OmegaMan1 Posted January 13, 2013 Posted January 13, 2013 Hi, I am newer to the CB++ bodyslides and i am trying it out and liking the body modifications you can make, thanks! However I am struggling to find the needed armor files to go with this body, the bodyslides are on the front page, but not the mod itself that is also needed for textures, for example Cal's Craw and Heavy Tera modifications. So can anyone please tell me what else i need to download to get these into my game? Or are those located in this 90 page thread somewhere? Thanks Edit - I found them after a couple hours of digging, there is alot of Tera mods and there versions/Re-meshes/Retextures, so had to find the right one, which of course is the base package...However, they seem to not be taking the CB++ presets and only the older presets, I will have to try and figure that out now. All fun learning new things.
FastestDogInTheDistrict Posted January 13, 2013 Posted January 13, 2013 I'm not sure if this has already been asked - but does an armour need to have been converted to CBBE before it can be morphed to fit a CBEE Bodyslide++ preset? For example - could a UNP or Vanilla armour simply have slider-info (or whatever it's called - I haven't delved into this very deeply) added, and then be washed through Bodyslide++ for my CBBE preset & still work/look awesome? The reason I ask is - I can't seem to find the stock Vanilla Dawnguard armours (not vampire - the actual Dawnguard faction gear) for CBBE...
OmegaMan1 Posted January 13, 2013 Posted January 13, 2013 Ok, i am kinda stuck and need a little assistance. Thanks in advance! I have created a preset which includes the Tera Craw armor sliders and I created a batch to update it and it exported properly, however when i check what was exported it is the only the old settings not the CB++ ones as well, which is resulting in no changes to my armor. So my question is, how do i get the sliders that were created back in March, which did not have the CB++ sliders in it to convert to those sliders? I think once i figure that out, i am good to go. Edit - I thought it might be my slider version, so i downloaded CBBE again, and took out the new sliders in there (it was created after my version (8/18/12), though both said 1.4 under product version), and now some of the extra slider options don't even work (according to the picture view atleast), which is making me think i should go back to what i had. Either way, i am no farther ahead in fixing my issue. I might just take a break from trying to get this to work, i don't want to ruin anything in my game over this when i can probably get some expert help tomorrow from you guys
abuelitosan Posted January 13, 2013 Posted January 13, 2013 Hi Stuffed Bunny I have uploaded some meshes generated with CB++ to Nexus http://skyrim.nexusmods.com/mods/29827 I am thinking that I did not ask you for permission. If is a problem, please, let me know and I'll remove them. Thanks
stuffed_bunny Posted January 13, 2013 Author Posted January 13, 2013 However I am struggling to find the needed armor files to go with this body' date=' the bodyslides are on the front page, but not the mod itself that is also needed for textures, for example Cal's Craw and Heavy Tera modifications.[/quote'] There are direct links in the "Bodyslide Armor and Clothes List" thread: http://www.loverslab.com/showthread.php?tid=7788 does an armour need to have been converted to CBBE before it can be morphed to fit a CBEE Bodyslide++ preset? For example - could a UNP or Vanilla armour simply have slider-info (or whatever it's called - I haven't delved into this very deeply) added' date=' and then be washed through Bodyslide++ for my CBBE preset & still work/look awesome?[/quote'] Nope. Any CBBE-based body+outfit would work as baseshape, you'd just have to make sure it matches the CBBE preset (or close enough) by default. Outfits made for other bodytypes will not work, not just because of the shape differences, but mostly because: 1) The weighting is different (affects animations) 2) The body slider data only works for CBBE. Think of the slider data as 3D points in a certain order [index, x,y,z], which means it will only work with meshes that have the same order as the sources used for creating the slider data. The reason I ask is - I can't seem to find the stock Vanilla Dawnguard armours (not vampire - the actual Dawnguard faction gear) for CBBE... Killer Keos pack includes the Dawnguard armors. Ok' date=' i am kinda stuck and need a little assistance. Thanks in advance!/quote'] And now my head hurts from trying to understand what the problem is... I have uploaded some meshes generated with CB++ to Nexus http://skyrim.nexusmods.com/mods/29827 I am thinking that I did not ask you for permission. If is a problem' date=' please, let me know and I'll remove them.[/quote'] No problem on my side. If I may suggest, list which outfits are included on the mod's main page. And to find CB++, googling "Bodyslide CB++" or similar should be enough. Perhaps post a link like: http://lmgtfy.com/?q=bodyslide+sliders
OmegaMan1 Posted January 13, 2013 Posted January 13, 2013 Awesome, thanks again for your assistance! I got my bodyslides to work, it was a improper install on my part, so i reinstalled and got all the sliders and I have also modified the Heavy 4 armor, that there was a bodyslide for on your main page. I will look at doing the claw wizard outfit as well, so perhaps I can have two different outfits on my adventures. Though it would be really nice if someone did a complete Tera bodyslide version. Cheers!
abuelitosan Posted January 13, 2013 Posted January 13, 2013 I have uploaded some meshes generated with CB++ to Nexus http://skyrim.nexusmods.com/mods/29827 I am thinking that I did not ask you for permission. If is a problem' date=' please, let me know and I'll remove them.[/quote'] No problem on my side. If I may suggest, list which outfits are included on the mod's main page. And to find CB++, googling "Bodyslide CB++" or similar should be enough. Perhaps post a link like: http://lmgtfy.com/?q=bodyslide+sliders Thanks! will do
stuffed_bunny Posted January 13, 2013 Author Posted January 13, 2013 For all you Mak armor lovers, the Outfits pack has been updated to support CT77's v2.5.1. Think I've squashed a few old bugs along the way, hopefully without introducing any new ones. Will add BreastHeight support to Amulets next. Edit: ...and done.
Xanshio Posted January 13, 2013 Posted January 13, 2013 And add a TBBP option will be great for the bouncing boobs lovers!! I tried TBBP with my body mod and it doesn't look very well' date=' since my mod has pretty small boobs at Weight 0 and the TBBP keeps the same effect. So we see small boobs trying to bounce like big ones, which is creepy. [/quote'] Try playing around with the weight table. This won't ruin the Weight slider? I'll have different breasts weights for the *_0.nif and the *_1.nif, right? So what happens if my character has 50 of Weight? (Yes, I'm a noob at weight.. stuff D: )
cretin Posted January 13, 2013 Posted January 13, 2013 Thanks for the new CB++Outfits, s_b. Works great; really appreciate the effort.
Endiness Posted January 13, 2013 Posted January 13, 2013 Vertex position and weight values are interpolated.
Xanshio Posted January 13, 2013 Posted January 13, 2013 Vertex position and weight values are interpolated. Thank you for these informations, Endiness!! I may give another chance to TBBP now.
FastestDogInTheDistrict Posted January 13, 2013 Posted January 13, 2013 does an armour need to have been converted to CBBE before it can be morphed to fit a CBEE Bodyslide++ preset? For example - could a UNP or Vanilla armour simply have slider-info (or whatever it's called - I haven't delved into this very deeply) added' date=' and then be washed through Bodyslide++ for my CBBE preset & still work/look awesome?[/quote'] Nope. Any CBBE-based body+outfit would work as baseshape, you'd just have to make sure it matches the CBBE preset (or close enough) by default. Outfits made for other bodytypes will not work, not just because of the shape differences, but mostly because: 1) The weighting is different (affects animations) 2) The body slider data only works for CBBE. Think of the slider data as 3D points in a certain order [index, x,y,z], which means it will only work with meshes that have the same order as the sources used for creating the slider data. Ah - gottit! Thanks stuffed_bunny! The reason I ask is - I can't seem to find the stock Vanilla Dawnguard armours (not vampire - the actual Dawnguard faction gear) for CBBE... Killer Keos pack includes the Dawnguard armors. From what I can tell, it includes Keo's skimpy edit of the Dawnguard armours - I'm after a non-skimpy version if there is one.
analturtle Posted January 14, 2013 Posted January 14, 2013 Hey Stuffed_Bunny Will you be updating the MAK 2.5.1 pack so his latest version with the new armors has all the sliders available?
foreveraloneguy Posted January 14, 2013 Posted January 14, 2013 For all you Mak armor lovers' date=' the Outfits pack has been updated to support CT77's v2.5.1. Think I've squashed a few old bugs along the way, hopefully without introducing any new ones. Will add BreastHeight support to Amulets next. Edit: ...and done. [/quote'] DOH! I haven't forgotten about doing the sliders for KK. Just got tied up testing about 20 different version of ENB. Boris has been a busy, busy man this week. But at least a bug I've been complaining about for 6 months finally got fixed. So yay... or something.
RomeoZero Posted January 14, 2013 Posted January 14, 2013 I have this trouble when i try to open preview window what to fix ?? http://i51.fastpic.ru/big/2013/0114/29/eadc77f1749027f29448d41428153129.jpg
stuffed_bunny Posted January 14, 2013 Author Posted January 14, 2013 weight values are interpolated. They are? Can we get this confirmed? If so, it means Bodyslide's single source mesh is not a good idea. There should be a way to get the weighting of the _0.nif from a second source nif. Or preferably, to have weighting sliders affecting both outputs. Just suggest it to Caliente. Probably won't help, but won't hurt either.
foreveraloneguy Posted January 14, 2013 Posted January 14, 2013 Bunny, that's how the game works. You have a _0.nif and _1.nif for min and max weights respectively, and everything in between is an interpolation of the values contained in those two nif files.
stuffed_bunny Posted January 14, 2013 Author Posted January 14, 2013 Bunny' date=' that's how the game works. You have a _0.nif and _1.nif for min and max weights respectively, and everything in between is an interpolation of the values contained in those two nif files.[/quote'] Obviously we're not talking about the same thing, I was asking about bone weights. Weight slider is just a body slider. The question was if it's just a vertex data slider as I believed, or if we can get documented confirmation that it interpolates bone weights between the nifs. Huge difference. Maybe I should just test the theory...
foreveraloneguy Posted January 15, 2013 Posted January 15, 2013 OK, can someone else please test this and tell me if I'm right, crazy, or just have a b0rked bodyslide folder? Try creating any BBP, not TBBP, body with breast sliders all at 0 and see if you get a really badly mishapen breast. Most visible from the side... very blocky and just bleh.
Endiness Posted January 15, 2013 Posted January 15, 2013 I don't think I've come across a mesh that was weight painted exactly the same weights ,vertex per vertex, on min and max weights, nor have I made an effort to do so when adapting bodies to tbbp. Weight sliders work fine. I couldn't imagine the number of problems that would arise if weight values had to be the same.
FastestDogInTheDistrict Posted January 15, 2013 Posted January 15, 2013 For some reason, my Forsworn gauntlets and boots seem to be being created like so: Gauntlets: Boots: That's using the CB++ Footwear & Armwear options. Something seems very wrong. Weird thing is, even if I remove meshes from my folder (and there aren't any gauntlets meshes - which also seems very odd), they stay the same. This may not even be BodySlide, but something else getting in the way. Any ideas as to how I can fix it?
foreveraloneguy Posted January 15, 2013 Posted January 15, 2013 I don't think I've come across a mesh that was weight painted exactly the same weights ' date='vertex per vertex, on min and max weights, nor have I made an effort to do so when adapting bodies to tbbp. Weight sliders work fine. I couldn't imagine the number of problems that would arise if weight values had to be the same. [/quote'] er... is that to me or to bunny?
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