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Rubber Duck's PowerMorph Generator


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Rubber Duck's PowerMorph Generator

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🌟 Rubber Duck's PowerMorph Generator 🌟

 

Fallout 4 BodyGen - Simplified!

tool.png
 



📝 Overview

Rubber Duck's PowerMorph Generator is a powerful, user-friendly tool designed to simplify the process of using BodyGen in Fallout 4. Whether you're a seasoned modder or a curious newcomer, this tool eliminates the complexity of traditional setups and lets you enjoy diverse and immersive character customization - without breaking a sweat.

 

This tool is perfect for those players (such as myself) who want to use and experience BodyGen, but don't want to build all their meshes (outfits) with Zeroed-sliders body preset.



🤷‍♀️ What is BodyGen?

I've written a guide/documentation explaining both this tool and BodyGen. Check it out on GitHub Wiki page



🚀 Why Use RD's PowerMorph Generator?

Simplified Setup: No need to wrangle with confusing manual configurations
Seamless Integration: Works alongside your existing meshes without requiring zeroed sliders
Full Customization: Tailor the morphs to your exact preferences
Immersive Gameplay: Transform your game world with unique and varied characters



🔧 Features

✔️ Effortless BodyGen File Creation: Generate BodyGen files in minutes with an intuitive process
✔️ Compatible with Existing Setups: No need to rebuild your outfits or character meshes
✔️ User-Friendly Interface: Designed with clarity and simplicity in mind, perfect for modding veterans and beginners alike
✔️ Comprehensive Documentation: Includes detailed guides and a full Wiki for every feature



📥 Getting Started

  1. Check Requirements: Check the requriements and compare both editions offered (see Requirements)
  2. Download and Install: Follow the step-by-step instructions in the Installation Guide
  3. Configure Your Morphs: Use the tool to define or randomize BodyGen settings for your game. A full step-by-step guide is available on GitHub Wiki
  4. Enjoy!: Load up Fallout 4 and experience a richer, more immersive (diverse) world! 😄




📚 Documentation

Explore the Official Wiki on GitHub for in-depth guides, FAQs, and much more. Everything is well documented there in great detail, but easy to follow! 🤓



❤️ Support and Contribute

Like this project? Here’s how you can help:




⚖️ License & Source

This project is licensed under the GNU General Public License v3.0. The source code can be found in GitHub repository.


 

RedStar.png

 

Posted (edited)

Quick FAQ

 

Q: What is this?

A: This is a tool for generating and patching BodyGen files.

 

Q: BodyGen?

A: In essence, BodyGen is a system that (once configured and set-up) allows you to have a diverse game world where all the NPCs have different body shape(s) than the Player's body.

Find out more on the tool's GitHub Wiki page.

 

Q: Generating vs Patching BodyGen files?

A: In order to experience BodyGen properly, you must build all the meshes (clothes/outfits) using Zeroed-sliders body preset (preset that has all the sliders set to 0). The problem is that I, personally, have a bunch of specifically-modified meshes that simply cannot be 'just re-built'. This tool bypasses (patches) the generated files and grants you the ability to enjoy BodyGen without needing to re-build all the meshes with Zeroed-sliders body preset.

 

Q: What's the difference between SC and FD editions of the tool?

A: As stated in the official docs, both editions offered are identical in terms of options they offer. The only difference between the two is that FD edition requires .NET 8.0 (FD = Framework Dependant) whereas SC edition has no requirements (SC = Self Contained).

 

Q: I find it difficult to operate the tool!

A: That's not a question. Read the  usage guide, I wrote the guide as simple and as easy to follow as possible.

 

Q: The documentation is complicated!

A: It really isn't - I get it that the topic is complex, but I like to explain things very easily. I don't want to offend anyone, but the guide is written in such a way that even a 5-year-old could follow it.

 

Q: Where / how do I report issues?

A: I'm active on all 3 sites (GitHub, Nexus, LoversLab). I would love if you could open an issue on GitHub, but because not everyone has the account there, you can ask for support or report the issues here or on the Nexus page of the mod. Make sure to check the Reproting Bugs and Issues page!

 

Q: Documentation?

A: Documentation can be found here.

 

Q: False positives

A: It's possible that the downloaded files get flagged as false positives. In such cases, try to download the tool from GitHub Releases. If that doesn't work, simply add an exception or temporarily disable your antivirus software.

 

Q: TLDR Steps

A: Sure. In a nutshell, do the following:

  1. Download and install LooksMenu
  2. Download a few BodySlide body presets and save their XML files somewhere
  3. Use PowerMorph Generator to generate and (optionally) patch the generated files (patching is only available if you generate files first and load the body preset XML that you've used to build all the meshes)
  4. Once PowerMorph generation is done, regardless if you patched the files or not, you will have morphs.ini and templates.ini files
  5. Simply copy-paste (or cut-paste) both of these files into a new mod (create empty new mod in MO2; I don't know how to do that in Vortex, sorry)
  6. In that empty new mod, create directories F4SE/Plugins/F4EE/BodyGen/Fallout4.esm and paste the morphs.ini and templates.ini files into the Fallout4.esm directory
  7. Done!

 

Q: [question_goes_here]

A: I'll update this post in the future if the need arises. Feel free to suggest what else should I put here!

 

Last updated: 11/02/2025 - Added TLDR Steps

Edited by rubber_duck
Posted (edited)

Bugs and issues

 

  • None so far.

 

 

 

User Requests

 

  • No user requests yet.

 

 

 

Last updated: 10/02/2025 - Initial Active bugs / issues

Edited by rubber_duck
Posted
33 minutes ago, ruggsy9 said:

a false positive??? ran through two different anti viruses both blocked the mod under suspicious file. W32 found....what is that?

 

Huh, I have no clue... It's definitely a false positive. Try downloading from GitHub releases, maybe that one will be considered 'clean'.

Posted
1 minute ago, ruggsy9 said:

there is an error in how example is written which is causing the false pos. 

 

What 'example' are you talking about specifically? I'm going to need more information here. Feel free to share as many details as possible.

Thanks in advance!

Posted
5 hours ago, VenomousOuroboros said:

I'll ask the (potentially) dumb question:
What is the difference between the "SC" and "FD" downloads?

 

As described in the FAQ of the documentation, 'SC' stands for Self-Contained and 'FD' stands for Framework-Dependant.

 

SC edition has no requirements whatsoever, but it's larger in size.

FD edition requires .NET 8 to be installed on your system.

 

1 hour ago, Dojo_dude said:

So now we have THREE Bodyscaling type mods? One on Nexus, and two here. Must test to see which one is best for performance.

 

This is not a mod. It's a tool that manipulates BodyGen files and, as such, has no impact on in-game performance.

Posted (edited)

First, very nice tool and thank you for the amazing documentation (really, I encourage everyone to read it). It explains BodyGen perfectly, less technical so much easier to understand than reading expired's mod page.

 

Have you thought about splitting presets based on the body used? Like BodyTalk3/ AtomicMuscle -> Male, CBBE / True Wasteland Body / Fusion Girl / Atomic Beauty > Female?

 

I'm using MO2/Vortex now to disable the presets that are for male/female, but it's cumbersome and it would be awesome if your tool could read & parse the presets to know if they are for male or female. That way you can generate morphs for male and female.

 

Technical:

 

I'm sure you know that presets are XML and each have a set attribute (example xpath: SliderPresets/Preset[@set="AtomicBeauty"] or like SliderPresets/Preset[@set="CBBE Body"] ) and/or group element(s) you can inspect.

 

There's also edge cases, there are some mods that use bodyslide to change the power armor looks (like https://www.nexusmods.com/fallout4/mods/18417). a user could in theory save a preset for it.

 

Best functionality is if you would ask the user to select the female presets and and then the male presets. Maye add the set attribute for each choice so the user can then see what body it is for. That way you also handle the edge cases.

Edited by Langmans
Posted (edited)
1 hour ago, Langmans said:

First, very nice tool and thank you for the amazing documentation (really, I encourage everyone to read it). It explains BodyGen perfectly, less technical so much easier to understand than reading expired's mod page.

 

Have you thought about splitting presets based on the body used? Like BodyTalk3/ AtomicMuscle -> Male, CBBE / True Wasteland Body / Fusion Girl / Atomic Beauty > Female?

 

I'm using MO2/Vortex now to disable the presets that are for male/female, but it's cumbersome and it would be awesome if your tool could read & parse the presets to know if they are for male or female. That way you can generate morphs for male and female.

 

Technical:

 

I'm sure you know that presets are XML and each have a set attribute (example xpath: SliderPresets/Preset[@set="AtomicBeauty"] or like SliderPresets/Preset[@set="CBBE Body"] ) and/or group element(s) you can inspect.

 

There's also edge cases, there are some mods that use bodyslide to change the power armor looks (like https://www.nexusmods.com/fallout4/mods/18417). a user could in theory save a preset for it.

 

Best functionality is if you would ask the user to select the female presets and and then the male presets. Maye add the set attribute for each choice so the user can then see what body it is for. That way you also handle the edge cases.

 

Firstly, thanks for kind words! Glad my monster of a documentation proved helpful! 😅

 

Regarding your ideas - I'll definitely consider and implement something! Here are the details:

 

Spoiler

In essence, two (2) additions: Body Presets 'Auto-Get' feature and BodyType filter, if I got it right.

 

Body Presets Auto-Get:

  • Add the ability for the tool to dynamically get body XMLs from mod manager's directories (MO2 -> 'mods' directory), search recursively
  • Use those body XMLs for initial generation
  • Potential issue: There's a limit (BodyGen's limit) of 128 presets that could be used. What to do / how to handle cases where the function finds more than 128 XMLs?

 

BodyType Filter:

  • I could definitely add additional options as search parameters. The suggested function should have at least sex (male / female) and type (CBBE / TWB / Fusion / ...) filters and user should be able to modify it on the go.
  • Potential issue: I don't see a solution to creating multiple (male + female, for example) files at the same time. Those search parameters I've mentioned are used to filter out and get the actual values from the provided XMLs.

 

I put the details in the spoiler because it's somewhat technical.

 

Overall, thanks for the suggestion! I'll definitely look into it some more! Sadly, I cannot give the dates, but I definitely see how it would be beneficial to others!

 

Thanks again, hope to hear from you sometime in the near future! 😁

Edited by rubber_duck
Posted
38 minutes ago, sqarex said:

i have no clue what this does as this isn't really a mod i would use as a screenarcherer but this seems really neat, good job mate!

 

The best place to start and get the general idea of the topic (the problem + the solution, the tool) is definitely the documentation. Yes, it is somewhat long, but it's very easy to read and follow; do check it out!

 

Oh, and thanks for kind words, mate!

Posted (edited)
1 hour ago, rubber_duck said:

 

The best place to start and get the general idea of the topic (the problem + the solution, the tool) is definitely the documentation. Yes, it is somewhat long, but it's very easy to read and follow; do check it out!

 

Oh, and thanks for kind words, mate!

ill do that *even if* purely because of my technical intrest in this game, speaking of the documentation, not only is it really clean looking im very happy more and more people are doing them! i only ever put together one google doc about a semi-obscure glitch with cubemaps but still, thanks for making it o7

Edited by sqarex
edit is in the * * marks, frogror to add it
Posted
36 minutes ago, sqarex said:

ill do that *even if* purely because of my technical intrest in this game, speaking of the documentation, not only is it really clean looking im very happy more and more people are doing them! i only ever put together one google doc about a semi-obscure glitch with cubemaps but still, thanks for making it o7

 

Hey, you gotta start somewhere, right? 😅

 

If you need help, or have a suggestion - don't hesitate to reach out!

 

Thanks for the kind words, enjoy!

  • 2 weeks later...
Posted

This is an awesome mod tool!! Just want to share my thanks for the excellent documentation and ease of use. Really gave my game some variety giving this game another go in the NG update. 

Posted
13 hours ago, bossawesome said:

This is an awesome mod tool!! Just want to share my thanks for the excellent documentation and ease of use. Really gave my game some variety giving this game another go in the NG update. 

 

Glad to hear it, thanks! Enjoy it!

Posted

First of all, amazing work Mr. Duck. Detailed instructions and a super user friendly tool! It's as close to noob proof as I think you can get. Quick question though, when using xedit to grab the Editor ID's while using NPC replacer ESP's, should I write in morphs.ini the original esp | ID or the one loaded last? Thanks again for this awesome tool, you're out here doing the most.

Posted
8 hours ago, yuh176 said:

First of all, amazing work Mr. Duck. Detailed instructions and a super user friendly tool! It's as close to noob proof as I think you can get. Quick question though, when using xedit to grab the Editor ID's while using NPC replacer ESP's, should I write in morphs.ini the original esp | ID or the one loaded last? Thanks again for this awesome tool, you're out here doing the most.

 

Thanks for the kind words!

 

Regarding NPC FormIDs - it shouldn't matter, but I'd probably put the original plugin FormID. I tested both cases, and they both worked, but still - nothing beats the original, right? 😅

Posted
5 hours ago, rubber_duck said:

 

Thanks for the kind words!

 

Regarding NPC FormIDs - it shouldn't matter, but I'd probably put the original plugin FormID. I tested both cases, and they both worked, but still - nothing beats the original, right? 😅

Yeah I ended up going with originals and it worked, but still, hopefully someone finds this post if they have the same question. Really upped my immersion with your bodygen config tool thanks again!

  • 1 month later...
Posted

First of all, great tool. Really makes it a lot easier to create morphs and templates ini files.

No longer I have to manually convert XML to BodyGen presets and adding them to text editor one by one.

 

It's probably not belong here but I'll ask anyway, since you made this awesome tool.

Is there a way to assign a set of bodies not to "All" but to a group of specific NPCs?

 

Let's say I prepared some variants of slim bodies and I want to assign them only to Raiders, or some curvy bodies for Settlers.

I tried replacing "All" with Faction's and Non-Player Character's FormID, EditorID, and Name. Also tried using the plugin method. 

 

# Using Faction

1CBED|Female|HumanRace=Preset1|Preset2|Preset3

RaiderFaction|Female|HumanRace=Preset1|Preset2|Preset3

Raiders|Female|HumanRace=Preset1|Preset2|Preset3

 

# Using Non-Player Character

2898B|Female|HumanRace=Preset1|Preset2|Preset3

LvlRaider|Female|HumanRace=Preset1|Preset2|Preset3

 

# Using plugin method

Fallout4.esm|2898B=Preset3     - many of low level Raiders at the beginning have 2898B as the BaseID.

 

Nothing works. They were all still Zero. I was using brand new save when testing.

Is it possible to do this, or am I doing it wrong?

 

 

Posted
On 4/23/2025 at 11:23 PM, shortiron said:

First of all, great tool. Really makes it a lot easier to create morphs and templates ini files.

No longer I have to manually convert XML to BodyGen presets and adding them to text editor one by one.

 

It's probably not belong here but I'll ask anyway, since you made this awesome tool.

Is there a way to assign a set of bodies not to "All" but to a group of specific NPCs?

 

Let's say I prepared some variants of slim bodies and I want to assign them only to Raiders, or some curvy bodies for Settlers.

I tried replacing "All" with Faction's and Non-Player Character's FormID, EditorID, and Name. Also tried using the plugin method. 

 

# Using Faction

1CBED|Female|HumanRace=Preset1|Preset2|Preset3

RaiderFaction|Female|HumanRace=Preset1|Preset2|Preset3

Raiders|Female|HumanRace=Preset1|Preset2|Preset3

 

# Using Non-Player Character

2898B|Female|HumanRace=Preset1|Preset2|Preset3

LvlRaider|Female|HumanRace=Preset1|Preset2|Preset3

 

# Using plugin method

Fallout4.esm|2898B=Preset3     - many of low level Raiders at the beginning have 2898B as the BaseID.

 

Nothing works. They were all still Zero. I was using brand new save when testing.

Is it possible to do this, or am I doing it wrong?

 

 

 

I understand what you're trying to achieve, but sadly, cannot help. You could ask on some of the FO4 NSFW modding Discord servers.

 

Sorry, but I can't help :/

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