Taskmaster Posted September 13, 2015 Posted September 13, 2015 I updated the Remodeled Armor UUNP. Added FOMod installer back. Added standalone outfit support. Added all of the zaps back. Added meshes for the elder back, so that they're not invisible anymore. Removed all pre-built NIF files except for the ground objects (_go.nif). Renamed "UUNP Feet and "UUNP Hands" back to "Feet" and "Hands". Removed CT77 Body and CT77 Feet. Cleaned up unnecessary files. http://www.nexusmods.com/skyrim/mods/69562/ What else changed when you added the zaps back? As opposed to 1.0/1.1 where none of the remodeled conversions had any form of clipping for my custom body, 1.2 now has clipping on a lot of the outfits. The nipples being the most common, but some have drastic clipping on the back(DB armor), and some have clipping on the torso(mage clothing line). EDIT: you know what? Let me get back to you on this. I think I'm having another MO + BS/OS problem again, where it keeps bugging out on the virtual drive. Sometimes it will literally just create a new file lower in priority instead of replacing or going into Overwrite - and BS/OS bugs out and can't figure out which file to load.
Taskmaster Posted September 13, 2015 Posted September 13, 2015 Ok. I've about had it with using Bodyslide/Outfit Studio combined with Mod Organizer. It's simply too buggy using them both together. I think, I'll have to make another Skyrim directory and install BS/OS there, and batch/build or create conversions there, and then port them over to my MO as a mod instead. Here's an example of an easily reproducible bug: 1. Open Outfit Studio. 2. Load Project. You will see a list of XMLs to choose from, the total of all of your XML files from various mods on MO's virtual setup - Data\CalientTools\BodySlide\SliderSets(combination of all SliderSets down the list of priority). Works as it should. 3. CANCEL. 4. Load Project again. This time, you will see only the XML files you have in the BS/OS created mod, ignoring all of the other mods that have XMLs and files. 5. CANCEL. 6. Load Project again Works as it should. I have a mod created for BS/OS, and I have the Remodeled UUNP set lower in the list(higher priority) in MO. As for some of the conversions that have clipping, I fix it myself, and save. Guess where the save goes? Instead of replacing the old XML and ShapeData files, or going into Overwrite, it instead places itself in the BS/OS mod(which is behind the Remodeled UUNP). These two programs combined, seem to confuse themselves on virtual directory. This isn't good, because it's switching back and forth while in the middle of the program.
ousnius Posted September 13, 2015 Posted September 13, 2015 Cell there's issue with Steel Armor thought since u are here too and it's easier to post pictures of problems on loverslab than nexus that it's easier to tell about problem here instead of nexus body made with bodylide using zeroed sliders and then customized in race menu Yes, I'll work on the actual sliders and weighting of the armors today. Yesterday was a different kind of update. Ok. I've about had it with using Bodyslide/Outfit Studio combined with Mod Organizer. It's simply too buggy using them both together. I think, I'll have to make another Skyrim directory and install BS/OS there, and batch/build or create conversions there, and then port them over to my MO as a mod instead. Here's an example of an easily reproducible bug: 1. Open Outfit Studio. 2. Load Project. You will see a list of XMLs to choose from, the total of all of your XML files from various mods on MO's virtual setup - Data\CalientTools\BodySlide\SliderSets(combination of all SliderSets down the list of priority). Works as it should. 3. CANCEL. 4. Load Project again. This time, you will see only the XML files you have in the BS/OS created mod, ignoring all of the other mods that have XMLs and files. 5. CANCEL. 6. Load Project again Works as it should. I have a mod created for BS/OS, and I have the Remodeled UUNP set lower in the list(higher priority) in MO. As for some of the conversions that have clipping, I fix it myself, and save. Guess where the save goes? Instead of replacing the old XML and ShapeData files, or going into Overwrite, it instead places itself in the BS/OS mod(which is behind the Remodeled UUNP). These two programs combined, seem to confuse themselves on virtual directory. This isn't good, because it's switching back and forth while in the middle of the program. Nothing much I can do about that I'm afraid. I suggest using OS outside of MO, and BS inside of MO. BS never had problems for me in MO, you just have to make sure there's no weird left-over files in any of your mods.
chajapa Posted September 13, 2015 Posted September 13, 2015 I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems.
Mdy Posted September 13, 2015 Posted September 13, 2015 I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems. That's actually a pretty good way to solve the "oh god, where are the meshes again"-problem.
ousnius Posted September 13, 2015 Posted September 13, 2015 I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems. That's actually a pretty good way to solve the "oh god, where are the meshes again"-problem. It's way easier than all that. Run BodySlide through MO as normal, and then just batch build with holding the CTRL key. You can now choose any folder on your computer, and it will build exactly there. Of course, don't select a Skyrim or an MO folder, or the virtual stuff comes into play again.
chajapa Posted September 13, 2015 Posted September 13, 2015 My method.... for example with the new CT77 for UUNP (thank you to GamePlayer and cell!) In my BodySlide profile of MO, I batch build the meshes for my slightly modified UUNP UNPB preset. All of the newly built meshes go into OverWrite. Exit BodySlide Right-click Overwrite and say "make this a mod" Activate that mod. Done! Meshes are now in-game. Most armor conversions have "You need THIS original" and then you download the BodySlide files. If you ONLY activate the BodySlide files and NOT the original mod (which has the meshes), then when you BodySlide the outfit, you probably will not see the textured meshes, but when you build (or batch build) they go into OverWrite.... same as above. Make this a mod. Activate the original (making sure your bodyslide meshes are loading AFTER the original in the left pane) and.... you have your meshes in-game. I name original armors like this: CORE-name of armor and BodySlide files as : BS-name of armor My BodySlided meshes go into something like this: UNPB-Outfits Now I can leave UNPB-Outfits active in my BodySlide profile if I'm building meshes for that body shape, and when meshes go into OverWrite, I right-click -> Information, and drag the meshes into UNPB-Outfits mod. I can have UN7BO-Outfits and UNPBOppai-Outfits, or whatever I want. If I'm playing my Succubus Race female PC and I want everyone in Skyrim to be UNPB, but I want her to have a special body and a couple of special outfits. I give her her own outfits mod like : Suki-Outfits and just BodySlide a few outfits into that folder for her. And they would be outfits that nobody else will wear. BodySlide just keeps getting better and better. Once UUNP came out, I switched from CBBE which I stayed with because I liked the scaling better. UUNP, in my opinion, is scaling better than CBBE did and I see no reason to ever switch back.
sunhawken Posted September 13, 2015 Posted September 13, 2015 I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems. That's actually a pretty good way to solve the "oh god, where are the meshes again"-problem. <GameDataPath>C:\Program Files (x86)\Mod Organizer\overwrite\</GameDataPath> <MeshOutputPath>C:\Program Files (x86)\Mod Organizer\overwrite\</MeshOutputPath>
Mdy Posted September 14, 2015 Posted September 14, 2015 I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems. That's actually a pretty good way to solve the "oh god, where are the meshes again"-problem. It's way easier than all that. Run BodySlide through MO as normal, and then just batch build with holding the CTRL key. You can now choose any folder on your computer, and it will build exactly there. Of course, don't select a Skyrim or an MO folder, or the virtual stuff comes into play again. First of all, I'd like to have all files in the overwrite folder. But as soon as MO/BS finds e.g. meshes in already installed mods, the last loaded mods will be overwritten - that's a disaster! Same with CTRL, but there will be no new window as you said, instead bodymeshes will go into CalienteTools\BodySlide and the last folder that uses this structur will get its meshes replaced again. As soon as BS doesn't find the files in any mods (freshly created *.tri files), then they will be placed in the overwrite folder. # The result? A totally mess: The newly created files are all over the place. Boots could be in mod folder A, the cuirass in mod folder B, maybe the *.tri in the overwrite folder. I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems. That's actually a pretty good way to solve the "oh god, where are the meshes again"-problem. <GameDataPath>C:\Program Files (x86)\Mod Organizer\overwrite\</GameDataPath> <MeshOutputPath>C:\Program Files (x86)\Mod Organizer\overwrite\</MeshOutputPath> Would you please write a sentence to your information? Either you want me to put those lines in a *.xml file or my files should be in ...MO\overwrite - which is wrong, see my text above.
sunhawken Posted September 14, 2015 Posted September 14, 2015 I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems. That's actually a pretty good way to solve the "oh god, where are the meshes again"-problem. It's way easier than all that. Run BodySlide through MO as normal, and then just batch build with holding the CTRL key. You can now choose any folder on your computer, and it will build exactly there. Of course, don't select a Skyrim or an MO folder, or the virtual stuff comes into play again. First of all, I'd like to have all files in the overwrite folder. But as soon as MO/BS finds e.g. meshes in already installed mods, the last loaded mods will be overwritten - that's a disaster! Same with CTRL, but there will be no new window as you said, instead bodymeshes will go into CalienteTools\BodySlide and the last folder that uses this structur will get its meshes replaced again. As soon as BS doesn't find the files in any mods (freshly created *.tri files), then they will be placed in the overwrite folder. # The result? A totally mess: The newly created files are all over the place. Boots could be in mod folder A, the cuirass in mod folder B, maybe the *.tri in the overwrite folder. I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems. That's actually a pretty good way to solve the "oh god, where are the meshes again"-problem. <GameDataPath>C:\Program Files (x86)\Mod Organizer\overwrite\</GameDataPath> <MeshOutputPath>C:\Program Files (x86)\Mod Organizer\overwrite\</MeshOutputPath> Would you please write a sentence to your information? Either you want me to put those lines in a *.xml file or my files should be in ...MO\overwrite - which is wrong, see my text above. My bpdyslide exe is linked in my mod orrganizer and when it makes mesh files it going to my mod organizer overwrite folder
chajapa Posted September 14, 2015 Posted September 14, 2015 Mdy, If using MO, you should make a profile JUST for BodySliding. When you download the BodySlide files for an armor, DO NOT have the actual armor mod active in the left pane. ONLY the bodyside files mod for it. When you do this, as far as MO is concerned, the meshes do not exist and it will build them and put them in OverWrite. EXAMPLES: I have an armor mod called Cool-Armor If I look at this mod in MO it has an esp file and also has meshes folder and textures folder. I download BodySlide-for Cool-Armor If I look at this in MO it contains the folders for the BodySlide, but does not contain an esp or meshes folder. It *MIGHT* have a textures folder, but we don't care because it's usually empty, and if not.... BodySlide doesn't write anything there so..... no worries. IF YOU LEAVE BOTH OF THESE MODS ACTIVE in the left pane of MO when you run BodySlide, it's going to write the meshes into the original Cool-Armor mod's folders. IF YOU DEACTIVATE the original Cool-Armor mod in the left pane, and then run BodySlide, MO has no "original location" to write the meshes so it writes them to OverWrite. Now you can right-click OverWrite and make it a mod. As long as it loads AFTER the original mod (in the left pane) your game will use the new meshes. Is that a better explanation?
sunhawken Posted September 14, 2015 Posted September 14, 2015 Mdy, If using MO, you should make a profile JUST for BodySliding. When you download the BodySlide files for an armor, DO NOT have the actual armor mod active in the left pane. ONLY the bodyside files mod for it. When you do this, as far as MO is concerned, the meshes do not exist and it will build them and put them in OverWrite. EXAMPLES: I have an armor mod called Cool-Armor If I look at this mod in MO it has an esp file and also has meshes folder and textures folder. I download BodySlide-for Cool-Armor If I look at this in MO it contains the folders for the BodySlide, but does not contain an esp or meshes folder. It *MIGHT* have a textures folder, but we don't care because it's usually empty, and if not.... BodySlide doesn't write anything there so..... no worries. IF YOU LEAVE BOTH OF THESE MODS ACTIVE in the left pane of MO when you run BodySlide, it's going to write the meshes into the original Cool-Armor mod's folders. IF YOU DEACTIVATE the original Cool-Armor mod in the left pane, and then run BodySlide, MO has no "original location" to write the meshes so it writes them to OverWrite. Now you can right-click OverWrite and make it a mod. As long as it loads AFTER the original mod (in the left pane) your game will use the new meshes. Is that a better explanation? my method works 100% >_> error proof takes 1 min to fix
Mdy Posted September 14, 2015 Posted September 14, 2015 Mdy, If using MO, you should make a profile JUST for BodySliding. When you download the BodySlide files for an armor, DO NOT have the actual armor mod active in the left pane. ONLY the bodyside files mod for it. When you do this, as far as MO is concerned, the meshes do not exist and it will build them and put them in OverWrite. EXAMPLES: I have an armor mod called Cool-Armor If I look at this mod in MO it has an esp file and also has meshes folder and textures folder. I download BodySlide-for Cool-Armor If I look at this in MO it contains the folders for the BodySlide, but does not contain an esp or meshes folder. It *MIGHT* have a textures folder, but we don't care because it's usually empty, and if not.... BodySlide doesn't write anything there so..... no worries. IF YOU LEAVE BOTH OF THESE MODS ACTIVE in the left pane of MO when you run BodySlide, it's going to write the meshes into the original Cool-Armor mod's folders. IF YOU DEACTIVATE the original Cool-Armor mod in the left pane, and then run BodySlide, MO has no "original location" to write the meshes so it writes them to OverWrite. Now you can right-click OverWrite and make it a mod. As long as it loads AFTER the original mod (in the left pane) your game will use the new meshes. Is that a better explanation? yes, that's what I've said above ..or at least already understood. My bpdyslide exe is linked in my mod orrganizer and when it makes mesh files it going to my mod organizer overwrite folder -snip- my method works 100% >_> error proof takes 1 min to fix I believe it does, configurated it like that and will use it from now on. I guess it's intended that way. chajapa's methode is still good, fail-save (if you're updating and forgetting about the config) and for lazy people that don't want to use the category-filter-function. Thanks you two.
ousnius Posted September 14, 2015 Posted September 14, 2015 I use BS/OS in MO and it works fine. I do have an MO profile just for BodySlide and Outfit Studio though. And the only things enabled in that profile are what's needed to do BS/OS stuff. You can either keep additional armor sets BS files as separate mods or you can copy the stuff right into BodySlide's mod (right-click, open in Explorer, copy/paste). So far.... no problems. That's actually a pretty good way to solve the "oh god, where are the meshes again"-problem. <GameDataPath>C:\Program Files (x86)\Mod Organizer\overwrite\</GameDataPath> <MeshOutputPath>C:\Program Files (x86)\Mod Organizer\overwrite\</MeshOutputPath> MeshOutputPath is unused since version 2.0 (yes, 0) of BodySlide. Game data is used for both textures and output.
ousnius Posted September 15, 2015 Posted September 15, 2015 New versions of Remodeled Armor for UUNP by me. Version 1.04 - Smoothed Wedding Dress thigh/calf weights to at least look acceptable instead of horrific. :psyduck: Version 1.03 - Smoothed skirt weights of: Adept Robes, Apprentice Robes, Ancient Nord, Ancient Shrouded, Archmage Robes, (Banded) Iron. - Smoothed sliders around breasts for Adept Robes and Apprentice Robes. - Minimally increased breast volume of Ancient Nord to fix clipping. - Fixed Ancient Shrouded's floating sleeves when gloves are not equipped and belt clipping. - Fixed Manga breast clipping for Archmage Robes and (Banded) Iron. - Fixed standalone Daedric Boots temper recipe missing. - Fixed standalone Wedding Dress using feet slot and now uses correct ground object. - Fixed standalone Hentai Mixed gauntlets missing model path. - Fixed standalone Tsun Bracers missing 1st person model. - Fixed standalone Iron Boots wrong recipe requirement. - Fixed standalone Scaled Bracers being based on hide instead of scaled. - Fixed standalone Elven Light Gauntlets missing temper recipe.
sunhawken Posted September 16, 2015 Posted September 16, 2015 Can someone make a preset for these? numenume erosbody for CBBE by numenume
ousnius Posted September 19, 2015 Posted September 19, 2015 New versions of Remodeled Armor for UUNP by gamefever (weighting) and me (rest of the fixes). Version 1.06 - All chest pieces re-weighted. - Skirt weights and bones added to a dozen armors. - Gloves and gauntlets fixed. - Craftable panty sliders fixed. - Removed model space normals flag from craftable panties in plugin. - Fixed all the floating things. - Fixed retextures of all the guard armors. - Fixed partially invisible hoods. Version 1.05 - Added missing conversion of Bonemold Pauldron Armor. - Fixed Jarl 3 not having a body inside of it. - Fixed floating sleeves of Thieves Guild armor when no gauntlets are equipped. - Fixed floating leggings of Steel, Chainmail, Dawnguard, Dragonplate, Dunmer and Ebony when no boots are equipped.
Hanson Posted September 19, 2015 Posted September 19, 2015 Hello fellow skyrim players, I have finally ascended to use bodyslide . But I have some troubles with it or say I don't know if I use it correctly. I tried it with the deadric reaper armor. What i did was i went into bodyslide in Mod Organizer, choose my body, went to the batch button (i forget to complete name. the one on the bottom left) and then processed all the armors. (I build myself a UNPetite body, so i need to converse the armors). After CRTL clicking it asked me where to save the files and i made a folder in mod organizer. So far it works, the armor has my shape and HDT is working. But is that the correct or best way to do it? Is the batch button for conversing many armors at once or is it actually for something different and i just abused it for it? I want to use the Remolded armor for UUNP next and do it right . For the deadric armor the bodyslide file from nexus is just some bodyslide files because it needs the original file. Can i erase the bodyslide file from my mod list? I figure it is just used for the conversion and not for the game so it is not needed for playing? Thank you in advance Hanson
ousnius Posted September 19, 2015 Posted September 19, 2015 Hello fellow skyrim players, I have finally ascended to use bodyslide . But I have some troubles with it or say I don't know if I use it correctly. I tried it with the deadric reaper armor. What i did was i went into bodyslide in Mod Organizer, choose my body, went to the batch button (i forget to complete name. the one on the bottom left) and then processed all the armors. (I build myself a UNPetite body, so i need to converse the armors). After CRTL clicking it asked me where to save the files and i made a folder in mod organizer. So far it works, the armor has my shape and HDT is working. But is that the correct or best way to do it? Is the batch button for conversing many armors at once or is it actually for something different and i just abused it for it? I want to use the Remolded armor for UUNP next and do it right . For the deadric armor the bodyslide file from nexus is just some bodyslide files because it needs the original file. Can i erase the bodyslide file from my mod list? I figure it is just used for the conversion and not for the game so it is not needed for playing? Thank you in advance Hanson That works totally fine, yes. It's best to have one mod for the original files, one mod for the BodySlide addon and one mod for the built armor and its morphs. You don't need the BodySlide addon anymore after you built it, unless it came with additional modifications, such as an edited plugin file for the mod, or you want to change things up later on.
Hanson Posted September 20, 2015 Posted September 20, 2015 Ok thank you. Thats what i thought. I just wanted to make sure I understood the mechanic or logic behind it how it works. Oh but i found another question. While playing with your Remodeled Armor Pack a bit around i saw the options to zap pantys, skirts, parts of the armor. If i go with the batch build and zap the skirts/panties/whatever I assume they are zapped for all armors? There is no way of randomly zap skirts/panties/... from the armors right? Thank you again Hanson
ousnius Posted September 20, 2015 Posted September 20, 2015 Ok thank you. Thats what i thought. I just wanted to make sure I understood the mechanic or logic behind it how it works. Oh but i found another question. While playing with your Remodeled Armor Pack a bit around i saw the options to zap pantys, skirts, parts of the armor. If i go with the batch build and zap the skirts/panties/whatever I assume they are zapped for all armors? There is no way of randomly zap skirts/panties/... from the armors right? Thank you again Hanson Yeah, they're all zapped. You can only zap all, none, or choose manually.
TnTTnT Posted September 20, 2015 Posted September 20, 2015 Yeah, they're all zapped. You can only zap all, none, or choose manually. How to select zap option and let it work for all armor when batch build. Normally I will select Sliderset/Preset I like and use batch build - With this method no zap slider option presented. And when finish I have to select each armor in Sliderset and zap the parts.
ousnius Posted September 20, 2015 Posted September 20, 2015 Yeah, they're all zapped. You can only zap all, none, or choose manually. How to select zap option and let it work for all armor when batch build. Normally I will select Sliderset/Preset I like and use batch build - With this method no zap slider option presented. And when finish I have to select each armor in Sliderset and zap the parts. Select an armor, select your preset, enable a zap, batch build. See v2.7f change log: "Batch building now uses the currently active slider values as well."
TnTTnT Posted September 20, 2015 Posted September 20, 2015 See v2.7f change log: "Batch building now uses the currently active slider values as well." Select an armor, select your preset, enable a zap, batch build. Thanks.
ousnius Posted September 21, 2015 Posted September 21, 2015 http://www.nexusmods.com/skyrim/mods/69631/ The UUNP (HDT + non-HDT) conversion I made of the "Banded Iron Bikini" is now on its mod page. The heavy variant of the torso part only has butt jiggle, no breast jiggle. The light variant has both (customized to look good).
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