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Bodyslide CB++ v0.9.5 (35 extra sliders for CBBE) + outfit support


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Posted

Which Bodyzaps did you add in your latest update Bunny ? Because I cant see many in Bodyslide ?

The reference is already included in every sliderset' date=' but hidden. Last update contained body zaps for blacksmith, all fineclothes, and both vampire. Missing ones will be added eventually.

[/quote']

 

Ok thanks .

Posted

I'm confused. Do you mean name-wise? Anyway, I looked in the creation kit and the armor race for my customKhajiit race is also the regular Khajiit race. Could this be the thing that is causing this to happen?

Posted

I'm confused. Do you mean name-wise? Anyway' date=' I looked in the creation kit and the armor race for my customKhajiit race is also the regular Khajiit race. Could this be the thing that is causing this to happen?

[/quote']

 

I've never used any of those mods or any race mod, so I really have no idea. Perhaps ask in the mod's own thread what folder to use?

Posted

Heyas,

 

I have bodyslide installed with the CB++ body, Killer Keos skimpy outfits and the Ported Outfits update but when I try a batch build i receive the below error:

 

 

 

Any ideas?

 

Worked fine when I was using Cal's outfits.

Posted

I have bodyslide installed with the CB++ body' date=' Killer Keos skimpy outfits and the Ported Outfits update but when I try a batch build i receive the below error:

Any ideas?

Worked fine when I was using Cal's outfits.

[/quote']

It means that one or some source nifs are missing. The remaining ones will install just fine though. To find which ones are missing, try opening the preview window for each outfit.

 

One thought: the Ported Outfits update is not standalone - make sure you didn't forget to download the main file (55MB large).

 

 

______________________________________________________

 

 

I've been thinking about making a package for amulets. AFAIK there is no CBBE amulets mod yet... any thoughts? Possibly it will have a separate slider for how close amulets should get to the body - if very close, they will be hidden under outfits.

Posted

Try to enable GameDataPath in Config.xml, or reinstall all CB++ files if it doesn't work still.

Posted

I have bodyslide installed with the CB++ body' date=' Killer Keos skimpy outfits and the Ported Outfits update but when I try a batch build i receive the below error:

Any ideas?

Worked fine when I was using Cal's outfits.

[/quote']

It means that one or some source nifs are missing. The remaining ones will install just fine though. To find which ones are missing, try opening the preview window for each outfit.

 

One thought: the Ported Outfits update is not standalone - make sure you didn't forget to download the main file (55MB large).

 

 

______________________________________________________

 

 

I've been thinking about making a package for amulets. AFAIK there is no CBBE amulets mod yet... any thoughts? Possibly it will have a separate slider for how close amulets should get to the body - if very close, they will be hidden under outfits.

 

SWEET!!! cheers - didnt have the 55mb base mod only the patch....:P

Posted

I think the amulet idea is a good one. Already alone for moving it closer to the body! They tend to float a bit.. :)

 

Also, do you plan to introduce those experimental sliders to the full set as well? I think they would make a.. hm, healthy addition! :)

Posted

I think the amulet idea is a good one. Already alone for moving it closer to the body! They tend to float a bit.. :)

 

Also' date=' do you plan to introduce those experimental sliders to the full set as well? I think they would make a.. hm, healthy addition! :)

[/quote']

Healthy indeed. The sliders will be included at some point, but at the moment I don't feel like making a major update, considering that all the outfit sets should match the main body set.

 

 

Terrific mod' date=' though it might be nice to make the read me file that comes with the download available independently at the top of the thread.

[/quote']

The README is pretty much included in that post. But I admit that documentation is a little sketchy.

 

 

Did anyone else notice that double melon actually says dobble melon?

I thought that was intentional. TummyTuk anyone? Mmm' date=' sounds tasty... I'll have some.

 

_________________________________________

 

 

Anyway, this might interest someone... I have made a few changes to the Bodyslide UI that should come handy for CB++ users. Basically, the precious vertical space is used better now, and most buttons have been moved to the left column, except for the preview buttons which (IMHO) are at the most logical place. The Group filter is not yet operational, but shouldn't be too hard to implement. Preset is retained between sliderset changes (when applicable). The scrollbar is working, although with a non-proportional thumb (so far it's either/or). Overall the app should be easier to use for CB++, though the changes are pretty small.

 

Edit: the scrollbar works just fine now, will fix some issues with window resizing, then implement the group filter.

 

 

Posted

I'm a bit confused how BodySlide modifies the armor meshes. I'm trying to replace Killer Keo's skimpy nordplate with Caliente's Vanilla version, however, using BodySlide seems to always revert it back to the KK version even if the meshes in the data folder are of the Caliente version. I'm happy with the rest being KK but I don't like the nordplate and would prefer the more modest version.

 

Is there no way to mix outfits from multiple groups? Or do I need to modify the groups somehow?

Posted

I'm a bit confused how BodySlide modifies the armor meshes. I'm trying to replace Killer Keo's skimpy nordplate with Caliente's Vanilla version' date=' however, using BodySlide seems to always revert it back to the KK version even if the meshes in the data folder are of the Caliente version. I'm happy with the rest being KK but I don't like the nordplate and would prefer the more modest version.

 

Is there no way to mix outfits from multiple groups? Or do I need to modify the groups somehow?

[/quote']

 

When you batchbuild, the last group will obviously overwrite the previous one. If it's just a single outfit, building Caliente's version afterwards is enough.

 

If you like to make your own groups, have a look at the XML files in SliderGroups folder. Don't be scared, it's just text after all, and some copy/pasting will do the trick.

Posted

This is awesome! Do the sliders work for male characters as well?

 

The CB++ sliders is an addon to Bodyslide CB(BE) only.

 

No reason why Bodyslide couldn't be used for any kind of bodytype though. If someone wanted to start adding Bodyslide support for Better Males, they could start with for instance...er, dong sliders. Like a growing slider "horse envy" that goes all the way down to tripod (texture stretch be damned), and a shrinking one "cold pool" that goes all the way up to "shy turtle"... :)

 

Outfit support would be really hard though.

Posted

Hey StuffedBunny,

 

Is it true that bodyslide has issues with the High Elf body - because I have bodyslide installed and my High Elf toon crashes the game when I take her armor off.

 

I read this somewhere but wanted to confirm with someone that is an expert with bodyslide before i reinstall the entire game trying to fix.

Posted

Is it true that bodyslide has issues with the High Elf body - because I have bodyslide installed and my High Elf toon crashes the game when I take her armor off.

 

AFAIK, it was an issue with an older version of the CHSBHC BBP skeleton. It was fixed long ago, perhaps by diabling the butt-weighting which seemed to cause the problem.

 

Possible solution: update your skeleton. http://www.loverslab.com/showthread.php?tid=4813&highlight=Skeletons

Or the UNPB skeleton (look an nexus).

Posted

:cool: The amulets package is posted. It works with standard CBBE too, as long as the CB++ specific sliders stay at 0%. Please add a comment if you find any bug or issue not mentioned in the readme.

 

And the new Bodyslide GUI is improving. Resizing / minmaxing window works as intended. A minor bug remains (scroll down, enlarge window, you'll see what I mean). Will try to implement group filter next.

 

Sadly Caliente hasn't been around for a month or so, but I'm not in any hurry to release this.

Posted

I have updated RBS to version 0.2 featuring cb++ for 30 different bodytypes. But the mod has problems with feet and neck seams. There is a gap beween the feet and the leg and sometimes also at the neck. If i setnpcweight in game the neck is looking fine again, but the gap at the feet remains. Is it a common problem or have i done something wrong with the converting or attaching the feet meshes?

Posted

I have updated RBS to version 0.2 featuring cb++ for 30 different bodytypes. But the mod has problems with feet and neck seams. There is a gap beween the feet and the leg and sometimes also at the neck. If i setnpcweight in game the neck is looking fine again' date=' but the gap at the feet remains. Is it a common problem or have i done something wrong with the converting or attaching the feet meshes?

[/quote']

 

The clamp slider had a bug wich cause a minor neck seam, but that was fixed weeks ago. The feet are not affected by the clamp slider since the Ankles slider crosses the body-feet border. One solution is to make sure your random(?) presets never use the Ankles slider.

 

If Ankles is used (not at 100%), then you need to make sure to never use outfits with mismatching shoes. Like vanilla shoes with CB++ outfit, or vanilla/CBBE outfit with CB++ shoes. AFAIK, the CB++ Feet pack should almost completely match the available outfits, except for any dawnguard shoes. There may be some remaining unported vanilla outfits that cause seams.

Posted

I created new bodies. Seam at feet gone away. But still have the issue that there is a seam between neck and head. If i setnpcweight to any value ingame the seam vanish. I assured that i have latest bodyslide version installed. Any hints what is causing this?

 

Edit: i think it is a common problem with Skyrim and Creation Kit. After changing npcs in creation kit, the gap occur. If a new game is started there is no gap.

Posted

Edit: i think it is a common problem with Skyrim and Creation Kit. After changing npcs in creation kit' date=' the gap occur. If a new game is started there is no gap.

[/quote']

 

Well that's really odd. But Skyrim has its fair share of problems.

Posted

Its because Skyrim stores a lot of data in your save game. This can end up conflicting with changes by mods after you start as NPCs' stats like weight override the mods' values.

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