDIT: all projects are made, now going through to weight and fix sliders:

 

image.png.b6c321bb65e9d5a90296f89c49bbb63c.png

Posted
On 5/10/2015 at 6:38 AM, shazor said:

Full conversion of Angelic Armor for HDT if anyone is interested. Just download and install and you are good to go. Search for "Angelic" in the console.

 

 

 

There shouldnt be any clipping anymore but the stockings still could clip so keep an eye out and if possible im gonna fix it or someone else who can and want to fix it.

 

http://www.mediafire.com/download/6h6dm4d9z68ux5f/Angelic+Armor+HDT.rar

 

or use https://mega.nz/#!0chRWDBY!xk7HQdLsbpWxFi87f4w_6hxGvLQa1SEinyBc5pLGF3I

Some one can re-up this Angelic Armor for HDT?

Posted
10 hours ago, stillsnow said:

Generally he does.

 

4 hours ago, Jaymeezy said:

conversion of the year for me

Guys, if you are going to post this much in the way of pics (and I like the pics, btw) please put them in a spoiler. Remember a month ago when the site was as slow as molasses in wintertime? Using spoilers is one of the things we can do to help prevent that from happening again.

Posted
4 hours ago, Psalam said:

 

Guys, if you are going to post this much in the way of pics (and I like the pics, btw) please put them in a spoiler. Remember a month ago when the site was as slow as molasses in wintertime? Using spoilers is one of the things we can do to help prevent that from happening again.

My apologies. I’m not really sure how to do that.

Posted
2 minutes ago, Jaymeezy said:

My apologies. I’m not really sure how to do that.

Let me say that the following information and other like it can be found in my blog, Navigating LL for Newcomers (and Others) - the link is in my signature below. It can also be found in the Community Forum under General Discussion.

 

To use a spoiler:

1) Open up just as if you were going to post normally. Perhaps you want to type in some text to explain what you're putting in the spoiler.

2) Move to the next open line and use your mouse to hit the eyeball icon on the bar above the text (where it says Source...Size...Font, etc. - The eyeball is immediately to the left of the smiley face emoji icon). Click on the eyeball icon.

3) Be certain that the cursor is now inside the spoiler box you've just opened. If not, use your mouse to put it there. Then place your pictures (I assume you are using Ctrl+V, not that it really makes any difference) in the box and you're done.

 

You can now navigating below the box and add more to your post if desired/needed.

Posted
On 1/31/2021 at 12:58 AM, NIND (jimmyyu) said:

NIND's CBBE Bodyslide  #151

Bikini Mage Armor LE

 

Greetings once more,

 

If I may, I would like to ask a question regarding the Bikini Mage Armor which NIND so skillfully ported. Perhaps somebody else ran into a similar situation and has more experience in this matter:

 

How would one go about creating multiple versions (read: different variations of zaps, of which there are many in this armor) of the Bikini Mage Armor to use ingame without having to reslide it every single time and thus actually losing the old version?

 

Here is what I did:

1) Use BodySlide to set the zaps to the preferred combination, then build the outfit

2) Rename the resulting .nif files (for instance "mageapprenticerobesf_0" to "mageapprenticerobesf_A_0")

3) Create a new armature (ARMA) in the .esp and point it towards the newly renamed file

4) Create a new armor (ARMO) in the .esp and point it towards the previously created armature

4) Repeat steps 1 to 4 as often as deemed necessary, renaming the files B, C (and so on) accordingly

 

At first, I also renamed the .tri file created by BodySlide (the file responsible for morphing in-game) but I realized my mistake when none of the morphs were working. Obviously, despite renaming the .nif files, they would still point to the original .tri file.

Using any old .tri file from previous builds would not work either, since only the pieces (zaps) present in the particular outfit would morph, others would not.

The solution was to disable ALL the zaps in BodySlide (resulting in a jumble of pieces...which actually provided very modest coverage...oh, the horror o.O), then build the outfit and keep the resulting .tri file. One simply has to make sure not to overwrite it on building subsequent sets.

 

I apologize for this wall of text. If anybody took the time to read through that: Am I going to unnecessary lengths here and there is an easier way I simply fail to see? I admit that I haven't testet this thoroughly in-game yet, but at first glance, everything seems to be in order.

I would very much appreciate futher opinions on this topic. If not, that's fine too.

 

Regards, s3ngine

Posted
14 minutes ago, s3ngine said:

 

Greetings once more,

 

If I may, I would like to ask a question regarding the Bikini Mage Armor which NIND so skillfully ported. Perhaps somebody else ran into a similar situation and has more experience in this matter:

 

How would one go about creating multiple versions (read: different variations of zaps, of which there are many in this armor) of the Bikini Mage Armor to use ingame without having to reslide it every single time and thus actually losing the old version?

 

Here is what I did:

1) Use BodySlide to set the zaps to the preferred combination, then build the outfit

2) Rename the resulting .nif files (for instance "mageapprenticerobesf_0" to "mageapprenticerobesf_A_0")

3) Create a new armature (ARMA) in the .esp and point it towards the newly renamed file

4) Create a new armor (ARMO) in the .esp and point it towards the previously created armature

4) Repeat steps 1 to 4 as often as deemed necessary, renaming the files B, C (and so on) accordingly

 

At first, I also renamed the .tri file created by BodySlide (the file responsible for morphing in-game) but I realized my mistake when none of the morphs were working. Obviously, despite renaming the .nif files, they would still point to the original .tri file.

Using any old .tri file from previous builds would not work either, since only the pieces (zaps) present in the particular outfit would morph, others would not.

The solution was to disable ALL the zaps in BodySlide (resulting in a jumble of pieces...which actually provided very modest coverage...oh, the horror o.O), then build the outfit and keep the resulting .tri file. One simply has to make sure not to overwrite it on building subsequent sets.

 

I apologize for this wall of text. If anybody took the time to read through that: Am I going to unnecessary lengths here and there is an easier way I simply fail to see? I admit that I haven't testet this thoroughly in-game yet, but at first glance, everything seems to be in order.

I would very much appreciate futher opinions on this topic. If not, that's fine too.

 

Regards, s3ngine

That is the fastest way yes...... the most efficient (if you wanted to make more outfits for each) would be to make a sort of "Source NIF" with all the parts of the outfit on it, (with alpha enabled) and then making retextured outfits in the esp that applied a 100% transparency texture to different parts of the outfit (effectively making them invisible.)

 

If you have never done transparencies with textures before, please see method 2 of this tutorial:

 

 

Posted

I looked around for a few hours and Karter's Steam/Engineer mod is the only outfit of theirs I haven't been able to find for CBBE. Any chance someone is interested in converting it or has a link for a CBBE conversion? Thank you! Here is the original mod.

Posted

Hi guys, sorry for my English, has anyone seen leather pants, leggings, with a high waist? Somebody can backport only the leggings with vtaw5?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...