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[Unofficial] BodyGen - docs


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I would LOVE a shout (or something) that clears morphs on the targeted NPC!

 

It would have to be pretty short range shout or you'd clear anyone in the area! heheh

 

If you make a simple version that just clears morphs, I'd like to test it. I don't need it reading JSON files or anything. Just clear morphs and I can RaceMenu from there.

I haven't played in a few months as I got lost in some atomic wasteland, but I've found my way back to Tamriel. I have a shout I can use as a starting point, I just have to setup my computer to compile scripts again.  As great as Mod Organizer is, it's a bit painful when trying to compile scripts.

 

Anyway, I should have something in a day or so.  Today I'm installing my new 8GB video card. So I'll be testing a few ENBs and beautifying the landscape. Woot!!!!

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I thought I'd add my own working configuration.
 
Kudos to bahamut2119 for the idea of giving elderly NPC's their own template, and to himinbjoerg for the TES5Edit script that lists the NPC's in a mod; I've expanded on it to include the name as a comment.
 
templates.ini
 
# Specific shapes.
Oppai=7B Oppai High@1
7B=7B Natural High@1
Bombshell=7B Bombshell High@1
TopModel=Top Model High@0.75:1.0, Thighs@-0.5, ShoulderWidth@1.5
CHSBHC=CHSBHC High@1
Petite=UNPetite Low@0:1
 
# Limited variety shapes.
UNPSkinnyRandom=UNPetite Low@0:1 | UNPetite High@0:1 | UNP Skinny Low@0:1 | UNP Skinny High@0:1
UNPRandom=UNP Low@0:1 | UNP High@0:1
UNPBRandom=UNPB Low@0:1 | UNPB High@0:1
 
# Totally random shape.
RandomBaseShape=UNP Low@0:1 | UNP High@0:1 | UNPB Low@0:1 | UNPB High@0:1 | UNP Perky Low@0:1 | UNP Perky High@0:1 | UNP Pushup Low@0:1 | UNP Pushup High@0:1 | UNPetite Low@0:1 | UNPetite High@0:1 | Dream Girl Low@0:1 | Dream Girl High@0:1 | Leito Low@0:1 | Leito High@0:1 | UN7B Low@0:1 | UN7B High@0:1 | UNPC Low@0:1 | UNPC High@0:1 | UNPCM Low@0:1 | UNPCM High@0:1 | UNPF Low@0:1 | UNPF High@0:1 | UNPK Low@0:1 | UNPK High@0:1 | UNPK Bonus Low@0:1 | UNPK Bonus High@0:1 | 7B Low@0:1 | 7B High@0:1 | 7B Natural Low@0:1 | 7B Natural High@0:1 | 7B Cleavage Low@0:1 |7B Cleavage High@0:1 | 7B Oppai Low@0:1 | 7B Oppai High@0:1 | 7B Bcup Low@0:1 | 7B Bcup High@0:1 | CHSBHC Low@0:1 | CHSBHC High@0:1
 
# Add to any of the above base shapes for completely unique bodies.
RandomBodySliders=AppleCheeks@-0.25:0.25, BigButt@-0.25:0.25, Butt@-0.25:0.5, ButtCrack@-0.25:0.5, ButtShape2@-0.25:0.25, ButtSmall@-0.25:0.25, ChubbyButt@-0.25:0.25, RoundAss@-0.25:0.25, Back@-0.25:0.25, Belly@-0.25:0.25, Bigbelly@-0.25:0.25, BigTorso@-0.25:0.25, ChubbyWaist@-0.25:0.25, Hipbone@-0.25:0.25, Hips@-0.25:0.25, TummyTuck@-0.25:0.25, Waist@-0.2:0.4, WideWaistLine@-0.4:0.4, Ankles@-0.25:0.25, CalfSize@-0.25:0.25, CalfSmooth@-0.25:0.25, ChubbyLegs@-0.25:0.25, KneeHeight@-0.25:0.25, Legs@-0.25:0.25, SlimThighs@-0.25:0.25, Thighs@-0.25:0.25, Arms@-0.25:0.25, ChubbyArms@-0.25:0.25, ShoulderSmooth@-0.25:0.25, ShoulderWidth@-0.25:0.25, Breasts@-0.25:0.25, BreastCleavage@-0.25:1.0, BreastGravity@-0.25:0.25, BreastFlatness@0:0.25, BreastHeight@-0.25:0.25, BreastPerkiness@-0.25:1.0, BreastsSmall@-0.25:0.25, BreastWidth@-0.4:0.4, PushUp@-0.25:0.25, NippleAreola@-0.25:0.75, NippleDistance@-0.25:0.25, NippleDown@-0.25:0.25, NippleLength@-0.25:-0.25, NipplePerkiness@-0.25:1.0, NippleSize@-0.25:0.25, NippleTip@-0.2:0.2, NippleUp@-0.25:0.25
 

morphs.ini

 

All | Female = RandomBaseShape, RandomBodySliders
 
# ------ Mod NPC ------
# These NPC's sit in their own mods because they might be risky to merge.
 
CompanionArissa.esp          | 000D62 = UNPBRandom, RandomBodySliders
Kate.esp                     | 000D62 = Oppai
SofiaFollower.esp            | 0012C4 = TopModel, RandomBodySliders
WMFSEliFollower.esp          | 014BEA = 7B
Victoria Velina Revamped.esp | 001D96 = Oppai
 
# ------ Merged Mod NPC ------
# A merged collection of simple NPC's.
 
#Yeriel
Companions Small Mods Merge.esp | 0C45D3 = Petite
#Vivace
Companions Small Mods Merge.esp | 0C45AE = UNPBRandom, RandomBodySliders
#Sicily
Companions Small Mods Merge.esp | 00A678 = UNPSkinnyRandom, RandomBodySliders
#Viola
Companions Small Mods Merge.esp | 0C4588 = UNPSkinnyRandom, RandomBodySliders
#Olivila
Companions Small Mods Merge.esp | 0C4570 = UNPRandom, RandomBodySliders
#Nihel
Companions Small Mods Merge.esp | 0C4560 = UNPBRandom, RandomBodySliders
#Miosotis
Companions Small Mods Merge.esp | 0C4555 = Oppai
#Marcia
Companions Small Mods Merge.esp | 0C4548 = CHSBHC
#Kamille Shy
Companions Small Mods Merge.esp | 0C4530 = UNPSkinnyRandom
#Irina the Swift
Companions Small Mods Merge.esp | 0C4518 = UNPRandom, RandomBodySliders
#Goddess Diana
Companions Small Mods Merge.esp | 0C4503 = UNPSkinnyRandom, RandomBodySliders
#Sophitia Spirit
Companions Small Mods Merge.esp | 0C44D8 = UNPRandom, RandomBodySliders
#Tisse
Companions Small Mods Merge.esp | 002862 = UNPBRandom, RandomBodySliders
#Leah
Companions Small Mods Merge.esp | 0C44A8 = UNPSkinnyRandom, RandomBodySliders
#Leliana
Companions Small Mods Merge.esp | 0C449B = UNPBRandom, RandomBodySliders
#Chaconne
Companions Small Mods Merge.esp | 0C4497 = UNPBRandom, RandomBodySliders
#Agatha
Companions Small Mods Merge.esp | 0C4491 = TopModel
#Rethi
Companions Small Mods Merge.esp | 0C4474 = 7B
#Sunniva
Companions Small Mods Merge.esp | 000D71 = UNPBRandom, RandomBodySliders
#Stella
Companions Small Mods Merge.esp | 0C4450 = UNPRandom, RandomBodySliders
#Karen
Companions Small Mods Merge.esp | 0C444C = UNPBRandom, RandomBodySliders
#Sviesa
Companions Small Mods Merge.esp | 05DB0D = Oppai
#Ursula
Companions Small Mods Merge.esp | 058DA9 = UNPBRandom, RandomBodySliders
#Skuld
Companions Small Mods Merge.esp | 058D8C = 7B
#Kei
Companions Small Mods Merge.esp | 058D76 = UNPBRandom, RandomBodySliders
#Hotaru
Companions Small Mods Merge.esp | 058D66 = UNPSkinnyRandom, RandomBodySliders
#Elly
Companions Small Mods Merge.esp | 058D55 = Bombshell
#Victoria Velina
Companions Small Mods Merge.esp | 0C444A = UNPSkinnyRandom, RandomBodySliders
#Follower
Companions Small Mods Merge.esp | 0C443D = UNPBRandom, RandomBodySliders
#Mango
Companions Small Mods Merge.esp | 0C4420 = Oppai
#Frederica Liberty
Companions Small Mods Merge.esp | 019E5B = UNPBRandom, RandomBodySliders
#Scarlet
Companions Small Mods Merge.esp | 0C440E = UNPBRandom, RandomBodySliders
#Lily
Companions Small Mods Merge.esp | 0C440D = UNPBRandom, RandomBodySliders
#Gemma
Companions Small Mods Merge.esp | 0C4404 = UNPBRandom, RandomBodySliders
#Emily Reese
Companions Small Mods Merge.esp | 0C43FE = 7B
#Megan Reese
Companions Small Mods Merge.esp | 004348 = 7B
#Kaya
Companions Small Mods Merge.esp | 0C43F1 = 7B
#Saki Hagakure
Companions Small Mods Merge.esp | 003322 = UNPRandom, RandomBodySliders
#Kotone
Companions Small Mods Merge.esp | 001D95 = UNPRandom, RandomBodySliders
#Amalia
Companions Small Mods Merge.esp | 0012D2 = UNPBRandom, RandomBodySliders
 
# ------ Standard NPC ------
 
#Adrianne Avenicci
Skyrim.esm|013BB9=UN7B, RandomBodySliders
#Aela the Huntress
Skyrim.esm|01A696=UN7B, RandomBodySliders
#Camilla valerius
Skyrim.esm|01347B=UNPSkinnyRandom, RandomBodySliders
#Constance Michel
Skyrim.esm|013350=UNPSkinnyRandom, RandomBodySliders
#Delphine
Skyrim.esm|013478=UNPRandom, RandomBodySliders
#Faralda
Skyrim.esm|01C197=UN7B
#Grelka
Skyrim.esm|0136C5=Oppai, RandomBodySliders
#Hermir
Skyrim.esm|01412D=Bombshell, RandomBodySliders
#Hulda
Skyrim.esm|013BA3=CHSBHC
#Iona
Skyrim.esm|0A2C91=UNPetite
#Irileth
Skyrim.esm|013BB8=Bombshell, RandomBodySliders
#Jenassa
Skyrim.esm|0B9982=UNPetite
#Karita
Skyrim.esm|01361A=Bombshell, RandomBodySliders
#Lydia
Skyrim.esm|0A2C8E=UNPSkinnyRandom, RandomBodySliders
#Mjoll
Skyrim.esm|01336B=Oppai, RandomBodySliders
#Ysolda
Skyrim.esm|013BAB=TopModel
#Uthgerd the Unbroken
Skyrim.esm|0918E2=UN7B, RandomBodySliders
#Vex
Skyrim.esm|01CD90=UNPRandom, RandomBodySliders
 
# ------ Elderly NPC ------
 
#Anise
Skyrim.esm | 0DDF86 = UNPSkinnyRandom, RandomBodySliders
#Bergritte
Skyrim.esm | 013BB3 = UNPSkinnyRandom, RandomBodySliders
#Fralia
Skyrim.esm | 013B9C = UNPSkinnyRandom, RandomBodySliders
#Frida
Skyrim.esm | 013614 = UNPSkinnyRandom, RandomBodySliders
#Grelod
Skyrim.esm | 01335E = UNPSkinnyRandom, RandomBodySliders
#Hafjorg
Skyrim.esm | 013360 = UNPSkinnyRandom, RandomBodySliders
#Helgird
Skyrim.esm | 014124 = UNPSkinnyRandom, RandomBodySliders
#Hilde
Skyrim.esm | 035533 = UNPSkinnyRandom, RandomBodySliders
#IdgrodRavencrone
Skyrim.esm | 0135EB = UNPSkinnyRandom, RandomBodySliders
#Inge
Skyrim.esm | 01328A = UNPSkinnyRandom, RandomBodySliders
#Lillith
Skyrim.esm | 013BC0 = UNPSkinnyRandom, RandomBodySliders
#Madwoman
Skyrim.esm | 0BA1E5 = UNPSkinnyRandom, RandomBodySliders
#Olava
Skyrim.esm | 013BAE = UNPSkinnyRandom, RandomBodySliders
#RitualMaster
Skyrim.esm | 0284F2 = UNPSkinnyRandom, RandomBodySliders
#Silvia
Skyrim.esm | 04B0AE = UNPSkinnyRandom, RandomBodySliders
#Tilma
Skyrim.esm | 013BB6 = UNPSkinnyRandom, RandomBodySliders
#TortureVictim
Skyrim.esm | 037A2C = UNPSkinnyRandom, RandomBodySliders
#Vigdis
Skyrim.esm | 0133BF = UNPSkinnyRandom, RandomBodySliders
 
ExportNPCBaseIDsForBodyGen.pas
 
 
 
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Isn't it easier to just

 

All | Female | ElderRace = ELDERTEMPLATE
All | Female | ElderRaceVampire = ELDERTEMPLATE
 
That's how I did it.

 

Zollom,

 

I tried that, and i get the  following error as soon as i use the race filter in anyway (Yes, i do name the template accurately but I can post any information anyone needs to assist me.): 

 

Problem Event Name: BEX

Application Name: TESV.exe

Application Version: 1.9.32.0

Application Timestamp: 51437ce5

Fault Module Name: nioverride.dll

Fault Module Version: 3.4.5.0

Fault Module Timestamp: 562f9e92

Exception Offset: 0007565e

Exception Code: c0000417

Exception Data: 00000000

OS Version: 6.1.7601.2.1.0.256.48

Locale ID: 7177

Additional Information 1: 38f8

Additional Information 2: 38f8f51c72d8341c8d3951bac61af0b5

Additional Information 3: b392

Additional Information 4: b39280bcb152465d5c4eea00151c6e44

 

 

 

 - This is ontop of the the plain mesh issue I am having, where textures sometimes are not applied to the clothes of people edited by bodygen untill after I disable/enable the npc or go into a building and come out... (This is not a vram or ram issue (unless its in my config) because I have this same issue on a clean skyrim, with Enbboost, Bodyslide and requirments, skse, xpmse, UUNP high poly) on 2 different pc's 

 

1. i5 4690k, 16gb Dominator platinum 2133mhz ram, MSI R9 390 8Gb edition card. (Mod Organizer)

 

2. i7 k 6gen, 16gb ram, Nvidia  980ti. (No mod Organizer.)

 

So I am pleading with someone to share their whole working config... including clothing mods/textures and body used.. whereby they successfully bodygen all/most npc's to diversify skyrim.

 

Please ask if you need more info from my side, as I would happily provide it... I am  desperate to get this working and at a loss for what I am doing wrong. (Spent months Reading up online on this.. and as yet not able to figure this out..)

 

Kind regards

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Zollom,

 

 

I tried that, and i get the  following error as soon as i use the race filter in anyway (Yes, i do name the template accurately but I can post any information anyone needs to assist me.): 

 

Problem Event Name: BEX

Application Name: TESV.exe

Application Version: 1.9.32.0

Application Timestamp: 51437ce5

Fault Module Name: nioverride.dll

Fault Module Version: 3.4.5.0

Fault Module Timestamp: 562f9e92

Exception Offset: 0007565e

Exception Code: c0000417

Exception Data: 00000000

OS Version: 6.1.7601.2.1.0.256.48

Locale ID: 7177

Additional Information 1: 38f8

Additional Information 2: 38f8f51c72d8341c8d3951bac61af0b5

Additional Information 3: b392

Additional Information 4: b39280bcb152465d5c4eea00151c6e44

 

 

 

 - This is ontop of the the plain mesh issue I am having, where textures sometimes are not applied to the clothes of people edited by bodygen untill after I disable/enable the npc or go into a building and come out... (This is not a vram or ram issue (unless its in my config) because I have this same issue on a clean skyrim, with Enbboost, Bodyslide and requirments, skse, xpmse, UUNP high poly) on 2 different pc's 

 

1. i5 4690k, 16gb Dominator platinum 2133mhz ram, MSI R9 390 8Gb edition card. (Mod Organizer)

 

2. i7 k 6gen, 16gb ram, Nvidia  980ti. (No mod Organizer.)

 

So I am pleading with someone to share their whole working config... including clothing mods/textures and body used.. whereby they successfully bodygen all/most npc's to diversify skyrim.

 

Please ask if you need more info from my side, as I would happily provide it... I am  desperate to get this working and at a loss for what I am doing wrong. (Spent months Reading up online on this.. and as yet not able to figure this out..)

 

Kind regards

 

 

Ok, first I had to move to CBBE, but I guess it's the same, I want to use UUNP, but I can't find any decent (vanilla-like, non-skimpy, more or less well rigged) armor/clothing replacement. 
Trust me, I've tried all of them and in every combination, even tried the skimpy ones, all of them are flawed, specially the monk robes. The only ones I've found pretty well rigged are CBBE, so I moved, anyway, it shouldn't matter.

 

 

Here are some experiences I had with the morphs
 
1.- Race module works either with:
All|Female|NordRace=TEMPLATE
or
All|Female|NordRace|=TEMPLATE
 
2.- For some odd reason, I had to name the folder containing the morphs.ini and templates.ini as one of the LAST plugins in my load order 
I.E. putting them in the RaceMenu.esp folder does not work, but if I rename the folder to Bashed Patch, 0.esp, the morphs are applied correctly
meshes\actors\character\BodyGenData\Bashed Patch, 0.esp\morphs.ini

My only guess is probably Inhabitants of Skyrim's .esp is loaded after Racemenu.esp and somehow editing the NPCs gets rid of the morphs, It shouldn't, but it works.

 

 

3.- For another odd reason, mine only randomizes the ImperialRace, don't ask me why, is not the first on the list, neither the last, but the other races are just ignored/use the default "all|female", even if I set them the same template that I used for the imperial race. 
 
 
4.- Finally, and this solves the issue you described, it is not about videocard's brand, vram, processor, ram, enboost, skse, or textures, but about meshes.
Armors, clothes and jewelry in which morphs are applied need their Consistency Flags (both) set to MUTABLE in every NiTriShapeData of every NiTriShape (instead of STATIC), otherwise you will face texture/rendering issues at the time the morphs are applied (i.e. when the NPC is first loaded and until you disable/enable the NPC or change worldspace, travelling between interior spaces like entering warmaidens and then exit to whiterun, that won't fix it, you have to go to the exterior "world", going outside of whiterun).
You can easily do it with NifSkope, but you have to do it one by one, in every armor, clothing and jewelry you have Bodyslided (with a .tri file) in both files _0 and _1.
 
post-150251-0-07220400-1462315077_thumb.jpg
 
 
 
Hope it helps.
 
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I'm really late to the conversation but some of you was having issues with textures missing from some meshes after being morphed. I found a way to solve it several months ago and talked with Expired about it, it was a short conversation but if I remember correctly he told me that Racemenu should already do what I was doing to solve the problem. Either way this will fix the textures being missing but I don't know of the downsides of doing this.

 

In the NiTriShapeData there is a setting for Consistency Flags, you have the options of CT_STATIC, CT_MUTABLE and CT_VOLATILE. Setting this to CT_MUTABLE will allow the armor to morph in game without losing textures.

 

Edit - Heh, So I was reading through the thread and noticed Zollom had already answered this so sorry for posting it again.

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Yeah, unfortunately, I'm still facing one problem and it's that only one race is modified with the race filters, and I can't even figure out how racemenu chooses what race to morph :-/

 

With my current setup (not a big one, 100 plugins or so), the only race modified is Imperial, if I uninstall Disparity, the only race modified is the ElderRace. If I remove all mods except SKSE, RaceMenu and XPMSE, the Nord race is modified. I don't understand, it's not random (i.e. same setup morphs same race, everytime)

 

So, I'm thinking the race filter only works with one race at a time. I wish expired could bring some light to the problem, but it seems he is in the Fallout4 modding train now.

 

I really want a body for each race, doing it the proper way, so I'll keep testing, although to be honest, I'm running out of ideas, but if I find anything I'll report back here.

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So I've created a custom Power that removes morphs from the target actor.  I have run into 2 issues.

 

1. There are quite a few non-bodyslide morphs attached to NPCs (i.e. XPMSE).

2. For some reason my development setup BodyGen is not running.

 

 

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Here is a mod to test. Please consider this a beta and do not use on a game you don't mind getting corrupted. I did experience crashes to the desktop (CTDs) when first testing as it removed morphs for XPMSE, RMF, and RMW.  These are now filtered and are not removed.  There may be others that I am unaware of and removing them could cause CTDs. So please exercise caution while testing.

 

The new power is named Polymorph. When you start a game you should already know the power.  If not, there is a spell tome named "Spell Tome: Polymorph". You can either add it via console "player.additem xx003316 1" or buy it from a spell vendor. It should be generally available.  I did not check any spell vendors to see if they had the book.

 

Since BodyGen is not currently working on my install, I modified the script to add morphs after it removed morphs.The second time invoking the Polymorph power displayed the morphs I had added.  I also added morphs via the Extensible Follower Framework. The Polymorph power removed these morphs as well. After the morphs have been removed, the new values will be applied when the NPC either dresses or undresses; or you leave and re-enter the cell.

 

Please test and let me know if it works for you; if you experience any issues; if you find any additional morphs it removes that it should not.

 

And any ideas on how to get BodyGen working again? LOL

 

Eli's Polymorph.7z

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Here is a mod to test. Please consider this a beta and do not use on a game you don't mind getting corrupted. I did experience crashes to the desktop (CTDs) when first testing as it removed morphs for XPMSE, RMF, and RMW.  These are now filtered and are not removed.  There may be others that I am unaware of and removing them could cause CTDs. So please exercise caution while testing.

 

The new power is named Polymorph. When you start a game you should already know the power.  If not, there is a spell tome named "Spell Tome: Polymorph". You can either add it via console "player.additem xx003316 1" or buy it from a spell vendor. It should be generally available.  I did not check any spell vendors to see if they had the book.

 

Since BodyGen is not currently working on my install, I modified the script to add morphs after it removed morphs.The second time invoking the Polymorph power displayed the morphs I had added.  I also added morphs via the Extensible Follower Framework. The Polymorph power removed these morphs as well. After the morphs have been removed, the new values will be applied when the NPC either dresses or undresses; or you leave and re-enter the cell.

 

Please test and let me know if it works for you; if you experience any issues; if you find any additional morphs it removes that it should not.

 

And any ideas on how to get BodyGen working again? LOL

Hi Badcock,

 

In my troubleshooting with BodyGen, I did notice it seems VERY finicky about which plugin you use as the plugin (.esp folder) and also just as finicky about what you put in the actual .ini . This includes the empty extra line at the end of the .ini files, and (i'm not 100% sure about this) but check your spacing in the file, between punctuation marks and make sure that every variable you put in the file is in the correct syntax and spelling. ;) 

 

So maybe start with 1 variable at a time, see if it works and build from there (just always keep a working backup. :P

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In my troubleshooting with BodyGen, I did notice it seems VERY finicky about which plugin you use as the plugin (.esp folder) and also just as finicky about what you put in the actual .ini . This includes the empty extra line at the end of the .ini files, and (i'm not 100% sure about this) but check your spacing in the file, between punctuation marks and make sure that every variable you put in the file is in the correct syntax and spelling. ;)

 

So maybe start with 1 variable at a time, see if it works and build from there (just always keep a working backup. :P)

 

I'm thinking it's got to be the load order, because the templates.ini and morphs.ini files haven't changed.  I use Mod Organizer and have placed the template files are in their own "mod". When it worked the mod was listed immediately after RaceMenu. Because this mod only contains the templates.ini and morphs.ini files, it really shouldn't matter where its listed. But evidently it does. 

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Ugh, SOOOO DAMMMMM FRUSTRATING!!!!

 

So I created a new MO profile just to test BodyGen. It includes SkyUI, Racemenu, FNIS, All-in-One HDT Animated Pussy (with all NPC esps disabled, used because it was handy with UUNP and tri files), Remodeled Armor for UUNP, and the latest XPMSE.

 

Morphs.ini contains (with an empty line at the end):

All|Female=Manga

 

Templates.ini contains (with an empty line at the end):

Manga=Manga High@1.0

 

 

It worked exactly once, on Saadia and only Saadia. Hulda was at the zero slider values.

 

In multiple new instances (COC WHITERUNBANNEREDMARE) no morphs were applied anywhere.

 

/rant off

 

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Ugh, SOOOO DAMMMMM FRUSTRATING!!!!

 

So I created a new MO profile just to test BodyGen. It includes SkyUI, Racemenu, FNIS, All-in-One HDT Animated Pussy (with all NPC esps disabled, used because it was handy with UUNP and tri files), Remodeled Armor for UUNP, and the latest XPMSE.

 

Morphs.ini contains (with an empty line at the end):

All|Female=Manga

 

Templates.ini contains (with an empty line at the end):

Manga=Manga [email protected]<script data-cfhash='f9e31' type="text/javascript">/* */</script>

 

 

It worked exactly once, on Saadia and only Saadia. Hulda was at the zero slider values.

 

In multiple new instances (COC WHITERUNBANNEREDMARE) no morphs were applied anywhere.

 

/rant off

 

What plugin are you using as folder for the morph and template?
 
See my previous post, apparently, the load order and the plugin you use as folder affects the randomization extremely.
Try to use the last plugin in your load order, or using the plugin that starts with letters like X, Y or Z. In my experience, morphs usually worked well when set as plugins like Bashed Patch, 0.esp (the last in my load order) and also worked well with ZaZAnimationPack.esm (don't ask me why, probably some MO thing, I've read somewhere that MO loads plugins in alphabetical order or something like that, its also case sensitive, I think lower letters were loaded first).
 
Did you go out of the Bannered Mare? If Saadia was morphed, probably Ahlam and Saffir could be morphed too, since all of them are Redguard, though that shouldn't happen with the "all|female" filter but with the race filter.
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Zollom,

I'm using skyrim.esm as the plugin folder.

 

I'm going to move it to the last plugin in my list and if that works. I'm going to create and empty ESP file so I can place it at the end.

 

 

--- Edit ----------------------

 

That worked.  The last plugin was XPMSE, which I added one line each to the morphs and templates ini files there.  Now off to create an empty ESP just for BodyGen. Then I get to tweak the morphs!!!

 

Thanks

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I'm using skyrim.esm as the plugin folder.

 

I'm going to move it to the last plugin in my list and if that works. I'm going to create and empty ESP file so I can place it at the end.

 

 

Do that, and be sure not to use XPMSE.esp since it has its own morphs and templates for the weapons randomization, also, check if you get the morphs on single npcs or you can find a patern (like morphs only applied to one race)

 

Please report back, we don't completely know how the system works, and what affects it, so any kind of report is always useful  :)

 

 

Edit: glad it worked! :D

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I made my ESP last, after the XPMSE.esp file. The NPCs received morphs from my BodyGen templates and from XPMSE.

 

Having gone back and read the docs on the first page, it does state that the morphs are loaded when the ESM/ESP is loaded.  So, since Skyrim.ESM is loaded first (before Racemenu), it surely wouldn't trigger the BodyGen process for the morphs listed in the Skyrim.ESM folder. Totally missed that the first couple of go rounds.

 

So, it would appear that the Templates.ini and Morphs.ini files must be in a plugin folder that is loaded after Racemenu.  It should probably be several plugins after Racemenu, as I assume there may be some latency when the Racemenu plugin is loaded and starts to run, i.e. some ESPs maybe loaded before the Racemnu plugin finishes loading and therefore won't trigger the BodyGen process.

 

My current setup is I have an empty ESP file so I can trigger the BodyGen process. It is last in my load order.  Then I have begun merging some followers into a single ESP.  This merged plugin has it's own set of Morphs.ini and Templates.ini files.  It is listed several plugins after RaceMenu. These morphs are also applied.

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I thought I'd add my own working configuration.

I see you have merged multiple followers.  Could you outline the steps you took?  I've tried the Merge Plugins application, but there are a few things it doesn't handle.  It would seem that if the formIDs are renumbered the associated NIF files are not renumbered, as I tried merging RK Followers and a couple of them had the same face, plus the faces were tinted (even after running the ESP through the CK and generating the facetints), and some had bands across the foreheads (missing brows files?).

 

I'm starting over and just starting with a single ESP to make sure everything copies correctly. Then I'll slowly merge new follower mods.

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Maybe a dumb question, but since I STARTED this thread....heheh... I feel entitled....

 

Why would we not simply want to use a dummy esp...named...something like... ZZZzz-Morphs.esp.. and just put all the BodyGen template and morph files related to that dummy esp?

 

 

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Maybe a dumb question, but since I STARTED this thread....heheh... I feel entitled....

 

Why would we not simply want to use a dummy esp...named...something like... ZZZzz-Morphs.esp.. and just put all the BodyGen template and morph files related to that dummy esp?

 

I tried that, it works if the plugin it's near the bottom in the load order. Unfortunately, the other plugins will still affect the morphing.
 
In my tests, the best I get is "all|female" and one race filter working together, I can't get more then one race filter at the same time, even when I have each and every race declared.
Also, the race chosen to morph varies depending where the plugin is in the load order and what mods are activated, as if, somehow, certain mods conflict/alter the morph feature of racemenu.
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Maybe a dumb question, but since I STARTED this thread....heheh... I feel entitled....

 

Why would we not simply want to use a dummy esp...named...something like... ZZZzz-Morphs.esp.. and just put all the BodyGen template and morph files related to that dummy esp?

That's exactly what I've done.  I would recommend that for anyone wanting to use the BodyGen feature.

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I thought I'd add my own working configuration.

I see you have merged multiple followers.  Could you outline the steps you took?  I've tried the Merge Plugins application, but there are a few things it doesn't handle.

 

I also used Merge Plugins, but didn't have to take any special measures to avoid conflicts. I did avoid merging plugins that were already large though, using, IIRC, 1000 records as an arbitrary threshold.

 

After merging I do keep the individual mod active in MO, that is, the .esp goes to Optional, but I leave the mod checked on. in MO. My Merge Plugins is set to copy assets (as per GamerPoets' install video) but found it didn't always cover everything. So I leave the mod active, so that MO can find assets missing in the merged plugin.

 

The only mod I got unresolveable errors from was Selene Kate: SetTextOptionValue, SetSliderOptionValue, SetSliderDialogStartValue etc. not being functions. The errors seemed related to that mod's MCM options. In the end I left it out, to reduce script load.

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Still reading this... 

started setting up for the dummy esp. 

Named it ZZZzzMorphs.esp

 

I'll put it at the end of the load order.

 

Meanwhile, I am building the templates.ini and morphs.ini 

I have the lines of individual races

then I have the lines for specific NPCs I want to have defined individually.

 

Now I *THINK* I have to go back to each individual follower folder and put THEIR templates and morphs into the single file for each. I mean...if I don't do that, and let's say they are NordRace....having the NordRace females set as the last thing in load order would just make them whatever the NordRace females get set to....right?

 

So...the files would be sectioned like this:

 

# Skyrim Main - Race Filters

 

All|Female|Nordrace=

All|Female|Bretonrace=

............etc

 

# Skyrim NPCs - Specific individuals

 

Skyrim.esm|B9982=Jenassa
Skyrim.esm|13BA5=Danica
Skyrim.esm|1326a=Elisif
Skyrim.esm|13BaB=Ysolda
Skyrim.esm|5215=Rayya
Skyrim.esm|A2C91=Iona
....................................................etc
 
# Followers
# Mirielle
Mirielle Follower.esp|2F9A=Mirielle
# Eryniel
ErynielElfV2.esp|8991=Eryniel
# Onean
Follower Onean.esp|2FA9=Onean
Follower Onean.esp|1942D=Oneana
Follower Onean.esp|11635C=Altair
 
..............etc
 
Does this seem right?
If so, I have a lot of work to do. I have like....a metric fuk-ton of followers. Obviously I don't use them all at the same time. 
But putting them ALL into one file means that entire file gets enumerated whether that follower mod is active or not.
 
Right now I have 40 followers for whom I have entered template and morph information into their individual folder in the BodyGen folder.

 

 

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chajapa,

I think you are close.

 

To define the races you need a '|' after the race like so:

 

All|Female|Nordrace| = ...

 

From what I have read, the more specific rule will be applied. So if you have (assuming Ysolda is Nord, I forget):

 

All|Female|Nordrace| = Oppai

Skyrim.esm|13BaB = Ysolda

 

then your Ysolda definition should be the one applied.

 

I applied the morphs with two ESPs. One is for all of the game's default NPCs (Skyrim, Dawnguard, etc) named "RaceMenu BodyGen.esp", and it last in the load order.  The second ESP (MergedFollowers.esp) is for my merged followers. It isn't last, but it is towards the bottom. My merged followers Morphs.ini file uses templates defined in the Templates.ini file of "RaceMenu BodyGen.esp".  The Templates.ini file associated with "RaceMenu BodyGen.esp" is my master template file.


Zollom,

While fiddling with BodyGen and merged followers, kind of like juggling chainsaws, it was actually helpful because I could tweak the bodygen settings.  What I noticed was sometimes I had to move to another cell for the morphs to take affect.

 

I started merging followers with Ashara's followers. So in the Drunken Huntsman they all had the default UUNP zero slider body, even though each one had a different template. When I exited to Whiterun with all the followers in tow, is when they morphs were applied.

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