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So is UUNP the new Go-To?


Bonnie Lass

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With Uunp i can have all body morph provided in the same game, using the randomizer thing from racemenu, i can see mcbm npc talking with a 7b one then a guard in patrol with unpPerky morph ect ...

No need to have differents race with differents body, and with the "racemenu" check box in bodyslide, even cloth and amor fit perfectly all body morph.

Bodymorph is definitely cool but I think this is where CBBE advantage still shows and this is coming from an UUNP user. UUNP Bodyslide has to compromise for the different UNP derivatives by making separate hand and feet meshes for different presets. This means that gloves and shoes (not boots) made for UNP still has seams on some presets like UUNP DG. AFAIK there is no Bodyslide shoes/gloves because CBBE never had a need for it.

 

 

...wish there is a way to set Bodymorph for named NPC.

There are gauntlets in RMA UUNP. You can set morphs for NPCs with RaceMenu's BodyGen feature.
...wish there is a easy way to set specific Bodymorph individually for lots of named NPC :P

 

 

BodyGen? Part of RaceMenu? Write a file with fixed morphs set for specific characters in the ini?
Yes, yes and yes. Is there a tutorial somewhere?

 

I have been following the discussions since Bodyslide2.8 was released with RM support and didn't understand any of it. All the discussion is for random gen but not for named NPC or for NPC that came with mods.

 

Normally I would apologize for derailing a thread but in this case...

First post in the racemenu thread, lower part, example with Skyrim.esm|<ID>
No offense, but that's hardly a tutorial. I really want to use the morphing capabilities, but I'm tired from digging through a hundred pages of discussion about sculpting.

There should be a thread somewhere just about the morphing features and how to use them.

 

Picking a single NPC from Skyrim.esm is easy.

What about a custom follower where the esp might change in load order? Can the ID of the NPC be masked so that the load order bits are wildcarded?

 

like:

Nylea.esp|xx056982=Nylea ....... parameters............

 

And her information would go in:

file location: meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini

and meshes\actors\character\BodyGenData\Nylea.esp\templates.ini

 

is that right?

 

But how to specify her formID when her load order can change is a question I have not found an answer for.

 

And can morphs be applied in script (instead of scaling a node)?

I mean.... what if we could make a breast get more round and increase breast size using a morph? No more "torpedo boobs" ever! :)

 

Lots of questions about these new capabilities but answers are hard to find or don't exist anywhere yet.

 

 

No offense but when someone doesn't get it with expired's stuff written there then a tutorial does not matter because that one has forsaken his brain functionality to be doomed to decay.

 

90% off stuff you need is written there right before your nose in the first post in the rm thread, you only need to copy and customize it.

 

And follower stuff works the same way as getformfromfile from skse lower 6 hexadecimal numbers are determined by the id given without leading zeroes and the highest two by the plugin name that determines the first.

 

Morphes in a script. Ever heard of Bodyslide that comes with 2 morph plugins and a script that uses it. Look in nioverride.psc if you wanna see the available papyrus functions.

Offense taken, expired is a genius, but did NEVER explain his mod well.

There were times when the extra morphes and plugins were new for custom races and you had to create folders, write your own lines into it and so on, lots of work and guessing what he could mean in 50% of that time. You had to steal every single necessary information from him. And I've wasted a lot of time doing the wrong things or waiting for answers.

 

Since then things had gotten user-friendlier, but hardly his explanations and you still have to guess what he could mean.

People would use his new features immediately, but they're guessing and waiting. Waiting till someone is asking the questions and receiving facts .. or not, because he's often not answering questions that had never been asked before, not even with two words. Seen it in ...2013(?), seen it with ingame bodyslide, seeing it now: After two weeks really experienced user are writing "wait, I can do such a thing?". They are the pioneers - after several weeks. And THEY are sharing their knowledge how to do it.

So please, Groovtama, chasten yourself. You could've written "yes, you're right" or "no, it works like that: ..." instead of "forsaken his brain functionality to be doomed to decay".

In my opinion very experienced mod users are getting no answers or insults from the most genius modders. I'm sure you developer got a lot of multi tasking, but stay fair and help those experienced users to help others.

 

edit:

My post could be passive aggressive, sorry about that. I've asked the same question like chajapa did more than 5 days ago without an answer. Short and in a way that only a "yes" or "no" would be suffice.

Link to comment

 

 

 

 

 

 

 

 

 

 

 

 

 

With Uunp i can have all body morph provided in the same game, using the randomizer thing from racemenu, i can see mcbm npc talking with a 7b one then a guard in patrol with unpPerky morph ect ...

No need to have differents race with differents body, and with the "racemenu" check box in bodyslide, even cloth and amor fit perfectly all body morph.

Bodymorph is definitely cool but I think this is where CBBE advantage still shows and this is coming from an UUNP user. UUNP Bodyslide has to compromise for the different UNP derivatives by making separate hand and feet meshes for different presets. This means that gloves and shoes (not boots) made for UNP still has seams on some presets like UUNP DG. AFAIK there is no Bodyslide shoes/gloves because CBBE never had a need for it.

 

 

...wish there is a way to set Bodymorph for named NPC.

There are gauntlets in RMA UUNP. You can set morphs for NPCs with RaceMenu's BodyGen feature.
...wish there is a easy way to set specific Bodymorph individually for lots of named NPC :P

 

 

BodyGen? Part of RaceMenu? Write a file with fixed morphs set for specific characters in the ini?
Yes, yes and yes. Is there a tutorial somewhere?

 

I have been following the discussions since Bodyslide2.8 was released with RM support and didn't understand any of it. All the discussion is for random gen but not for named NPC or for NPC that came with mods.

 

Normally I would apologize for derailing a thread but in this case...

First post in the racemenu thread, lower part, example with Skyrim.esm|<ID>
No offense, but that's hardly a tutorial. I really want to use the morphing capabilities, but I'm tired from digging through a hundred pages of discussion about sculpting.

There should be a thread somewhere just about the morphing features and how to use them.

 

Picking a single NPC from Skyrim.esm is easy.

What about a custom follower where the esp might change in load order? Can the ID of the NPC be masked so that the load order bits are wildcarded?

 

like:

Nylea.esp|xx056982=Nylea ....... parameters............

 

And her information would go in:

file location: meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini

and meshes\actors\character\BodyGenData\Nylea.esp\templates.ini

 

is that right?

 

But how to specify her formID when her load order can change is a question I have not found an answer for.

 

And can morphs be applied in script (instead of scaling a node)?

I mean.... what if we could make a breast get more round and increase breast size using a morph? No more "torpedo boobs" ever! :)

 

Lots of questions about these new capabilities but answers are hard to find or don't exist anywhere yet.

 

 

No offense but when someone doesn't get it with expired's stuff written there then a tutorial does not matter because that one has forsaken his brain functionality to be doomed to decay.

 

90% off stuff you need is written there right before your nose in the first post in the rm thread, you only need to copy and customize it.

 

And follower stuff works the same way as getformfromfile from skse lower 6 hexadecimal numbers are determined by the id given without leading zeroes and the highest two by the plugin name that determines the first.

 

Morphes in a script. Ever heard of Bodyslide that comes with 2 morph plugins and a script that uses it. Look in nioverride.psc if you wanna see the available papyrus functions.

Offense taken, expired is a genius, but did NEVER explain his mod well.

There were times when the extra morphes and plugins were new for custom races and you had to create folders, write your own lines into it and so on, lots of work and guessing what he could mean in 50% of that time. You had to steal every single necessary information from him. And I've wasted a lot of time doing the wrong things or waiting for answers.

 

Since then things had gotten user-friendlier, but hardly his explanations and you still have to guess what he could mean.

People would use his new features immediately, but they're guessing and waiting. Waiting till someone is asking the questions and receiving facts .. or not, because he's often not answering questions that had never been asked before, not even with two words. Seen it in ...2013(?), seen it with ingame bodyslide, seeing it now: After two weeks really experienced user are writing "wait, I can do such a thing?". They are the pioneers - after several weeks. And THEY are sharing their knowledge how to do it.

So please, Groovtama, chasten yourself. You could've written "yes, you're right" or "no, it works like that: ..." instead of "forsaken his brain functionality to be doomed to decay".

Seriously, very experienced mod user are asking questions and they're getting no answers or insults from the most genius modders.

 

 

 

I am not, personally, offended by Groovtama's response. You're right. He's a genius. And so are expired and cell and several others. Proof of it is in the work they do.

And I have thick skin. :)

 

I try to keep in mind, that for MANY of our developers, English is not their native language although they may be quite fluent in it.

 

ALSO there are many that are very good at all of this scripting stuff and understand it and they think at a level... ^ up there, while many of us are still trying to understand at a level ------ <-- about there. 

 

The high thinkers say something like, "Just look at so-and-so.psc. It's all right there" and they're not being mean. To them it's quite obvious and they may simply not understand that some of us don't know how to read "so-and-so.psc" and know what we're reading.

 

I'm trying to get enough information so that I can write a simpler explanation on how to use the basics of these morphs and do it in a way that those of us who do NOT think ^^^ way up there... can understand.

If I have to ask dumb questions to get to that point, then so be it.

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Good words, chajapa. I envy you for such true and relaxed lines, guess I'm too sober and cramped in general. edit: See, I didn't even post a smiley..
 

 

 

 

I think you're right with the following:
meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini

 

shortened quote:

meshes/actors/character/BodyGenData/%MOD_FILENAME_WITH_EXT%/
morphs.ini
templates.ini

The morphs file defines what morphs should be available to what ActorBases, here is an example:
Skyrim.esm|F62F0=Sevenbase,Breasts

For the new All feature, this would say:
All|Female=Sevenbase,Breasts

Make sure you have empty new lines at the end of your ini files.
If you have explicit overrides in other mods they will overwrite by load order, so if you have all in an earlier mod, then have one explicit in a later mod, the ActorBase will use the later setting.

So a folder named "All" would be possible as well?

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Good words, chajapa. I envy you for such true and relaxed lines, guess I'm too sober and cramped in general.

 

 

 

 

I think you're right with the following:

meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini

 

shortened quote:

meshes/actors/character/BodyGenData/%MOD_FILENAME_WITH_EXT%/

morphs.ini

templates.ini

 

The morphs file defines what morphs should be available to what ActorBases, here is an example:

Skyrim.esm|F62F0=Sevenbase,Breasts

 

For the new All feature, this would say:

All|Female=Sevenbase,Breasts

 

Make sure you have empty new lines at the end of your ini files.

If you have explicit overrides in other mods they will overwrite by load order, so if you have all in an earlier mod, then have one explicit in a later mod, the ActorBase will use the later setting.

So a folder named "All" would be possible as well?

 

In the case of all, you still have to use the "Nylea.esp" folder. What that means is, if the Nylea.esp plugin is activated, it randomizes All|Female(s) using the assigned templates.

 

However, you should probably only do this for one plugin (folder) at once. For instance, if you already use RaceMenuMorphsCBBE.esp or RaceMenuMorphsUUNP.esp, you should do it in that folder/INI instead.

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Good words, chajapa. I envy you for such true and relaxed lines, guess I'm too sober and cramped in general. edit: See, I didn't even post a smiley..

 

 

 

 

I think you're right with the following:

meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini

 

shortened quote:

meshes/actors/character/BodyGenData/%MOD_FILENAME_WITH_EXT%/

morphs.ini

templates.ini

 

The morphs file defines what morphs should be available to what ActorBases, here is an example:

Skyrim.esm|F62F0=Sevenbase,Breasts

 

For the new All feature, this would say:

All|Female=Sevenbase,Breasts

 

Make sure you have empty new lines at the end of your ini files.

If you have explicit overrides in other mods they will overwrite by load order, so if you have all in an earlier mod, then have one explicit in a later mod, the ActorBase will use the later setting.

So a folder named "All" would be possible as well?

 

No. 

If I'm understanding your question correctly.... you could not replace %MOD_FILENAME_With_EXT% with a folder called "All"

 

Why? Because the mod name and extension are used to determine the load order of any FormIDs referenced in the morph.ini and template.ini inside that folder.

 

If you have no actual mod named "All" then I think anything placed in that folder would be ignored.

 

The "All|Female" feature is just a way to have morphs applied to all females instead of having to define each one individually (because there are a LOT of them!)

 

So just using Skyrim.esm as an example...

 

You would have: 

meshes/actors/character/BodyGenData/Skyrim.esm/templates.ini

and

meshes/actors/character/BodyGenData/Skyrim.esm/morphs.ini

 

in the template you could define SevenBase and UNPB and whatever you wanted.

Let's say you want Jenassa to have bigger boobs. :)  (because I like boobs....in case you didn't know already)

So you also have a Jenassa=DoubleMelon@0.2

 

In the morphs.ini

 

All|Female=UNPB (as defined in the templates.ini)

Skyrim.esm|*Jenassa's FormID here*=Jenassa

 

 

So all females get a UNPB body

Jenassa's boobs get a bit of a bump in size using DoubleMelon.

 

This is my current undertanding.

Link to comment

 

 

 

 

 

 

 

 

 

 

 

 

 

With Uunp i can have all body morph provided in the same game, using the randomizer thing from racemenu, i can see mcbm npc talking with a 7b one then a guard in patrol with unpPerky morph ect ...

No need to have differents race with differents body, and with the "racemenu" check box in bodyslide, even cloth and amor fit perfectly all body morph.

Bodymorph is definitely cool but I think this is where CBBE advantage still shows and this is coming from an UUNP user. UUNP Bodyslide has to compromise for the different UNP derivatives by making separate hand and feet meshes for different presets. This means that gloves and shoes (not boots) made for UNP still has seams on some presets like UUNP DG. AFAIK there is no Bodyslide shoes/gloves because CBBE never had a need for it.

 

 

...wish there is a way to set Bodymorph for named NPC.

There are gauntlets in RMA UUNP. You can set morphs for NPCs with RaceMenu's BodyGen feature.
...wish there is a easy way to set specific Bodymorph individually for lots of named NPC :P

 

 

BodyGen? Part of RaceMenu? Write a file with fixed morphs set for specific characters in the ini?
Yes, yes and yes. Is there a tutorial somewhere?

 

I have been following the discussions since Bodyslide2.8 was released with RM support and didn't understand any of it. All the discussion is for random gen but not for named NPC or for NPC that came with mods.

 

Normally I would apologize for derailing a thread but in this case...

First post in the racemenu thread, lower part, example with Skyrim.esm|<ID>
No offense, but that's hardly a tutorial. I really want to use the morphing capabilities, but I'm tired from digging through a hundred pages of discussion about sculpting.

There should be a thread somewhere just about the morphing features and how to use them.

 

Picking a single NPC from Skyrim.esm is easy.

What about a custom follower where the esp might change in load order? Can the ID of the NPC be masked so that the load order bits are wildcarded?

 

like:

Nylea.esp|xx056982=Nylea ....... parameters............

 

And her information would go in:

file location: meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini

and meshes\actors\character\BodyGenData\Nylea.esp\templates.ini

 

is that right?

 

But how to specify her formID when her load order can change is a question I have not found an answer for.

 

And can morphs be applied in script (instead of scaling a node)?

I mean.... what if we could make a breast get more round and increase breast size using a morph? No more "torpedo boobs" ever! :)

 

Lots of questions about these new capabilities but answers are hard to find or don't exist anywhere yet.

 

 

No offense but when someone doesn't get it with expired's stuff written there then a tutorial does not matter because that one has forsaken his brain functionality to be doomed to decay.

 

90% off stuff you need is written there right before your nose in the first post in the rm thread, you only need to copy and customize it.

 

And follower stuff works the same way as getformfromfile from skse lower 6 hexadecimal numbers are determined by the id given without leading zeroes and the highest two by the plugin name that determines the first.

 

Morphes in a script. Ever heard of Bodyslide that comes with 2 morph plugins and a script that uses it. Look in nioverride.psc if you wanna see the available papyrus functions.

Offense taken, expired is a genius, but did NEVER explain his mod well.

There were times when the extra morphes and plugins were new for custom races and you had to create folders, write your own lines into it and so on, lots of work and guessing what he could mean in 50% of that time. You had to steal every single necessary information from him. And I've wasted a lot of time doing the wrong things or waiting for answers.

 

Since then things had gotten user-friendlier, but hardly his explanations and you still have to guess what he could mean.

People would use his new features immediately, but they're guessing and waiting. Waiting till someone is asking the questions and receiving facts .. or not, because he's often not answering questions that had never been asked before, not even with two words. Seen it in ...2013(?), seen it with ingame bodyslide, seeing it now: After two weeks really experienced user are writing "wait, I can do such a thing?". They are the pioneers - after several weeks. And THEY are sharing their knowledge how to do it.

So please, Groovtama, chasten yourself. You could've written "yes, you're right" or "no, it works like that: ..." instead of "forsaken his brain functionality to be doomed to decay".

In my opinion very experienced mod users are getting no answers or insults from the most genius modders. I'm sure you developer got a lot of multi tasking, but stay fair and help those experienced users to help others.

 

edit:

My post could be passive aggressive, sorry about that. I've asked the same question like chajapa did more than 5 days ago without an answer. Short and in a way that only a "yes" or "no" would be suffice.

 

Ehm that custom race morphs ini stuff, was ECE not RaceMenu. Never had to edit inis for custom races to get it running with RM.

Link to comment

 

 

 

 

 

 

 

 

 

 

 

 

 

 

With Uunp i can have all body morph provided in the same game, using the randomizer thing from racemenu, i can see mcbm npc talking with a 7b one then a guard in patrol with unpPerky morph ect ...

No need to have differents race with differents body, and with the "racemenu" check box in bodyslide, even cloth and amor fit perfectly all body morph.

Bodymorph is definitely cool but I think this is where CBBE advantage still shows and this is coming from an UUNP user. UUNP Bodyslide has to compromise for the different UNP derivatives by making separate hand and feet meshes for different presets. This means that gloves and shoes (not boots) made for UNP still has seams on some presets like UUNP DG. AFAIK there is no Bodyslide shoes/gloves because CBBE never had a need for it.

 

 

...wish there is a way to set Bodymorph for named NPC.

There are gauntlets in RMA UUNP. You can set morphs for NPCs with RaceMenu's BodyGen feature.
...wish there is a easy way to set specific Bodymorph individually for lots of named NPC :P

 

 

BodyGen? Part of RaceMenu? Write a file with fixed morphs set for specific characters in the ini?
Yes, yes and yes. Is there a tutorial somewhere?

 

I have been following the discussions since Bodyslide2.8 was released with RM support and didn't understand any of it. All the discussion is for random gen but not for named NPC or for NPC that came with mods.

 

Normally I would apologize for derailing a thread but in this case...

First post in the racemenu thread, lower part, example with Skyrim.esm|<ID>
No offense, but that's hardly a tutorial. I really want to use the morphing capabilities, but I'm tired from digging through a hundred pages of discussion about sculpting.

There should be a thread somewhere just about the morphing features and how to use them.

 

Picking a single NPC from Skyrim.esm is easy.

What about a custom follower where the esp might change in load order? Can the ID of the NPC be masked so that the load order bits are wildcarded?

 

like:

Nylea.esp|xx056982=Nylea ....... parameters............

 

And her information would go in:

file location: meshes\actors\character\BodyGenData\Nylea.esp\morphs.ini

and meshes\actors\character\BodyGenData\Nylea.esp\templates.ini

 

is that right?

 

But how to specify her formID when her load order can change is a question I have not found an answer for.

 

And can morphs be applied in script (instead of scaling a node)?

I mean.... what if we could make a breast get more round and increase breast size using a morph? No more "torpedo boobs" ever! :)

 

Lots of questions about these new capabilities but answers are hard to find or don't exist anywhere yet.

No offense but when someone doesn't get it with expired's stuff written there then a tutorial does not matter because that one has forsaken his brain functionality to be doomed to decay.

90% off stuff you need is written there right before your nose in the first post in the rm thread, you only need to copy and customize it.

 

And follower stuff works the same way as getformfromfile from skse lower 6 hexadecimal numbers are determined by the id given without leading zeroes and the highest two by the plugin name that determines the first.

 

Morphes in a script. Ever heard of Bodyslide that comes with 2 morph plugins and a script that uses it. Look in nioverride.psc if you wanna see the available papyrus functions.

 

 

Offense taken, expired is a genius, but did NEVER explain his mod well.

There were times when the extra morphes and plugins were new for custom races and you had to create folders, write your own lines into it and so on, lots of work and guessing what he could mean in 50% of that time. You had to steal every single necessary information from him. And I've wasted a lot of time doing the wrong things or waiting for answers.

 

Since then things had gotten user-friendlier, but hardly his explanations and you still have to guess what he could mean.

People would use his new features immediately, but they're guessing and waiting. Waiting till someone is asking the questions and receiving facts .. or not, because he's often not answering questions that had never been asked before, not even with two words. Seen it in ...2013(?), seen it with ingame bodyslide, seeing it now: After two weeks really experienced user are writing "wait, I can do such a thing?". They are the pioneers - after several weeks. And THEY are sharing their knowledge how to do it.

So please, Groovtama, chasten yourself. You could've written "yes, you're right" or "no, it works like that: ..." instead of "forsaken his brain functionality to be doomed to decay".

In my opinion very experienced mod users are getting no answers or insults from the most genius modders. I'm sure you developer got a lot of multi tasking, but stay fair and help those experienced users to help others.

 

edit:

My post could be passive aggressive, sorry about that. I've asked the same question like chajapa did more than 5 days ago without an answer. Short and in a way that only a "yes" or "no" would be suffice.

Ehm that custom race morphs ini stuff, was ECE not RaceMenu. Never had to edit inis for custom races to get it running with RM.

I've never used ECE, and it's been CharGen Extension (that had ECE morphes as well).

 

 

Thanks cell and chajapa.

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You can Thank Me later

 

 

Attached file contains the TES5Edit script required to export all female NPCs' BaseIDs in a manner which can be used for RaceMenu's BodyGen feature. The output of the script is written to a file.

 

Usage

 

Extract the contents of the 7z file into the "Edit Scripts" directory of your TES5Edit installation. Run TES5Edit afterwards and load the desired .esm or .esp. Select it and run the script via Ctrl+9 or right click on mod->Apply script. This GUI (however, empty on the first run) shows up: see GUI-1.png

 

Enter the randomization definitions for the different races according to your personal preferences and the settings in your templates.ini. Change the filename if desired, then hit the "Export" button. The script runs, depening on the esm/esp's size, this can take up to half a minute. In the end, in TES5Edit's message box, a summary of what was done is printed (example given below for Skyrim.esm, file location may vary):

Applying script...
9    Argonian
223    Breton
94    Dark Elf
116    High Elf
125    Imperial
13    Khajiit
267    Nord
31    Orc
73    Redguard
18    Wood Elf
-----------------------------------------------------------------------------------------------------------------------------------------------
969    NPCs of 5118 analyzed NPCs were exported to D:\Modding and Patches\Skyrim\TES5Edit 3.1.1-25859-3-1-1\morphs.ini
-----------------------------------------------------------------------------------------------------------------------------------------------
[Apply Script done] Processed Records: 869693, Elapsed Time: 00:38

The morphs.ini file was stored in the root directory of your TES5Edit installation. Copy this file into your BodyGen directory. Repeat this process for different .esm or .esp and append the content of the newly created morphs.ini to the existing one. Run Skyrim and have fun...

 

Setting-up BodyGen for those who have not done it yet

 

My relevant setup:

  • SKSE 1.7.3
  • RaceMenu 3.2.2
  • BodySlide 2 and Outfit Studio 2.7f
  • XP32 Maximum Skeleton Extended 3.13

 

Follow the instructions given here: http://www.loverslab.com/topic/39343-racemenu-v320b/

Create, e.g., the directory structure "meshes\actors\character\BodyGenData\NPC Body Scale Randomizer.esp". Put the morphs.ini file created by the TES5Edit script inside this directory. Additionally, create a "templates.ini" file which defines the randomizations you assigned in the GUI of the script. For the example above, these contents could look like:

Belly = PregnancyBelly@0.5:1.0
Breasts = BreastSH@0.0:1.0 | BreastSSH@0.0:2.0, Breast@1.0, BreastCleavage@0.1:1.0, BreastGravity@0.1:1.0

Change the ranges, add or delete BodySlide options to your own liking. This can be done race-dependent, e.g.:

...
BreastsNord = ...
BreastsOrc = ...
BreastsRedguard = ...
...

Simply enter the approriate definitions in the GUI of the TES5Edit script: see GUI-2.png

 

If you want to assign special settings to a single NPC, it works analogously, but can only be done manually in the morphs.ini and templates.ini files.

 

http://www.loverslab.com/index.php?app=core&module=attach&section=attach&attach_id=206929

 

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No offense but when someone doesn't get it with expired's stuff written there then a tutorial does not matter because that one has forsaken his brain functionality to be doomed to decay.

 

90% off stuff you need is written there right before your nose in the first post in the rm thread, you only need to copy and customize it.

Sorry but the BodyGen stuff is poorly documented. The Nexus page tells you about the All command but not the operators, and the LL thread tells you about the operators but not the All function. If you don't know to look BOTH places you're missing extremely information right from the get go.

 

It doesn't tell you how to possibly regenerate all BodyGens in your game if you so wish. I still don't know how to do this, but haven't had to.

 

It doesn't tell you if the : operator is tied to the weight slider or not. I think the answer is no, in which case it could really use an operator that ties the values to a weight slider, because that's originally what I thought it was.

 

It only vaguely hints the name of the directory should generally match the morphs esp file you're using, I only figured this out upon searching the thread here on LL.

 

It really needs better instructions. I imagine it seems like it would be easy to understand from your point of view, but not so much to the layman.

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No offense but when someone doesn't get it with expired's stuff written there then a tutorial does not matter because that one has forsaken his brain functionality to be doomed to decay.

 

90% off stuff you need is written there right before your nose in the first post in the rm thread, you only need to copy and customize it.

Sorry but the BodyGen stuff is poorly documented. The Nexus page tells you about the All command but not the operators, and the LL thread tells you about the operators but not the All function. If you don't know to look BOTH places you're missing extremely information right from the get go.

 

It doesn't tell you how to possibly regenerate all BodyGens in your game if you so wish. I still don't know how to do this, but haven't had to.

 

It doesn't tell you if the : operator is tied to the weight slider or not. I think the answer is no, in which case it could really use an operator that ties the values to a weight slider, because that's originally what I thought it was.

 

It only vaguely hints the name of the directory should generally match the morphs esp file you're using, I only figured this out upon searching the thread here on LL.

 

It really needs better instructions. I imagine it seems like it would be easy to understand from your point of view, but not so much to the layman.

 

 

So then.... we let the geniuses do their genius work and we write documentation for them. I'm going to start working on this today... this morning. I think we really have most of the information needed. I'm not going to complain about the lack of documentation or how scattered it is. I'm going to work on pulling it together and try to contribute something where I can.... because I sure can't develop the stuff that these guys are working on. :)

 

 

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Okay i really dont have much knowledge about all the different bodies out there and i just started using cbbe because i found more armors for cbbe and because its the first body i "discovered" so i didnt really care about the other bodies but after messing around and mastering the basics of the outfit studio i might be willing to change but what exactly is the visible difference and advantafes now between cbbe and uunp? Does uunp works better with animations or does it work better with all the HDT stuff? Does the body itself looks better?Does Unnp have the better textures? Or arent there any "big" differences at all? Maybe someone could help me there a little bit cause im kinda lost^^ 

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Okay i really dont have much knowledge about all the different bodies out there and i just started using cbbe because i found more armors for cbbe and because its the first body i "discovered" so i didnt really care about the other bodies but after messing around and mastering the basics of the outfit studio i might be willing to change but what exactly is the visible difference and advantafes now between cbbe and uunp? Does uunp works better with animations or does it work better with all the HDT stuff? Does the body itself looks better?Does Unnp have the better textures? Or arent there any "big" differences at all? Maybe someone could help me there a little bit cause im kinda lost^^ 

If you read through this thread you will most likely find all the answers you are looking for... too bad there isn't a summary or a comparison of pros and cons, probably because the decision is too heavily influenced by personal preference and opinion.

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Okay i really dont have much knowledge about all the different bodies out there and i just started using cbbe because i found more armors for cbbe and because its the first body i "discovered" so i didnt really care about the other bodies but after messing around and mastering the basics of the outfit studio i might be willing to change but what exactly is the visible difference and advantafes now between cbbe and uunp? Does uunp works better with animations or does it work better with all the HDT stuff? Does the body itself looks better?Does Unnp have the better textures? Or arent there any "big" differences at all? Maybe someone could help me there a little bit cause im kinda lost^^ 

 

# of basic outfits and rips from other games: CBBE

This is essentially where CBBE has an undisputed crown, owing to coming out of the gate first, and being adopted pretty much anywhere Skyrim is.

 

 

# of fetish/modular armors: UNP/UUNP

The custom stuff crowd tends to sway towards UNP's better topology, however, so all your SUPER LORE FRIENDLY armor tends to show up on UNP/7B first, especially as of the last two years.

 

 

# of asian armors and chinese [cough] borrowed [/cough] outfits: CBBE

Asian peoples loves either giant gazonga das zeppelin titties or women shaped/aged like little boys, so this one's a no brainer.

 

 

# of WTF angles found during animation and posing: CBBE

CBBE was founded during a time when there was no such thing as raising your arms above your head or using your legs for anything other than walking at a casual gate and there was no such animal as knees that bent more than 30 degrees and only in one direction, both ways, uphill, in a snowstorm, and we liked it that way. Consequently as animation mods and combat mods and OMG WHY IS HE ANGRY HUGGING THAT SPRIGGAN mods became prevalent, CBBE failed to keep up as well as UNP did, especially as authors branched UNP out to fit specific mods and themes.

 

 

Weighting: UNPC/DG

When it comes to mesh smoothness under fire and duress, neither UUNP nor CBBE hold up as well as these two. Weight painting is an art form made of blood, sweat, and ass, and neither author had it as much of a concern back when all you had to worry about was walking around looking pretty and lying on the ground dead. UUNP's weighting generally takes the edge here, especially knees and shoulders, but then again CBBE doesn't have a hip designed to cut off dremora heads whenever the pelvis is angled forward, so pick your poison here.

 

 

UV: UNPC/UNPBO

Neither BS UV is great. They're both awful. Awful in different areas and for different reasons, but both of them have not aged well and why BTN decided to use 7B is mystifying cause awful.

 

 

Deformation options: Even.

Thanks to btn and cell and others, this one is simply based on what you like. UUNP has a distinct edge owing to better topology.

 

 

Topology/Curvature: UNPSH

Ironic that the beast quads mods also really does have the best quads, but that's sometimes how it goes. Amongst the two BS bodies, UUNP holds the crown, no contest. The round things are roundier, and the straight things are smoother. You're far less likely to tell when you slap skins over it, but it's definitely a win here for UUNP.

 

 

# of Maps: UUNP

Skins support goes to any flavor of UNP, hands down. Whilst most of the most popular and best made skins also have CBBE support, UNP simply has pretty much everything here, and also has more tattoo, tint and accessory options for Kris+a™ to [cough] borrow [/cough].

 

 

# of presets: UUNP

This used to be CBBE territory, but UUNP has pretty much literally exploded with user-defined content.

 

# of vaguely accurate dongle ports: CBBE

2:1, nuff said.

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Okay i really dont have much knowledge about all the different bodies out there and i just started using cbbe because i found more armors for cbbe and because its the first body i "discovered" so i didnt really care about the other bodies but after messing around and mastering the basics of the outfit studio i might be willing to change but what exactly is the visible difference and advantafes now between cbbe and uunp? Does uunp works better with animations or does it work better with all the HDT stuff? Does the body itself looks better?Does Unnp have the better textures? Or arent there any "big" differences at all? Maybe someone could help me there a little bit cause im kinda lost^^ 

 

# of basic outfits and rips from other games: CBBE

This is essentially where CBBE has an undisputed crown, owing to coming out of the gate first, and being adopted pretty much anywhere Skyrim is.

 

...

 

Which is sad part about UUNP... I love the UUNP body, but I've been tempted to go back to CBBE lately because of all the fantastic armor packs being released for it lately.

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  • 2 weeks later...

 

 

Okay i really dont have much knowledge about all the different bodies out there and i just started using cbbe because i found more armors for cbbe and because its the first body i "discovered" so i didnt really care about the other bodies but after messing around and mastering the basics of the outfit studio i might be willing to change but what exactly is the visible difference and advantafes now between cbbe and uunp? Does uunp works better with animations or does it work better with all the HDT stuff? Does the body itself looks better?Does Unnp have the better textures? Or arent there any "big" differences at all? Maybe someone could help me there a little bit cause im kinda lost^^ 

 

# of basic outfits and rips from other games: CBBE

This is essentially where CBBE has an undisputed crown, owing to coming out of the gate first, and being adopted pretty much anywhere Skyrim is.

 

 

# of fetish/modular armors: UNP/UUNP

The custom stuff crowd tends to sway towards UNP's better topology, however, so all your SUPER LORE FRIENDLY armor tends to show up on UNP/7B first, especially as of the last two years.

 

 

# of asian armors and chinese [cough] borrowed [/cough] outfits: CBBE

Asian peoples loves either giant gazonga das zeppelin titties or women shaped/aged like little boys, so this one's a no brainer.

 

 

# of WTF angles found during animation and posing: CBBE

CBBE was founded during a time when there was no such thing as raising your arms above your head or using your legs for anything other than walking at a casual gate and there was no such as knees that bent more than 30 degree and only in one direction, both ways, uphill, in a snowstorm, and we liked it that way. Consequently as animation mods and combat mods and OMG WHY IS HE ANGRY HUGGING THAT SPRIGGAN mods became prevalent, CBBE failed to keep up as well as UNP did, especially as authors branched UNP out to fit specific mods and themes.

 

 

Weighting: UNPC/DG

When it comes to mesh smoothness under fire and duress, neither UUNP nor CBBE hold up as well as these two. Weight painting is an art form made of blood, sweat, and ass, and neither author had it as much of a concern back when all you had to worry about was walking around looking pretty and lying on the ground dead. UUNP's weighting generally takes the edge here, especially knees and shoulders, but then again CBBE doesn't have a hip designed to cut off dremora heads whenever the pelvis is angled forward, so pick your poison here.

 

 

UV: UNPC/UNPBO

Neither BS UV is great. They're both awful. Awful in different areas and for different reasons, but both of them have not aged well and why BTN decided to use 7B is mystifying cause awful.

 

 

Deformation options: Even.

Thanks to btn and cell and others, this one is simply based on what you like. UUNP has a distinct edge owing to better topology.

 

 

Topology/Curvature: UNPSH

Ironic that the beast quads mods also really does have the best quads, but that's sometimes how it goes. Amongst the two BS bodies, UUNP holds the crown, no contest. The round things are roundier, and the straight things are smoother. You're far less likely to tell when you slap skins over it, but it's definitely a win here for UUNP.

 

 

# of Maps: UUNP

Skins support goes to any flavor of UNP, hands down. Whilst most of the most popular and best made skins also have CBBE support, UNP simply has pretty much everything here, and also has more tattoo, tint and accessory options for Kris+a™ to [cough] borrow [/cough].

 

 

# of presets: UUNP

This used to be CBBE territory, but UUNP has pretty much literally exploded with user-defined content.

 

# of vaguely accurate dongle ports: CBBE

2:1, nuff said.

 

 

 

that's actually quite a comprehensive and objective pro and con list. kudos.

 

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= A bunch of super useful stuff =

 

Ok, so I'm convinced and I'd like to make a switch from CBBE to UUNP... But it took me literally days to get CBBE working with a body shape I liked, a skin that I liked, no seams, no grey faces, working HDT and just a handful of my favourite armors (7 in total) converted with Outfit Studio myself because for some reason the existing conversions I tried still clipped (maybe because I prefer a weight slider range from lithe-athletic to muscular instead of 'pleasantly endowed to over-endowed')... Anyway the whole process was tedious and frustrating when I'd rather have just been playing..

 

But now it works. To an extent. Although I'd do just about anything to be able to use HoneyVanity's 'Barbarian' skin again.

 

Any chance you could offer some pointers on how to make the switch cleanly? Without messing up saves or having weird mis-matched NPC's running around? ... What do I keep? Bodyslide? Outfit Studio? My existing HDT? What do I actually need to swap?

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= A bunch of super useful stuff =

 

Ok, so I'm convinced and I'd like to make a switch from CBBE to UUNP... But it took me literally days to get CBBE working with a body shape I liked, a skin that I liked, no seams, no grey faces, working HDT and just a handful of my favourite armors (7 in total) converted with Outfit Studio myself because for some reason the existing conversions I tried still clipped (maybe because I prefer a weight slider range from lithe-athletic to muscular instead of 'pleasantly endowed to over-endowed')... Anyway the whole process was tedious and frustrating when I'd rather have just been playing..

 

But now it works. To an extent. Although I'd do just about anything to be able to use HoneyVanity's 'Barbarian' skin again.

 

Any chance you could offer some pointers on how to make the switch cleanly? Without messing up saves or having weird mis-matched NPC's running around? ... What do I keep? Bodyslide? Outfit Studio? My existing HDT? What do I actually need to swap?

 

 

Changing body types won't screw up a save. I use Mod Organizer so I can just switch to a new profile to test something and I can turn bodies on and off pretty much at will, but I did finally settle in on a body I liked so I went forward with UUNP.

 

If you're using NMM for mod management, this is a little scarier because you're actually overwriting stuff. 

 

#1 Find armors. Yes, that's right... find armors you like and get ready before building a new body.

If you're switching to UUNP, go on Nexus and search "UUNP". I grabbed just about everything by GameFever including the vanilla armor replacement originally done by CT77 and converted to UUNP bodyslide by GameFever. Then I got a few more. I also did some conversions myself from Kofman's stuff because I really like his style. ONLY get Bodyslide armor. Not anything built to one shape.

 

#2 Get the latest BodySlide, Racemenu, XPMSE (skeleton)... I'm using 3.21 right now.

 

#3 open up Bodyslide and play around with it to make sure you're going to build a shape you want. I settled in on a very slightly modified UNPB shape (slightly wider hips and plumped up butt, some subtle changes to the zero weight breasts, etc...).

 

There are many ways to get what you want. If you want a lot of variety and you're willing to get deeper into this, then build EVERYTHING with "zeroed sliders". Make a Zeroed Sliders preset in BodySlide by setting all sliders to 0. (makes sense, right?). The result will be pretty much a CBBE shape (but in UUNP). Now, the extra time and effort goes into learning about BodyGen (built-in) to customize who uses what body. It's very thorough, but requires a lot more work on your part to figure out.

 

"Quick and dirty" ... ok not so dirty, but quick... I generated my body from that altered UNPB shape. I used UUNP Special body because I wanted the "operable lady bits". So everyone in Skyrim uses that body starting out.

 

ALWAYS, ALWAYS, ALWAYS... check that little box in BodySlide that says it will make "morph files". It will create .tri files. Those will make magic happen.

 

So you have a preset made for your body. Use it to BodySlide your UUNP Armors. CHECK THE BOX for making morph files!!!

 

What do the morph files do?

If you go into Racemenu and alter your female character's body, every piece of armor you built will conform to her shape when she wears it. If you change an NPC or follower's body... all armors will conform to them when they wear it. So you have your big-titted, wide hipped female player and she has a tiny-titted, skinny, elf follower. They can dress like twins if you want. The same armor will fit both of them as if it was made for them (and it WAS because of the morph files)

 

Textures.... you probably already have a favorite so just get the UNP version. Most of the better textures come in both CBBE and UNP. Personally, I like the Fairskin textures, mainly because I like the nipples. :)

 

To change a follower or NPC's body, I think you need to use EFF as a follower management framework. It's the only way I know to get to Racemenu for a NON-player character. 

 

If you go the Zeroed Sliders route, you can have a very simple BodyGen setup that makes everyone use the same body and then you can add to that later to customize. You can literally have Nord females using UNPB, Reguards using 7Base Oppai, Dunmer using UNP Skinny, ... with modifications to breast and butt and whatever either set or set to a range and randomized.

 

AND ALL ARMORS WILL FIT all of them. No matter what body shape, because of those morph files (magic!)

 

Does that help?

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I'm going through it now. I updated BodySlide from 2.6 CBBE to 2.8 UUNP and the layout has changed somewhat. I can no longer see the slider settings of the presets (no matter what preset I pick the sliders don't seem to change)... This is annoying me, because the kind of body I want would morph from Low CNHF to High She-Hulk, but I can't replicate any of those settings for a custom preset because I can't see what they are.

 

Also now that I'm in the process of switching I'd dispute your point that UUNP has better support for lore-friendly armors. Fetish yes. Skimpy yes... But in the Lore-Friendly category the only thing I've really found is "Skyrim Enhanced -High Polygons- UUNP Bodyslide" by GameFever, and that's just conversions of the default armors.

 

Anyway, I'll keep plugging away at it. :)

 

[Edit] Woohoo! I figured out how to do my CNHFB / UNPSH Mashup

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The capitalization of SUPER LORE FRIENDLY was saracasm. Dimon-based bodies, particularly 7B, are pretty much fetish outfit only.

 

There is no attempt to evangelize/convince for one body or the other. I use BOTH thanks to virtualized mesh folders, and the fact I'm not using ultra skimpy anything for the base  NPCs except Forsworn means there are no UV mismatches to worry about.

 

What I've posted is simply facts as they are currently in alignment, and since I don't care about any fetishes, I don't have to worry about fetish bias paraded as absolutes (waves to yatol).

 

Bullshit free work order is:

 

Utilities. Get the utilities first, make sure the files are set up correctly and the output paths are where you can find shit, make MO/NMM adjustments as needed (if you're using NMM, you're a masochist)

 

Prioritize your wants:

 

Is this for your PC Special Snowflake OMG gets all the pussy/dick totally just like real life only?

 

Is this a total conversion of the vanilla body scheme for all races

 

Is this simply visual or it also in line with gameplay changes (that covers more than just sex, UNPC/DG for example actually makes some of the vanilla/modded anims look better)

 

 

etc etc etc

 

after you know why you're modding, customize the utilities, as chajapa suggested

 

After that:

 

Body mesh

Skin

Outfit

accessories/weapons

 

make sure you back everything up after every step until you have a set up you can use going forward.

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