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Fork of Bodyslide and Outfit Studio that "works" with Starfield.


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Posted
8 hours ago, BDNelson said:

I'm eagerly awaiting the day, which body mod is it worked around?

currently...
none :(
we need the community to agree on one. and especially avoid feature creep and not taking critisim well... looking at you SFF with having facegen data for a body mod xD

Posted

So if I understand right, without an actual main body this mod wont do much for the time being? I'm confused as to what we can actually do now, can you at least mess with the vanilla body with starqueen textures?

Posted
9 hours ago, sandmanalfa said:

So if I understand right, without an actual main body this mod wont do much for the time being? I'm confused as to what we can actually do now, can you at least mess with the vanilla body with starqueen textures?

from the description of BS on the nexus:
"BodySlide and Outfit Studio, a tool to convert, create, and customize outfits and bodies. Does not include any data, you need to get addons for the program (e.g. CBBE, see description)."
you can do the bare minimum like editing outfits till somebody add a dedicated body for it

Posted (edited)
On 6/1/2026 at 9:48 AM, Djlegends said:

currently...
none :(
we need the community to agree on one. and especially avoid feature creep and not taking critisim well... looking at you SFF with having facegen data for a body mod xD

I'm working with the vanilla body and it's actually pretty good compared to their previous games (aside from the feet, they're pretty bad), maybe a tad too low poly in the chest area, nothing a subdivide can't fix, though. It's compatible with the most popular clothing/armor packs from zone79 and kryozet, with starqueen textures and you also don't have to waste time converting all vanilla outfits to a different base shape, but just work on adding more custom sliders.

Edited by Jarka Ruus
Posted
15 hours ago, Jarka Ruus said:

I'm working with the vanilla body and it's actually pretty good compared to their previous games (aside from the feet, they're pretty bad), maybe a tad too low poly in the chest area, nothing a subdivide can't fix, though. It's compatible with the most popular clothing/armor packs from zone79 and kryozet, with starqueen textures and you also don't have to waste time converting all vanilla outfits to a different base shape, but just work on adding more custom sliders.

 

This.

 

Please, lets not get into the CBBE vs. UNP vs. FG vs. (place your proprietary body mod here) again. The right blend of sliders and any/all of those shapes can be created at the user level. No need for 6 different bodies for one game. And armor/clothing modders only need to create their work once. For a single universal body.

 

Some combination of these three mods in a single BodySlide-able body would be about perfect:

 

https://www.nexusmods.com/starfield/mods/15608?tab=description

https://www.nexusmods.com/starfield/mods/11607

https://www.nexusmods.com/starfield/mods/6293

 

But I won't hold my breath.

Posted
35 minutes ago, Jarka Ruus said:

Is it possible to load textures in OS? So far I haven't been able to.

Which version are you using? Should work

image.png.6bcfe4a7bd8dc2d90adf6edeecb08c48.png

Posted (edited)
12 hours ago, ozooma10 said:

Which version are you using? Should work

image.png.6bcfe4a7bd8dc2d90adf6edeecb08c48.png

I'm using the latest version from the nexus, 5.8.1.

 

Edit: Ok, pretty simple fix, when I selected the game folder I pointed it to the main folder, instead of the data folder.

Edited by Jarka Ruus
Posted

btw tell me if yall have any issues currently if so please make an issue page on my fork so i can fix it and relay it to ousinus!

Posted
On 6/11/2026 at 9:41 AM, Trykz said:

 

This.

 

Please, lets not get into the CBBE vs. UNP vs. FG vs. (place your proprietary body mod here) again. The right blend of sliders and any/all of those shapes can be created at the user level. No need for 6 different bodies for one game. And armor/clothing modders only need to create their work once. For a single universal body.

 

Some combination of these three mods in a single BodySlide-able body would be about perfect:

 

https://www.nexusmods.com/starfield/mods/15608?tab=description

https://www.nexusmods.com/starfield/mods/11607

https://www.nexusmods.com/starfield/mods/6293

 

But I won't hold my breath.

 

 

So are you thinking to have a clean singular "Physics Body" that

 

1. Either provides a hi-res mesh, or use vanilla mesh
2. Provides a good set of morph sliders for mesh from 1.
3. Provides/uses a skeleton with appropriate bones for physics
4. Works with vanilla UV's (so most body texture mods work)

Trying to understand where the actual gap is now and what would alleviate the issues it brings. 

It sounds like all the individual parts exist, Is it more just having a singular cohesive package that outfit authors can conceptually "target"? (ie like 3BA type deal?)


(although then its like "heres another body" which kind of goes against the initial desire to not many "bodies" in ecosystem)


 

Posted
5 hours ago, ozooma10 said:

 

 

So are you thinking to have a clean singular "Physics Body" that

 

1. Either provides a hi-res mesh, or use vanilla mesh
2. Provides a good set of morph sliders for mesh from 1.
3. Provides/uses a skeleton with appropriate bones for physics
4. Works with vanilla UV's (so most body texture mods work)

Trying to understand where the actual gap is now and what would alleviate the issues it brings. 

It sounds like all the individual parts exist, Is it more just having a singular cohesive package that outfit authors can conceptually "target"? (ie like 3BA type deal?)


(although then its like "heres another body" which kind of goes against the initial desire to not many "bodies" in ecosystem)


 

I can only speak for myself, but I'd say you're mostly right, a cohesive package is the only thing missing, there's many cool clothing mods, but sometimes they don't even support vanilla morphs. Same for body mods, there's a lots of them, but none received much support (aka new clothes/armors or clothes/armor conversions), which is why I would start from the vanilla body, or at least keep the base shape compatible with vanilla, as that's what most clothes/armor mods support.

Posted
13 hours ago, Jarka Ruus said:

I can only speak for myself, but I'd say you're mostly right, a cohesive package is the only thing missing, there's many cool clothing mods, but sometimes they don't even support vanilla morphs. Same for body mods, there's a lots of them, but none received much support (aka new clothes/armors or clothes/armor conversions), which is why I would start from the vanilla body, or at least keep the base shape compatible with vanilla, as that's what most clothes/armor mods support.

We could actually take the unp approach: the original sculpted the body to fit the original body along with respecting the vanilla textures and UVs

Cbbe is nice and all but it forced itself onto the vanilla body deforming the legs specifically causing animations to look out of place at time.

Posted
20 hours ago, ozooma10 said:

 

 

So are you thinking to have a clean singular "Physics Body" that

 

1. Either provides a hi-res mesh, or use vanilla mesh
2. Provides a good set of morph sliders for mesh from 1.
3. Provides/uses a skeleton with appropriate bones for physics
4. Works with vanilla UV's (so most body texture mods work)

Trying to understand where the actual gap is now and what would alleviate the issues it brings. 

It sounds like all the individual parts exist, Is it more just having a singular cohesive package that outfit authors can conceptually "target"? (ie like 3BA type deal?)


(although then its like "heres another body" which kind of goes against the initial desire to not many "bodies" in ecosystem)


 

 

Exactly this.

 

All supporting mods (armor/clothing/animation mods) all working with the same base body, maintaining consistency across the board.

 

No outfit texture oddities

No misaligned animations

No crunchy outfits or mangled textures

Minimal issues with visible seams (this seems to be the #1 problem across the board)

 

I understand the desire to make something "unique". But in the case of Starfield, that uniqueness causes more "limitation" than anything.

Like SFF and it's plethora of problems playing nice with other mods, and in some cases, even vanilla DLC content. Fans of SFF praise it's

earlier versions up and down. Very few like the later versions which include the facegen stuff. It simply breaks too much, and no one wants

to work with a mod that breaks other things.

 

Why? A vanilla compatible body with SFF's variety of morphs would be capable of creating a particular user's preferred shape.

BBL was the solution with too few options. If it contained a wider variety of morph options, mods like SFF or MWV would not

have been necessary.

 

For the record, I'm speaking on this from the perspective of a user. I don't know how much work is involved with all this. My modding

capability lies in a completely different area. I do know that it's likely not very easy. I also know that when you're creating something meant

for this kind of widespread use, sometimes it's best not to let the quest for uniqueness get in the way of quality, function, or compatibility.

Posted (edited)

To help illustrate the issues I was talking about, I took some shots of a fresh character.

 

Using the vanilla body with Starqueen textures, Extended Skeleton, BBL, Better Console, BMC and the config, I achieved this:

 

20260617132016_1.jpg

 

I did not make ANY adjustments in BMC. Everything you see here is the product of solely using Chargen. Physics are handled by the Jiggle Physics mod.

 

20260617132033_1.jpg

 

The face is using the vanilla head, Extra Face Sliders, and various beautification mods. I was quite pleased with these results.

 

My disappointment came after equipping clothing:

 

20260617154718_1.jpg

20260617154730_1.jpg

 

Back to the vanilla shape. This is obviously caused by the lack of consistency between the listed mods changing the morphs. Mostly the body in the clothing mods. The morphs used to create the nude body shape are not available to the clothing mod so it can retain the shape consistently.

 

1 vanilla body, and SIX external mods required to achieve basic results.

 

This is why Starfield desperately needs a dedicated BodySlide body loaded with the full suite of what was required to create this "baked in"(except the skeleton of course). I truly believe the creator of SFF is capable of achieving this. Unfortunately, he is too focused on the "uniqueness" of his mod. So his mod is doomed to die when an equally capable modder decides to blow it off Nexus with a proper body that clothing and animation modders can focus their efforts on without breaking half the game.

 

It will literally "change the game" and significantly advance the Starfield modding scene.

Edited by Trykz
Posted

Well, at least you managed to avoid having a visible seam halfway up her forearms. That's where my attempts usually come to grief.

 

But yeah. We need a unified body type. I was hoping Bodyslide would annoint one and it would become the de factor standard, but I'm not averse to waiting for one to emerge naturally.

Posted
54 minutes ago, DocClox said:

Well, at least you managed to avoid having a visible seam halfway up her forearms. That's where my attempts usually come to grief.

 

But yeah. We need a unified body type. I was hoping Bodyslide would annoint one and it would become the de factor standard, but I'm not averse to waiting for one to emerge naturally.

 

I can't say with 100% certainty, but I suspect the forearm seam is caused by mismatched morphs between the body and forearm meshes. Like trying to mix pieces of KZ's outfits with pieces of Z79's doesn't work. Not surprising since there isn't really anything universal to provide any consistency across different author styles like BodySlide did for Skyrim and FO4. 90% of everything worked together within a particular body type's style because the body used to create a given mod was the same base across countless other mods.

 

This is what needs to happen for Starfield.

 

But when you have thousands of assholes bitching and calling it a shit game because their specific expectations weren't met on launch day, it's not surprising that progress is slow still today. I strongly believe that if the Starfield IP had launched sometime between Skyrim and FO4, we'd likely be having an entirely different conversation.

Posted
1 hour ago, Trykz said:

But when you have thousands of assholes bitching and calling it a shit game because their specific expectations weren't met on launch day, it's not surprising that progress is slow still today. I strongly believe that if the Starfield IP had launched sometime between Skyrim and FO4, we'd likely be having an entirely different conversation.

 

It didn't help that Bethesda decided to play silly buggers with the CK release and the documentation for same to try and persuade everyone to use their mtx system. There was plenty of enthusiasm for modding before they started that shit.

 

Honestly, I'm torn between not staying where I'm clearly not wanted on the one hand, and making mods to spite them, since they clearly don't want adult mods or unverified modders.

 

God, that was salty. I had no idea I was still so annoyed about it. 

Posted
1 hour ago, DocClox said:

 

It didn't help that Bethesda decided to play silly buggers with the CK release and the documentation for same to try and persuade everyone to use their mtx system. There was plenty of enthusiasm for modding before they started that shit.

 

Honestly, I'm torn between not staying where I'm clearly not wanted on the one hand, and making mods to spite them, since they clearly don't want adult mods or unverified modders.

 

God, that was salty. I had no idea I was still so annoyed about it. 

tbh i'm still wondering where did this rumor about bethesda not want want adult mods... i don't think even todd said that at all since if they really cared about it they would have never let us create animations at all with havok for FO4 xD

Posted
2 hours ago, Trykz said:

 

I can't say with 100% certainty, but I suspect the forearm seam is caused by mismatched morphs between the body and forearm meshes. Like trying to mix pieces of KZ's outfits with pieces of Z79's doesn't work. Not surprising since there isn't really anything universal to provide any consistency across different author styles like BodySlide did for Skyrim and FO4. 90% of everything worked together within a particular body type's style because the body used to create a given mod was the same base across countless other mods.

 

This is what needs to happen for Starfield.

 

But when you have thousands of assholes bitching and calling it a shit game because their specific expectations weren't met on launch day, it's not surprising that progress is slow still today. I strongly believe that if the Starfield IP had launched sometime between Skyrim and FO4, we'd likely be having an entirely different conversation.

i'm still wishing for folks to do UNP way tbh. its the perfect body to apease both sides. people can download the base body to just have a better body that vanilla. if they want they can then download bodyslide addon if they want other vanilla outfits to use it etc etc.

Posted (edited)
8 hours ago, Djlegends said:

tbh i'm still wondering where did this rumor about bethesda not want want adult mods... i don't think even todd said that at all 

 

Well, it's not like any of our stuff is ever going to be on Bethesda.net, which is going to make it hard for a lot of use to get VC status. Which in turn makes it hard to get the documentation.

 

I don't know if it's policy or just a side effect of trying to monetize the modding hobbyists, but it surely did leave me feeling under appreciated for a while there. I doubt I'm the only one, either.

 

8 hours ago, Djlegends said:

if they really cared about it they would have never let us create animations at all with havok for FO4

 

Eh, I don't think they mind animations.  Someone wants to create some new poses, some interesting weapon animations, new aliens with their own movement sets, they're probably all for it. Doubly so if they go into paid creations that Bethesda can tax. But rainbow-hued as Bethesda seem to be these days, I expect they'd be just as happy not to see another Raider Reform School for Starfield.

 

Or maybe I'm wrong. Who knows?

 

Edited by DocClox
Posted
1 hour ago, DocClox said:

 

Well, it's not like any of our stuff is ever going to be on Bethesda.net, which is going to make it hard for a lot of use to get VC status. Which in turn makes it hard to get the documentation.

 

I don't know if it's policy or just a side effect of trying to monetize the modding hobbyists, but it surely did leave me feeling under appreciated for a while there. I doubt I'm the only one, either.

 

 

Eh, I don't think they mind animations.  Someone wants to create some new poses, some interesting weapon animations, new aliens with their own movement sets, they're probably all for it. Doubly so if they go into paid creations that Bethesda can tax. But rainbow-hued as Bethesda seem to be these days, I expect they'd be just as happy not to see another Raider Reform School for Starfield.

 

Or maybe I'm wrong. Who knows?

 

that idk... i don't see them revoking CK access to people here making smut locations like Neon revamp.
if they not doing that then they won't care what animations you making.
side note about bethesda proper animation tools: i was in the VC server for a min, asked the devs will they release it to the public and they did actually said they want to do it. problem is... like facefx... they have to gutt out majority of the proprietary content to avoid legal actions :(
at best we may get a broken buggy blender addon for it xD

Posted

I don't think they want to revoke access. I'm not even sure how they'd do that. I just think they'd be happy to discourage us.

 

Ah,whatever. It's not that big a thing. 

Posted
11 hours ago, Djlegends said:

i'm still wishing for folks to do UNP way tbh. its the perfect body to apease both sides. people can download the base body to just have a better body that vanilla. if they want they can then download bodyslide addon if they want other vanilla outfits to use it etc etc.

 

"Perfect" is highly subjective.

 

And therein lies the issue when it comes to body mods. No author "wants" to have to make their mod for 3-5 different bodies. They want to build their mod, put it out there, and move on to the next thing. It's the very reason I removed the option for body variety from my FO4 Droids mod, and settled on Fusion Girl in the end. The mod originally used a variety of robotic custom body parts and textures for 3 different body mods. It just got to be too much maintenance, and I just wanted to move on to the next content feature of the mod.

 

If a single body is "the" body, then everything maintains consistency across the entire SF modding scene because it's used for everything. Clothes, space suits, animation mods, everything. Because everything can reliably "align" to it without breaking a ton of other stuff.

 

The key is to pack it with as much customization as possible so the end user can create their own vision of "perfect". Take "subjective" out of the equation completely.

Posted
1 hour ago, Trykz said:

 

"Perfect" is highly subjective.

 

And therein lies the issue when it comes to body mods. No author "wants" to have to make their mod for 3-5 different bodies. They want to build their mod, put it out there, and move on to the next thing. It's the very reason I removed the option for body variety from my FO4 Droids mod, and settled on Fusion Girl in the end. The mod originally used a variety of robotic custom body parts and textures for 3 different body mods. It just got to be too much maintenance, and I just wanted to move on to the next content feature of the mod.

 

If a single body is "the" body, then everything maintains consistency across the entire SF modding scene because it's used for everything. Clothes, space suits, animation mods, everything. Because everything can reliably "align" to it without breaking a ton of other stuff.

 

The key is to pack it with as much customization as possible so the end user can create their own vision of "perfect". Take "subjective" out of the equation completely.

that i do agree on

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