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Because I like UUNP so much, I put this together for whomever.


DorkDiva

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Posted

This includes several presets of the shape I came up with,  and an actual body mod with converted armors of vanilla, dawnguard, and dragonborn.

 

Not complete yet, still have a chunk of vanilla clothes, and a handful of DLC ones, but there is a lot included here still.

 

 

You need the latest xpmse skeleton, the extended variety.

 

Latest Bodyslide with UUNP which is at nexus, and hdt.

 

The included body mesh is created from UUNP special.

 

So body textures for the extra bits (vagina) will be needed.

 

 

I am thankful to:

 

Cell

 

Bringthenoise

 

Dimon

 

Caliente

 

SKSE

 

XPMSE extended

 

UUNP pioneers

 

Bodyslide crew members

 

Heck, anyone involved in making all the great stuff I love.

 

I know some of the armor conversions I did could be better, but this was a learning experience, I did do the ones for CNHF 2_5, but it has been a while and I had to re learn what I did. I will fix what went silly on a couple of them and finish converting the rest of the clothes soon enough. I just wanted to share one last Skyrim thing, All these awesome UUNP, Bodyslide, XPMSE, and SKSE stuff made this fun to make. This is TheWumpel (DorkDiva), hope you like the body shape I came up with, thanks again to all the UUNP virtuoso's,the LL community, and any friend I made since my modding days of Oblivion. After this is finished I will be creating/modding no longer. My body is nearly broken from injuries and I need to work on myself from now on.

 

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post-15488-0-26644600-1427088523_thumb.jpgpost-15488-0-11068500-1427088536_thumb.jpgpost-15488-0-71998400-1427088997_thumb.jpgpost-15488-0-00279900-1427089008_thumb.jpg

 

 

 

post-15488-0-00174900-1427088971_thumb.jpgpost-15488-0-08617100-1427088987_thumb.jpg

 

 

 

 

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I will quote this from the UUNP page:

 

Required:

Bodyslide 2 (v2.2d or higher)
XPMSE 2.3 or greater
A UNP Body Texture Set for the UNP Side (base and HDT)
or a UN7B body texture set for the Plus side

 

Posted

Hey Wumpel I have a question when it actually comes to exporting armors or clothing how do I export from bodyslide in order for the armor to scale in game. I saved an armor preset and tested a high weight variant of an armor rendered exported with tri but armor still won't scale with morphs in game only body does. Have you had any luck?

Posted

Awesome, the first UUNP related mod already. :)

 

You were talking about armor conversions.

Are those BodySlide addons people can build with their own presets or are they prebuilt meshes using your shape? I'm at work so I can't look.

 

The first would be even cooler. ;)

 

Preset(s) on screenshots are looking nice.

Posted

I did ones based of the shape, I am re learning bodyslide again, so when I get the clothes done, I guess ( hopefully it works ) I can go back in and make the sliders and presets off of the armor so people can make what ever size/shape they desire for the armor and clothes. I keep having to get up and take a break since I cannot sit on chairs or sit in the same position too long due to my back injuries. So it's like off and on off and on.  Glad you like the shape, I did a few variations which are included in the 7.zip. When I did the conversions for cnhf 2_5, I think I did it different, it was slower than what I did on this. This went pretty quick with the armors. But some turned out funny, so I need to go back on a handful of them.

Posted

And so it begins...

 

Suke:

For the Bodyslide v2.3 / Racemenu v3.1 in games morphs:

You need to generate the TRI files when you create the outfit/armor in Bodyslide.

 

Note: You should build all parts of the armor (a low and high for each part) and the TRI files to morph those parts of the outfit/armor.

By Default the TRI file option is not enabled/checked (it is the "Racemenu Morphs" check box right under the build button in bodyslide v2.3).

Note 2: Batch Build will generate the TRI file with the armor (as long as the "Racemenu Morphs" is checked on the main bodyslide page).

Note 3: Leave the Preset in Bodyslide on -Zero Sliders- (should be the top preset) when you generate the outfit/armor.

This way you have the outfit/armor in a CBBE/UUNP Base shape. This allows you to properly morph the outfit/armor into the shapes you want inside race menu.

 

 

As for me...

Today I'm going to be tinkering around with the Combined Piercings set that was done for bodyslide and convert it over to UUNP HDT.

I have already converted the sliderdata and created the bsd's for UUNP.

Now I need to re-weight each nif with UUNP HDT weights.

Note: The nif's originally came in a HDT/TBBP weight setup, so they have the older NPC L Breast 01 and NPC R Breast 01 in them.

To simplify things I'll batch them thru mesh rigger with UUNP HDT as the reference mesh and then rebuild the uunp package with tri files.

Note: I've already made a test package (with Tri's), but all of the meshes have the old weights... It does work with the morphs, but due to the extra bones they tend to over bounce. Hence the need to re-weight them.

 

 

One Final Note:

When you first set the shape in Racemenu, if you have the item in question on it may not adjust to the morph shape while you are in Racemenu. But once Racemenu closes the outfit/armor should morph.

Or that is what I am seeing while testing in game (my testing is done by: coc qasmoke from the main menu then spawn the ah1 barrel, drop off the default iron armor, put on piercing, and fire up racemenu - yeah first thing in RM is to swap to a female sex, then morph).

 

Later I'll test with custom races, probably UKC Angelic Temptress Sets (just the bodies for the 3/4 that come with that race).

 

 

 

UPDATE/CORRECTION:

Looks like I've got to go back on the AH1 piercings as they were never changed from a NiSkinInstance over to BSDismemberSkin Instances (so all the meshes are hosed when opened with mesh rigger or nifscope).... bah what fun (need to look and see what slot they are set to in the esp then match the dismember data to the nif or they will not show up in game).... But it is better to have it done correctly then to have it done incorrectly...

 

Luckily the SED7 and Newmiller sets are properly skinned so I'm currently running NM's piercings thru now... this should be fun.

Posted

I think that's the best UNP based body I've ever seen.

 

Well, it's all of them at once... UNIFIED... THE POWER!  :cool:

 

 

And so it begins...

 

 

Suke:

For the Bodyslide v2.3 / Racemenu v3.1 in games morphs:

You need to generate the TRI files when you create the outfit/armor in Bodyslide.

 

Note: You should build all parts of the armor (a low and high for each part) and the TRI files to morph those parts of the outfit/armor.

By Default the TRI file option is not enabled/checked (it is the "Racemenu Morphs" check box right under the build button in bodyslide v2.3).

Note 2: Batch Build will generate the TRI file with the armor (as long as the "Racemenu Morphs" is checked on the main bodyslide page).

Note 3: Leave the Preset in Bodyslide on -Zero Sliders- (should be the top preset) when you generate the outfit/armor.

This way you have the outfit/armor in a CBBE/UUNP Base shape. This allows you to properly morph the outfit/armor into the shapes you want inside race menu.

 

 

As for me...

Today I'm going to be tinkering around with the Combined Piercings set that was done for bodyslide and convert it over to UUNP HDT.

I have already converted the sliderdata and created the bsd's for UUNP.

Now I need to re-weight each nif with UUNP HDT weights.

Note: The nif's originally came in a HDT/TBBP weight setup, so they have the older NPC L Breast 01 and NPC R Breast 01 in them.

To simplify things I'll batch them thru mesh rigger with UUNP HDT as the reference mesh and then rebuild the uunp package with tri files.

Note: I've already made a test package (with Tri's), but all of the meshes have the old weights... It does work with the morphs, but due to the extra bones they tend to over bounce. Hence the need to re-weight them.

 

 

One Final Note:

When you first set the shape in Racemenu, if you have the item in question on it may not adjust to the morph shape while you are in Racemenu. But once Racemenu closes the outfit/armor should morph.

Or that is what I am seeing while testing in game (my testing is done by: coc qasmoke from the main menu then spawn the ah1 barrel, drop off the default iron armor, put on piercing, and fire up racemenu - yeah first thing in RM is to swap to a female sex, then morph).

 

Later I'll test with custom races, probably UKC Angelic Temptress Sets (just the bodies for the 3/4 that come with that race).

 

 

 

UPDATE/CORRECTION:

Looks like I've got to go back on the AH1 piercings as they were never changed from a NiSkinInstance over to BSDismemberSkin Instances (so all the meshes are hosed when opened with mesh rigger or nifscope).... bah what fun (need to look and see what slot they are set to in the esp then match the dismember data to the nif or they will not show up in game).... But it is better to have it done correctly then to have it done incorrectly...

 

Luckily the SED7 and Newmiller sets are properly skinned so I'm currently running NM's piercings thru now... this should be fun.

 

 

 

From what you said there, it sounds like you want to include the built TRI files in a release.

Shouldn't do that, as BodySlide builds them itself for the end-user. If I got you wrong, then never mind. :P

Posted

And so it begins...

 

Suke:

For the Bodyslide v2.3 / Racemenu v3.1 in games morphs:

You need to generate the TRI files when you create the outfit/armor in Bodyslide.

 

Note: You should build all parts of the armor (a low and high for each part) and the TRI files to morph those parts of the outfit/armor.

By Default the TRI file option is not enabled/checked (it is the "Racemenu Morphs" check box right under the build button in bodyslide v2.3).

Note 2: Batch Build will generate the TRI file with the armor (as long as the "Racemenu Morphs" is checked on the main bodyslide page).

Note 3: Leave the Preset in Bodyslide on -Zero Sliders- (should be the top preset) when you generate the outfit/armor.

This way you have the outfit/armor in a CBBE/UUNP Base shape. This allows you to properly morph the outfit/armor into the shapes you want inside race menu.

 

 

As for me...

Today I'm going to be tinkering around with the Combined Piercings set that was done for bodyslide and convert it over to UUNP HDT.

I have already converted the sliderdata and created the bsd's for UUNP.

Now I need to re-weight each nif with UUNP HDT weights.

Note: The nif's originally came in a HDT/TBBP weight setup, so they have the older NPC L Breast 01 and NPC R Breast 01 in them.

To simplify things I'll batch them thru mesh rigger with UUNP HDT as the reference mesh and then rebuild the uunp package with tri files.

Note: I've already made a test package (with Tri's), but all of the meshes have the old weights... It does work with the morphs, but due to the extra bones they tend to over bounce. Hence the need to re-weight them.

 

 

One Final Note:

When you first set the shape in Racemenu, if you have the item in question on it may not adjust to the morph shape while you are in Racemenu. But once Racemenu closes the outfit/armor should morph.

Or that is what I am seeing while testing in game (my testing is done by: coc qasmoke from the main menu then spawn the ah1 barrel, drop off the default iron armor, put on piercing, and fire up racemenu - yeah first thing in RM is to swap to a female sex, then morph).

 

Later I'll test with custom races, probably UKC Angelic Temptress Sets (just the bodies for the 3/4 that come with that race).

 

 

 

UPDATE/CORRECTION:

Looks like I've got to go back on the AH1 piercings as they were never changed from a NiSkinInstance over to BSDismemberSkin Instances (so all the meshes are hosed when opened with mesh rigger or nifscope).... bah what fun (need to look and see what slot they are set to in the esp then match the dismember data to the nif or they will not show up in game).... But it is better to have it done correctly then to have it done incorrectly...

 

Luckily the SED7 and Newmiller sets are properly skinned so I'm currently running NM's piercings thru now... this should be fun.

Well, I did enable racemenu Morphs. I've conformed the armor n everything in outfit studio before I did that so everything scales in bodyslide but once I drag the nif files aswell as the tri into the armor folder and test in game it doesn't work. I exaggerated some sliders in game to show you not sure what I am doing wrong but it would be great to find out xD

post-164608-0-98222100-1427143802_thumb.jpg

post-164608-0-59669900-1427143803_thumb.jpg

post-164608-0-59997700-1427143804_thumb.jpg

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post-164608-0-08573500-1427143836_thumb.jpg

post-164608-0-03608200-1427143837_thumb.png

post-164608-0-04270200-1427143838_thumb.png

Posted

 

 

And so it begins...

 

Suke:

For the Bodyslide v2.3 / Racemenu v3.1 in games morphs:

You need to generate the TRI files when you create the outfit/armor in Bodyslide.

 

Note: You should build all parts of the armor (a low and high for each part) and the TRI files to morph those parts of the outfit/armor.

By Default the TRI file option is not enabled/checked (it is the "Racemenu Morphs" check box right under the build button in bodyslide v2.3).

Note 2: Batch Build will generate the TRI file with the armor (as long as the "Racemenu Morphs" is checked on the main bodyslide page).

Note 3: Leave the Preset in Bodyslide on -Zero Sliders- (should be the top preset) when you generate the outfit/armor.

This way you have the outfit/armor in a CBBE/UUNP Base shape. This allows you to properly morph the outfit/armor into the shapes you want inside race menu.

 

 

As for me...

Today I'm going to be tinkering around with the Combined Piercings set that was done for bodyslide and convert it over to UUNP HDT.

I have already converted the sliderdata and created the bsd's for UUNP.

Now I need to re-weight each nif with UUNP HDT weights.

Note: The nif's originally came in a HDT/TBBP weight setup, so they have the older NPC L Breast 01 and NPC R Breast 01 in them.

To simplify things I'll batch them thru mesh rigger with UUNP HDT as the reference mesh and then rebuild the uunp package with tri files.

Note: I've already made a test package (with Tri's), but all of the meshes have the old weights... It does work with the morphs, but due to the extra bones they tend to over bounce. Hence the need to re-weight them.

 

 

One Final Note:

When you first set the shape in Racemenu, if you have the item in question on it may not adjust to the morph shape while you are in Racemenu. But once Racemenu closes the outfit/armor should morph.

Or that is what I am seeing while testing in game (my testing is done by: coc qasmoke from the main menu then spawn the ah1 barrel, drop off the default iron armor, put on piercing, and fire up racemenu - yeah first thing in RM is to swap to a female sex, then morph).

 

Later I'll test with custom races, probably UKC Angelic Temptress Sets (just the bodies for the 3/4 that come with that race).

 

 

 

UPDATE/CORRECTION:

Looks like I've got to go back on the AH1 piercings as they were never changed from a NiSkinInstance over to BSDismemberSkin Instances (so all the meshes are hosed when opened with mesh rigger or nifscope).... bah what fun (need to look and see what slot they are set to in the esp then match the dismember data to the nif or they will not show up in game).... But it is better to have it done correctly then to have it done incorrectly...

 

Luckily the SED7 and Newmiller sets are properly skinned so I'm currently running NM's piercings thru now... this should be fun.

 

 

Well, I did enable racemenu Morphs. I've conformed the armor n everything in outfit studio before I did that so everything scales in bodyslide but once I drag the nif files aswell as the tri into the armor folder and test in game it doesn't work. I exaggerated some sliders in game to show you not sure what I am doing wrong but it would be great to find out xD

 

What happens if you use the weight slider after you've applied some morphs?

(the vanilla weight slider that makes the bodies go from low to high weight)

Posted

 

 

 

And so it begins...

 

Suke:

For the Bodyslide v2.3 / Racemenu v3.1 in games morphs:

You need to generate the TRI files when you create the outfit/armor in Bodyslide.

 

Note: You should build all parts of the armor (a low and high for each part) and the TRI files to morph those parts of the outfit/armor.

By Default the TRI file option is not enabled/checked (it is the "Racemenu Morphs" check box right under the build button in bodyslide v2.3).

Note 2: Batch Build will generate the TRI file with the armor (as long as the "Racemenu Morphs" is checked on the main bodyslide page).

Note 3: Leave the Preset in Bodyslide on -Zero Sliders- (should be the top preset) when you generate the outfit/armor.

This way you have the outfit/armor in a CBBE/UUNP Base shape. This allows you to properly morph the outfit/armor into the shapes you want inside race menu.

 

 

As for me...

Today I'm going to be tinkering around with the Combined Piercings set that was done for bodyslide and convert it over to UUNP HDT.

I have already converted the sliderdata and created the bsd's for UUNP.

Now I need to re-weight each nif with UUNP HDT weights.

Note: The nif's originally came in a HDT/TBBP weight setup, so they have the older NPC L Breast 01 and NPC R Breast 01 in them.

To simplify things I'll batch them thru mesh rigger with UUNP HDT as the reference mesh and then rebuild the uunp package with tri files.

Note: I've already made a test package (with Tri's), but all of the meshes have the old weights... It does work with the morphs, but due to the extra bones they tend to over bounce. Hence the need to re-weight them.

 

 

One Final Note:

When you first set the shape in Racemenu, if you have the item in question on it may not adjust to the morph shape while you are in Racemenu. But once Racemenu closes the outfit/armor should morph.

Or that is what I am seeing while testing in game (my testing is done by: coc qasmoke from the main menu then spawn the ah1 barrel, drop off the default iron armor, put on piercing, and fire up racemenu - yeah first thing in RM is to swap to a female sex, then morph).

 

Later I'll test with custom races, probably UKC Angelic Temptress Sets (just the bodies for the 3/4 that come with that race).

 

 

 

UPDATE/CORRECTION:

Looks like I've got to go back on the AH1 piercings as they were never changed from a NiSkinInstance over to BSDismemberSkin Instances (so all the meshes are hosed when opened with mesh rigger or nifscope).... bah what fun (need to look and see what slot they are set to in the esp then match the dismember data to the nif or they will not show up in game).... But it is better to have it done correctly then to have it done incorrectly...

 

Luckily the SED7 and Newmiller sets are properly skinned so I'm currently running NM's piercings thru now... this should be fun.

 

 

Well, I did enable racemenu Morphs. I've conformed the armor n everything in outfit studio before I did that so everything scales in bodyslide but once I drag the nif files aswell as the tri into the armor folder and test in game it doesn't work. I exaggerated some sliders in game to show you not sure what I am doing wrong but it would be great to find out xD

 

What happens if you use the weight slider after you've applied some morphs?

(the vanilla weight slider that makes the bodies go from low to high weight)

 

Well, nothing really changes except the hands and feet, since I just used the zero'd sliders preset for the body.

post-164608-0-88552000-1427144247_thumb.jpg

post-164608-0-77300300-1427144248_thumb.jpg

post-164608-0-77295400-1427144249_thumb.jpg

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  • 1 month later...
Posted

Going to be working on this some more now that I have been feeling a lot better. So expect some more things or just refinement.

Posted

 

 

 

 

And so it begins...

 

Suke:

For the Bodyslide v2.3 / Racemenu v3.1 in games morphs:

You need to generate the TRI files when you create the outfit/armor in Bodyslide.

 

Note: You should build all parts of the armor (a low and high for each part) and the TRI files to morph those parts of the outfit/armor.

By Default the TRI file option is not enabled/checked (it is the "Racemenu Morphs" check box right under the build button in bodyslide v2.3).

Note 2: Batch Build will generate the TRI file with the armor (as long as the "Racemenu Morphs" is checked on the main bodyslide page).

Note 3: Leave the Preset in Bodyslide on -Zero Sliders- (should be the top preset) when you generate the outfit/armor.

This way you have the outfit/armor in a CBBE/UUNP Base shape. This allows you to properly morph the outfit/armor into the shapes you want inside race menu.

 

 

As for me...

Today I'm going to be tinkering around with the Combined Piercings set that was done for bodyslide and convert it over to UUNP HDT.

I have already converted the sliderdata and created the bsd's for UUNP.

Now I need to re-weight each nif with UUNP HDT weights.

Note: The nif's originally came in a HDT/TBBP weight setup, so they have the older NPC L Breast 01 and NPC R Breast 01 in them.

To simplify things I'll batch them thru mesh rigger with UUNP HDT as the reference mesh and then rebuild the uunp package with tri files.

Note: I've already made a test package (with Tri's), but all of the meshes have the old weights... It does work with the morphs, but due to the extra bones they tend to over bounce. Hence the need to re-weight them.

 

 

One Final Note:

When you first set the shape in Racemenu, if you have the item in question on it may not adjust to the morph shape while you are in Racemenu. But once Racemenu closes the outfit/armor should morph.

Or that is what I am seeing while testing in game (my testing is done by: coc qasmoke from the main menu then spawn the ah1 barrel, drop off the default iron armor, put on piercing, and fire up racemenu - yeah first thing in RM is to swap to a female sex, then morph).

 

Later I'll test with custom races, probably UKC Angelic Temptress Sets (just the bodies for the 3/4 that come with that race).

 

 

 

UPDATE/CORRECTION:

Looks like I've got to go back on the AH1 piercings as they were never changed from a NiSkinInstance over to BSDismemberSkin Instances (so all the meshes are hosed when opened with mesh rigger or nifscope).... bah what fun (need to look and see what slot they are set to in the esp then match the dismember data to the nif or they will not show up in game).... But it is better to have it done correctly then to have it done incorrectly...

 

Luckily the SED7 and Newmiller sets are properly skinned so I'm currently running NM's piercings thru now... this should be fun.

 

 

Well, I did enable racemenu Morphs. I've conformed the armor n everything in outfit studio before I did that so everything scales in bodyslide but once I drag the nif files aswell as the tri into the armor folder and test in game it doesn't work. I exaggerated some sliders in game to show you not sure what I am doing wrong but it would be great to find out xD

 

What happens if you use the weight slider after you've applied some morphs?

(the vanilla weight slider that makes the bodies go from low to high weight)

 

Well, nothing really changes except the hands and feet, since I just used the zero'd sliders preset for the body.

 

 

If you have to drag and drop the nif and tri files into the folder after building them in bodyslide....

Then the problem is the path set in the nif file (NiStringExtraData) that points to the tri file.

That path is SPECIFIC and has to point to the tri files location, or it will NOT morph.

 

An example.

When I created UUNP morph bodies, hands, and feet to use with the Angelic Temptress Race I had to change the NiStringExtraData path from the default path of "\actors\character\character assets\femalebody.tri" to "temptress\actors\character\character assets\femalebody.tri" (for the body, femalehands.tri in the hands, and femalefeet.tri in the feet).

As the Temptress race body resides in that folder, along with the tri file.

For the Temptress succubus it was "temptress\actors\character\Succubus\Body\femalebody.tri".

 

So if you have to move outfit nif's and the tri files then you have to adjust the nistring in the nif's to point to the new location.

 

So:

NiStringExtraData = Skyrim\data\meshes (this is not needed as racemenu list this as the default part of the path) \ "outfit folder path" \ "tri file name".

So if you were doing the Ancient Nord armor the nistring path would equal: \armor\draugr\draugrarmorfemale.tri

And that path would need to be inside the draugrarmorfemale_0.nif and the draugrarmorfemale_1.nif for the morphs to work correctly in game.

Note: you would also need the boots and gautlets point to there respective tri files as well.

Posted

I did a bunch of conversions of vanilla clothes last night as well as finishing up all the vanilla armors I could do, I will do the DLC's when I get home from work and put it up here. All bodyslide presets will be included.

Posted

Just about done, just a couple changes on the farmers clothes, I will be converting a different set for those instead of the vanilla meshes. Then it will be up later sometime today. in the downloads.

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