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


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Posted
12 hours ago, Krixost said:

Hi everyone. I have been thinking about this for some time now. We (Da and I) have a female and male that will work with Starfield. It seems most of the morphs line up but the naming is different from what we found. This is in T-Pose currently, but I am making an A-Pose for the modern Epic skeleton. The Epic A-Pose and the BGS A-Pose are similar but not exactly the same. I don't have the tools nor patience for all the BGS NIF gimmicks and Starfield's mesh process is even more strange.

 

So, if you think you have the tools process for Starfield down then I have a very good body mod. I will post some pics and specs. I will donate both to the project. Source is Blender 4.2.3 LTS and GIMP 3. Textures are 4096x4096 single atlas with very nice layering of body effects. Male and Female use the exact same atlas. Only difference is the gens. I have realistic cum textures as well. This is a fully ready body model. Rig it to Starfield rigs and go. I don't understand how Starfield handles the body texture layering. These are set up to be sort of like the CBBE Fallout 4 body texture replacer. Make it all in GIMP then export to PNG then convert to DDS.

 

Note: These bodies took around 7 years to get right. The morph source files will not be provided. You can extract them from the Blender Shapekeys if you want to. Hair shown below is not included. Starfield's hair will fit this head closely. There are some Starfield head shape morphs I do not have in the body but are easy enough to make. You will notice below that Child and Puberty body morphs are also included. Same body.

 

I am very good at weight painting so if a Blender 4.2.3 LTS file with the Starfield rigged body (1 for Male and 1 for Female) I can help make sure the skinning is perfect. 

 

Starfield Genesys Body. SGB if you want an acronym.

 

These are not to be sold but for Starfield, LL, and Nexus I give permission for use and rigging.

 

Let me know if someone is serious and interested. Send a PM and I can give my email and package this up on my host folder for transfer. I can have the modern Epic A-Pose done tomorrow.

 

*hugs* K.

 

image.png.ad7bad2d8b7a2c0de5178e05e7b5f7cf.png

 

image.png.031744b6622d03f4e456bd47b05f350c.png

 

image.png.ece3022d1b17c038e8fbb3854d000fb7.png

 

image.png.56714a90d62d2564a18a25645fb76653.png

 

image.png.3df72263ebdd19c23972524582626cdc.png

 

image.png.bc22906f194cd02782fefce36cbcc1b8.png

 

image.png.c41568c13f217af200ecd6bc34a18ca2.png

 

image.png.72082bf554128559e5f686912f329b66.png

 

image.png.a415cb913d5423a7cd56b294c7b9bf04.png

 

All of these included with associated GIMP 3 xcf files.

 

image.png.26a65049db13de4206e63ea48d1501aa.png

image.png.3e7eb176e389a1074322dc4cf1ed98ab.png

image.png.5d1fe9ca75bb24717abdbb3bac24066c.png

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um... you may know but are you aware of the slider cap for each morph.dat?

Posted

also how are you handling the neck seam for your body. unlike FO4 helliesh version it should be like skyrim seams but they still cutted it a bit too low...

Posted
15 hours ago, Krixost said:

Hi everyone. I have been thinking about this for some time now. We (Da and I) have a female and male that will work with Starfield. It seems most of the morphs line up but the naming is different from what we found. This is in T-Pose currently, but I am making an A-Pose for the modern Epic skeleton. The Epic A-Pose and the BGS A-Pose are similar but not exactly the same. I don't have the tools nor patience for all the BGS NIF gimmicks and Starfield's mesh process is even more strange.

 

So, if you think you have the tools process for Starfield down then I have a very good body mod. I will post some pics and specs. I will donate both to the project. Source is Blender 4.2.3 LTS and GIMP 3. Textures are 4096x4096 single atlas with very nice layering of body effects. Male and Female use the exact same atlas. Only difference is the gens. I have realistic cum textures as well. This is a fully ready body model. Rig it to Starfield rigs and go. I don't understand how Starfield handles the body texture layering. These are set up to be sort of like the CBBE Fallout 4 body texture replacer. Make it all in GIMP then export to PNG then convert to DDS.

 

Note: These bodies took around 7 years to get right. The morph source files will not be provided. You can extract them from the Blender Shapekeys if you want to. Hair shown below is not included. Starfield's hair will fit this head closely. There are some Starfield head shape morphs I do not have in the body but are easy enough to make. You will notice below that Child and Puberty body morphs are also included. Same body.

 

I am very good at weight painting so if a Blender 4.2.3 LTS file with the Starfield rigged body (1 for Male and 1 for Female) I can help make sure the skinning is perfect. 

 

Starfield Genesys Body. SGB if you want an acronym.

 

These are not to be sold but for Starfield, LL, and Nexus I give permission for use and rigging.

 

Let me know if someone is serious and interested. Send a PM and I can give my email and package this up on my host folder for transfer. I can have the modern Epic A-Pose done tomorrow.

 

*hugs* K.

 

image.png.ad7bad2d8b7a2c0de5178e05e7b5f7cf.png

 

image.png.031744b6622d03f4e456bd47b05f350c.png

 

image.png.ece3022d1b17c038e8fbb3854d000fb7.png

 

image.png.56714a90d62d2564a18a25645fb76653.png

 

image.png.3df72263ebdd19c23972524582626cdc.png

 

image.png.bc22906f194cd02782fefce36cbcc1b8.png

 

image.png.c41568c13f217af200ecd6bc34a18ca2.png

 

image.png.72082bf554128559e5f686912f329b66.png

 

image.png.a415cb913d5423a7cd56b294c7b9bf04.png

 

All of these included with associated GIMP 3 xcf files.

 

image.png.26a65049db13de4206e63ea48d1501aa.png

image.png.3e7eb176e389a1074322dc4cf1ed98ab.png

image.png.5d1fe9ca75bb24717abdbb3bac24066c.png

image.png.c0b8844231b031eaf5285d400e64aade.png

image.png.414b4b766e211402c8925390965fda92.png

image.png.c0aa9d8e4afa20073fb311faae4bf8a0.png

Finally! a body mod with great proportions hope your project comes to fruition great work btw! 

Posted
30 minutes ago, Krixost said:

I do not know that. I know that CBBE has a lot of sliders I don't have but yes there are many.

UE4.18+ UE5.7.4 (current ArchViz) Flax 1.12 Unigine 2.21  all have no issues with the Blendshapes (Morph Targets). I will go with a Skyrim/Fallout 4 professional on morph slider maximums.

 

Side but important note here. If we work together I can purposely rename and remove sliders that are a mismatch with Starfield. I am happy to help with this and very good skinning for joint bending.

 

 

A couple of things on this. A lot of trial and error as well. Me and Da both worked hard to figure out great seam hiding. This is what we came up with.

Some technical details:

  • This body is actually ME in a nifty 3D body scan. Then we set up a shell out of this very high poly mesh then used a hybrid mesh to snap vertices to in quads.
  • We decided to use DAZ Genesis 2 as the skin template and UV seam method. DAZ is terribly optimized for animation but has very good textures.
  • We used this to form up an atlas on one sheet/texture that can be layered and any NPC imaginable could be made from it.
  • Then we made the body shapes 1 at a time. Face expressions and everything shown are all vertex relative. Even the Child and Puberty.
  • That brings us to this point. T-Pose is what we chose but it seems there is a huge migration currently to use Epic's new Skeleton and Metahuman.
  • Our design has other features in it like pointed ears and very good nail beds for fingers and toes. We also have a super-efficient eye mesh with easy texture layering that looks very good but keeps away from the uncanny valley. They add depth and render very well in GI.
  • Seams. This was very important. We have no seams because of how we handled the texture scaling within the atlas and the vertex normals. The only seam that is noticeable is the top of the head seam when the engine (Blender Eevee is more noticeable) starts to LOD the Rendering resolution. In real time renderers like UE, Flax, and Unigine this is very difficult to see. Usually this is hidden by hair unless bald. I doubt this would be seen in Starfield.

 

On a final note, but might be important. The Vertex groups are currently set up similar to how Starfield's are set up. The neck is not chopped off like Skyrim/Fallout 4 in Starfield. It uses a larger neck and upper chest for the entire head mesh. Starfield has issues with seams because of Vertex Normals and BGS did not do a good job of syncing the texture scaling. With this set up it is very easy to make clothing and hide/remove skin (which is clothing technically) to prevent clipping. Starfield seems to be aligned with this (Fallout 4 is also like this but a little different).

 

Let me explain. Texture scaling is when you take two textures that are say 2048x2048. These are the same texel density. The stuff being shown may not be the same Vertex Scale. When the UV wraps around the vertices the pixels are at different scaling at the seams. This is because the artist wanted to Fill the texture so they scaled up the UV (ie hands or head) which creates a UV scaling issue. BGS has always had these issues. CC2 and CC3 also have this issue.

 

This body design with texture atlas has resolved this scaling issue with the seams. There are no visible seams (except the top of the head as explained above).

 

I hope that answers questions. Please feel free to ask further. This would be a great team effort body mod that should be very short lifespan to play.

*hugs* K.

 

uh.... alll i gotta say is interesting xD. your next step is probably see if you can get this loaded inside outfit studio. and also contact head honcho ousnius and also ozooma10 as well.

Posted (edited)
2 hours ago, Krixost said:

I do not know that. I know that CBBE has a lot of sliders I don't have but yes there are many.

UE4.18+ UE5.7.4 (current ArchViz) Flax 1.12 Unigine 2.21  all have no issues with the Blendshapes (Morph Targets). I will go with a Skyrim/Fallout 4 professional on morph slider maximums.

 

Side but important note here. If we work together I can purposely rename and remove sliders that are a mismatch with Starfield. I am happy to help with this and very good skinning for joint bending.

 

 

A couple of things on this. A lot of trial and error as well. Me and Da both worked hard to figure out great seam hiding. This is what we came up with.

Some technical details:

  • This body is actually ME in a nifty 3D body scan. Then we set up a shell out of this very high poly mesh then used a hybrid mesh to snap vertices to in quads.
  • We decided to use DAZ Genesis 2 as the skin template and UV seam method. DAZ is terribly optimized for animation but has very good textures.
  • We used this to form up an atlas on one sheet/texture that can be layered and any NPC imaginable could be made from it.
  • Then we made the body shapes 1 at a time. Face expressions and everything shown are all vertex relative. Even the Child and Puberty.
  • That brings us to this point. T-Pose is what we chose but it seems there is a huge migration currently to use Epic's new Skeleton and Metahuman.
  • Our design has other features in it like pointed ears and very good nail beds for fingers and toes. We also have a super-efficient eye mesh with easy texture layering that looks very good but keeps away from the uncanny valley. They add depth and render very well in GI.
  • Seams. This was very important. We have no seams because of how we handled the texture scaling within the atlas and the vertex normals. The only seam that is noticeable is the top of the head seam when the engine (Blender Eevee is more noticeable) starts to LOD the Rendering resolution. In real time renderers like UE, Flax, and Unigine this is very difficult to see. Usually this is hidden by hair unless bald. I doubt this would be seen in Starfield.

 

On a final note, but might be important. The Vertex groups are currently set up similar to how Starfield's are set up. The neck is not chopped off like Skyrim/Fallout 4 in Starfield. It uses a larger neck and upper chest for the entire head mesh. Starfield has issues with seams because of Vertex Normals and BGS did not do a good job of syncing the texture scaling. With this set up it is very easy to make clothing and hide/remove skin (which is clothing technically) to prevent clipping. Starfield seems to be aligned with this (Fallout 4 is also like this but a little different).

 

Let me explain. Texture scaling is when you take two textures that are say 2048x2048. These are the same texel density. The stuff being shown may not be the same Vertex Scale. When the UV wraps around the vertices the pixels are at different scaling at the seams. This is because the artist wanted to Fill the texture so they scaled up the UV (ie hands or head) which creates a UV scaling issue. BGS has always had these issues. CC2 and CC3 also have this issue.

 

This body design with texture atlas has resolved this scaling issue with the seams. There are no visible seams (except the top of the head as explained above).

 

I hope that answers questions. Please feel free to ask further. This would be a great team effort body mod that should be very short lifespan to play.

*hugs* K.

 

also...
another note: if possible could you have it in which you follow the "UNP" route?🤔. let me explain since i was talking to some people on why tbh UNP was the better body mod compared to CBBE.

with UNP the author "kept vanilla UV and just went for a different base shape" thus making it in which its a drop in replacement that won't look "jarring"
meanwhile CBBE "went for a complete change. The  weighting on joints is wonkier, too" the weight painting caused deformation to animations and if you downloaded a body fitted to the vanilla skyrim body it "felt out of place" comparing to UNP. for skyrim you need "MU Joint fix" https://www.nexusmods.com/skyrimspecialedition/mods/61479  to fix something avoidable. and for FO4 we needed "Skeletal Adjustments for CBBE - Knee Fix" https://www.nexusmods.com/fallout4/mods/39006 as well to fix the same core issue with CBBE. with UNP we needed none of this.
anway for starfield the reason i'm saying is that if you and your coworker really want to implement yall body into SF we need to take the UNP route.
i have heard that SF UV for body is... "horendus" compared to Skyrim and FO4 so if push come to shove we need to maybe make your own custom UV. but that could break compatability for modded outfits using vanilla UV layout...

Edited by Djlegends
Posted

also... are you also trying to have a head mesh rework as well so this will be an AIO package... if so... thats another story there

Posted

since if you do have one it might be better to have those 2 separated. the community have never like the idea for "head + body" package since majority of people like to have a body mod and they can choose their own head rework. case point: look at how HPH is handled vs the mod UBE. if you are doing a head rework you could instead market it like "High poly head" and "expressive facegen morphs" or for FO4 equivalent: "Realistic Facial Proportions" or "Extended Facial Sculpting"

hopefully i'm not rambling yall ears. i hope this is seen as constructive criticisms cause i've seen some good mods come and abandoned cause they fell in these pitfalls and such :(

Posted
1 hour ago, Krixost said:

This body is actually ME in a nifty 3D body scan.

hold on.... did you just.... scan your self... and posted it here of all places
/s 
anyway not bad xD

Posted
1 hour ago, Djlegends said:

also...
another note: if possible could we have it in which you follow the "UNP" route?🤔. let me explain since i was talking to some people on why tbh UNP was the better body mod compared to CBBE.

with UNP the author "kept vanilla UV and just went for a different base shape" thus making it in which its a drop in replacement that won't look "jarring"
meanwhile CBBE "went for a complete change. The  weighting on joints is wonkier, too" the weight painting caused deformation to animations and if you downloaded a body fitted to the vanilla skyrim body it "felt out of place" comparing to UNP. for skyrim you need "MU Joint fix" https://www.nexusmods.com/skyrimspecialedition/mods/61479  to fix something avoidable. and for FO4 we needed "Skeletal Adjustments for CBBE - Knee Fix" https://www.nexusmods.com/fallout4/mods/39006 as well to fix the same core issue with CBBE. with UNP we needed none of this.
anway for starfield the reason i'm saying is that if you and your coworker really want to implement yall body into SF we need to take the UNP route.
i have heard that SF UV for body is... "horendus" compared to Skyrim and FO4 so if push come to shove we need to maybe make your own custom UV. but that could break compatability for modded outfits using vanilla UV layout...

also example of CBBE UV somebody shared with me xD: "CBBE UV is all kinds of weird. There's a split at the hips, breasts/nipples are higher, and uhhh something like the feet is in a completely different place. Just load CBBE textures on UNP or vanilla bodies and you can see"

Posted (edited)
10 minutes ago, Krixost said:

 

As soon as someone with tools and knowledge of the BGS nightmare of conversions and rigging. I can help skin in Blender but the body needs to be Bind Posed to the rig the community is going to use. Once the Bind happens and the skin weighting (I can have this done in 1 or 2 days max) it is ready for animations. The proportions are very similar to the Starfield default body. I can match it up closer but there should be no need for clothing patches.

*hugs* K.

Ah forgot about that so it seems someone with that knowledge to rig is the way to go? overall im excited to try this out cause it seems you paid attention to details and im all for it! :D

Edited by BurgerBob7
Posted (edited)
3 minutes ago, Krixost said:

 

Yes. I can get both bodies into the Epic A-Pose and then remove the skeleton. The Starfield skeleton must then be Bind Pose to with this mesh. Since the skeletons are not the same there is some fiddly work to convert from one pose to another. There are a few tools to do this but they all have plus/minus. I need to convert to Epic A-Pose in any case. This is close. Someone with BGS rigging tool knowledge needs to come onboard for part of this.

 

Again. Once the bodies are rigged to the skeleton(s). I can do the weight painting very quickly with perfect joint bending. I have been doing this for a long time.

So put the word out. BGS riggers come to the rescue of Starfield. LOL

AHH i see wow that is amazing! and one last question will this be able to work with bodyslide? anyways Krixost keep up the great work :) gosh this is good news and I can't wait for the release! Im talking to djlegend on discord but he hasnt responded to me yet.

Edited by BurgerBob7
Posted
3 minutes ago, Krixost said:

Last note then I am off for the night. Since this is LL and we know what lurks in the corners. LOL. Hey. I love bondage. Some things are really....well...off here. LOL. Anyhoooo. There are no morphs for labia and vagina stuff. Someone is going to ask. No. Not happening. The mesh is not set up for this in any case since it has a center line. I did a good job with the mesh and normal maps to fake it though. Looks great with no seam.

 

LOL. LL crowd. LOL

lmfao! goodnight Krixost :)

Posted
On 6/28/2026 at 9:34 PM, Djlegends said:

um... you may know but are you aware of the slider cap for each morph.dat?

I was not aware of that and I couldn't find any information about it. Could you elaborate?

Posted (edited)
5 hours ago, Krixost said:

I decided after speaking with my father that I (we) will release this WITH TERMS on Nexus as Resource download. Body bodies can work with any BGS game, but each game seems to need different tools to get things into morph data and NIF. Again, I don't have ANY of those tools and DO NOT want to have ANY of those tools. We are using these bodies in our own game simulation, but it is 100% okay for them to be used by the modding community for BGS games.

 

Both Bind/Rest pose will be in Starfield's A-Pose with a Standard Mocap Rig for super easy Bone Mapping (re-target to ANY skeleton). For Fallout 4 and Skyrim SE (and others) some small adjustments in Blender 4.2.3 LTS then process through the NIF chain for the BGS game version. Simple enough?

 

We all now have a 100% Starfield (and more) nude body solution for Female and Male.

 

I will post here once the resources are up on Nexus. All details and How To will also be there.

*hugs* K.

so will modders have to implement sliders? or will they be available out of the box? because if its default three sliders then we dont need this mod since milky way vixen already covers that. time and time again the modding community seems to not know what bodyslide is or hate that idea idk why? but if it really is only skinny,fat and default sliders then its just gonna be another milky way vixen mod. What i was hoping was that we could create our own body to our liking but it seems that wont happen?

Edited by Fiesta72
Posted
On 6/17/2026 at 3:20 PM, Trykz said:

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.

imma bump you since you have more knowledge about this than me :(

Posted

yikes, fiddling with the vanilla body I was having issues with neck seams, turns out the vanilla body mesh has some tiny, but nasty, discrepancy with the head mesh. How fun fixing vertex coords manually...

Posted

From memory starfield has weird body partitions where feets are not separated, making it awkward to make boots

Would like some possibilities for that. Also high heel support but that might be for the behavior/animation framework thing calumi is making.

Posted
6 hours ago, OpheliaComplex said:

From memory starfield has weird body partitions where feets are not separated, making it awkward to make boots

Would like some possibilities for that. Also high heel support but that might be for the behavior/animation framework thing calumi is making.

yea i heard UV for legs are horrid so best to remake the UV for those

Posted
8 hours ago, Djlegends said:

yea i heard UV for legs are horrid so best to remake the UV for those

The worst part is the shoulders/armpits area, the legs are not terrible, the feet are though. The toes are not even separated and way too low poly

Immagine 2026-07-02 114655.png

Posted
On 7/2/2026 at 4:47 AM, Jarka Ruus said:

The worst part is the shoulders/armpits area, the legs are not terrible, the feet are though. The toes are not even separated and way too low poly

Immagine 2026-07-02 114655.png

oof

Posted

Is this accurate? If this is true, it's a severe limitation.

"I just wanted to make clear that patches could technically be made for KryoZet or ZoNE79's mods, however it would require remaking parts of their mods, due to how they created some of their nif files. In order for a morph to actually morph the clothing or body parts, there can be only ONE mesh per nif file."

This is a comment from the author of the body morph mod.

Posted (edited)
10 hours ago, Jarka Ruus said:

"I just wanted to make clear that patches could technically be made for KryoZet or ZoNE79's mods, however it would require remaking parts of their mods, due to how they created some of their nif files. In order for a morph to actually morph the clothing or body parts, there can be only ONE mesh per nif file."

This is a comment from the author of the body morph mod.

It's already the case that when I equip apparel from both mods it can make part of my character disappear. Sometimes it's not so bad - like if a minor part of some outfit disappears. But sometimes it's really bad - most of my character's body (or an NPC's body) disappearing.

 

Personally, I don't know the rules about what interferes with what, and I certainly don't know why it's unreliable (though maybe the order I equipped things matters?). But I think everyone should understand that there's real work here which has not been completed adequately.

Edited by sen4mi

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