Kanon1 Posted December 14, 2015 Posted December 14, 2015 "The ability to create custom sliders and share them is something that can certainly help" That sounds awesome! Any details on how that is going to work? It sounds like it could be complicated. The reason I ask is that compared to most others in this thread, I prefer really extreme shapes. Super curves! I know that with bodyslide you can go above/below 100% for sliders, but some shapes just aren't possible. For example I know that if you want super thick thighs and butt, the thighs usually clip into each-other in the middle and you often get an unsightly seam under the butt where it meets the thighs. Are custom sliders something that can solve these kind of issues? BTW just wanna say what you and cell are doing is awesome!
ralfetas Posted December 14, 2015 Posted December 14, 2015 "The ability to create custom sliders and share them is something that can certainly help" That sounds awesome! Any details on how that is going to work? It sounds like it could be complicated. The reason I ask is that compared to most others in this thread, I prefer really extreme shapes. Super curves! I know that with bodyslide you can go above/below 100% for sliders, but some shapes just aren't possible. For example I know that if you want super thick thighs and butt, the thighs usually clip into each-other in the middle and you often get an unsightly seam under the butt where it meets the thighs. Are custom sliders something that can solve these kind of issues? BTW just wanna say what you and cell are doing is awesome! In the old OS you can make custom sliders already, is not difficult, with the tools provided with OS is very simple indeed, i use it a lot in my conversions and lots of BS armors have it, but normally they are used to make specific tasks like hide something or pushup a little more etc...
Kargrin Posted December 14, 2015 Posted December 14, 2015 Reporting that the cbb harness have a small spike: And the invisible shoes. (sole)
ralfetas Posted December 14, 2015 Posted December 14, 2015 It is possible to change the FOV in preview window? I ask this, because of the fov the body appears a little different in the game, if the camera could match F4 fov i think would be helpfull.
ShadowGearX Posted December 14, 2015 Posted December 14, 2015 It is possible to change the FOV in preview window? I ask this, because of the fov the body appears a little different in the game, if the camera could match F4 fov i think would be helpfull.
ralfetas Posted December 14, 2015 Posted December 14, 2015 It is possible to change the FOV in preview window? I ask this, because of the fov the body appears a little different in the game, if the camera could match F4 fov i think would be helpfull. LOL!!! I know is a bizarre question, but i feel the need to clarify In the preview window the body appear somehow wider them in the game, maybe is my eyes i don't know, but in the game the body become more thin, i have this impression since skyrim. Opening the mesh in 3D program and adjusting the fov on the camera i can match the game. Is not a bug or a feature that i think should be on BS, but i think is something that should be easy to edit, i don't know nothing about xml, so perhaps something there could help.
ShadowGearX Posted December 14, 2015 Posted December 14, 2015 It is possible to change the FOV in preview window? I ask this, because of the fov the body appears a little different in the game, if the camera could match F4 fov i think would be helpfull. LOL!!! I know is a bizarre question, but i feel the need to clarify In the preview window the body appear somehow wider them in the game, maybe is my eyes i don't know, but in the game the body become more thin, i have this impression since skyrim. Opening the mesh in 3D program and adjusting the fov on the camera i can match the game. Is not a bug or a feature that i think should be on BS, but i think is something that should be easy to edit, i don't know nothing about xml, so perhaps something there could help. Did you center the dot in the triangle in the ingame editor? If you didn't it will manipulate the body away from what it looks like in game. You are crafting a default starting point in BS so if the dot is anywhere but center it will skew your intended look.
nutluck Posted December 14, 2015 Posted December 14, 2015 thx caliente Those breasts look much more natural than most bodies tend to look. Nice to see CBBE can make that.
ralfetas Posted December 14, 2015 Posted December 14, 2015 It is possible to change the FOV in preview window? I ask this, because of the fov the body appears a little different in the game, if the camera could match F4 fov i think would be helpfull. LOL!!! I know is a bizarre question, but i feel the need to clarify In the preview window the body appear somehow wider them in the game, maybe is my eyes i don't know, but in the game the body become more thin, i have this impression since skyrim. Opening the mesh in 3D program and adjusting the fov on the camera i can match the game. Is not a bug or a feature that i think should be on BS, but i think is something that should be easy to edit, i don't know nothing about xml, so perhaps something there could help. Did you center the dot in the triangle in the ingame editor? If you didn't it will manipulate the body away from what it looks like in game. You are crafting a default starting point in BS so if the dot is anywhere but center it will skew your intended look. Sure, in the center, i even disable busty for now, when i am trying new shapes etc, this is something that i notice since skyrim, but is not a big deal, not even a problem. But reading you i think i know what could cause this "distortion", in game the character are on the left or right, and posed of course, in bodyslide the mesh is center, looking now, adjusting the BS camera with the game camera the body looks the same, no more wider. Nice!!! So is not a question of change the fov, just the position of the camera
Ubercharge Posted December 14, 2015 Posted December 14, 2015 I modded Harness outfit (just simpla alpha painting) to make knee pads torn. Please, consider adding full body under your outfits like vanilla body was, so people can edit alphas and tweak outfits...
Blackbryre Posted December 14, 2015 Posted December 14, 2015 I don't really like releasing something in the middle of a forum thread, but some people have asked for it and it seems to be allowed... so I guess I will. But I'm going to just be lazy and copy/paste my Nexus description... icon.jpginnie-vs-outie.pngshaving-styles.jpg WARNING: CBBE is still in a pre-release Alpha stage. This is a body texture replacer for the CBBE body and will not give you a CBBE body mesh. You will need to acquire CBBE for Fallout 4 before you can use it. See requirements below.Description:Changes the texture that comes with CBBE to have an "innie" rather than "outie" pussy. It may be called a "cameltoe" pussy, or in Japanese "sujiman kupa." Comes in five styles (currently): shaved, traditional, small strip, strip, and v. Features brand new nipples, and several normal map options to choose from (Soon™). See images for exact depictions.No ENB or post editing were done on images. If you want to make some better ones feel free to upload them!Want to learn how to make an NMM installer yourself? Check out my NMM Installer Tutorial. Want CBBE Innies for Skyrim? Get them here!Should be compatible with adding shaving styles via TextureBlend (not yet uploaded for Fallout 4) if you would like more options than provided. Just install shaved/waxed style if you intend to add different styles with texture blend. REQUIREMENTS:(required) Calientes Female Body Mod Big Bottom Edition -CBBE- by CalienteNote: Alpha pre-release for Fallout 4 with BodySlide is available on the site that shall not be named that starts with an L - on page 7 of the thread there.Non-NMM installation:-Install CBBE.-Install CBBE Innies main file (which is shaved).-If you want a different shaving style download and extract the optional Shaving Styles. Choose one. Overwrite existing data with individual folder contents.Troubleshooting:Something not showing up correctly in-game? Navigate to Documents\My Games\Fallout4 and add bInvalidateOlderFiles=1 under [Archive] in your Fallout4.iniChangelog:1.1 Alpha - December 12 2015 New!-Diffuse textures recompressed as DXT1 for better compatibility and reduced file size.-Hand textures no longer included as they were redundant, already included in CBBE and were unchanged.1.0 Alpha - December 12 2015-Initial release. Alpha stage. Normals & Specular maps likely need redone.Credits: Thepal for his nude females texture Caliente based his texture on supplied in the CBBE 3.2.3 release xs2reality's Sporty Sexy Map for the optional abs included as well as SvarogNL's Fitness Body for the upper and lower ab smoothing of the Sporty Sexy Map Intel ® Texture Works Plugin for Photoshop NVIDIA Texture Tools for Adobe Photoshop Known Issues:-Normal & specular maps probably need to be redone, but they're pretty close to the supplied CBBE defaults.-Textures for females that aren't the basehumanfemale aren't included... yet!Downloads:CBBE Innies 1.1 - Alpha.7zCBBE Innies 1.1 - Alpha - Shaving Styles.7z I'm currently having issues downloading any of these textures--I'm just getting a "download failed" error. They look great though! I'm glad to see Xun's enthusiasm and skill so early on!
Leocid2 Posted December 14, 2015 Posted December 14, 2015 See big tits, I begin to think it is a vice.
thebladeavenger Posted December 14, 2015 Posted December 14, 2015 I have to say, having achieved level 41 today, ive been looking forward to that for a while. since nov 10th, i figured that with science 4, and armor 4, and guns 4, ive been saving the suit ive collected T-45, T-51, T-60, as well as the X-01 (which is uglier than a cows back end.. retexture mod before i can ever go third person, its just.... ugly). I havent been using the suits at all, or playing with the gatling weapons. so, i get 41, and perk and spend super super large amounts of materials to mod all of my suits and weapons to best upgrades, just to figure out something... its my style to not play in a suit that makes you invulnerable. it makes you tower above everyone and be tank like. wow.. i can use a jetpack that makes me fly a whole 10f (3.3m).......... wooooooooooo. gatling weapons, wow, those things are a massive piece of crap. sure powerful... but they have no style guys..... the suit and the gatling weapons turn you into a tank thats unkillable, and turns this exciting FPS into a bland dull im in a tank, i push this button to win. I push the same button 1.5 seconds longer if there is a star above his head. wow.. did that missle just hit me dead on, and im not even stunned, and still above 98% armor status..... i dont need my typical 5 weapons in the suit. you just need one gun, dont worry about your ammo either, it runs off of cores, both the gun and the suit, and i have a bajillion of those. lost are the pulling out a specific gun based on need, each one excels in a specific area, you pull a different one out depending on what you need. lost is the looking at health, or wondering how much radiation you have when you hear the counter, lost are the tactics, and love of the game. i am thinking about just rebinding the buttons to space. just push space to win. oh, youve pushed space, you win. goto next mission. lost is scavenging for materials. who needs anything anymore. im a tank that could literally take a thermo nuclear blast and be like... that all you got. *pushes space bar* ... oh, and the new armor system that i find brilliant, dont worry about legendary mods that you hunt high and low for. youre in a freakin 9 foot tall suit of impenetrable armor using a gun that can kill anything in one hit, and have unlimited ammo. forget about aiming. aiming is for preteens. *space bar*.... if you skipped all of the above, read this: thanks for making the best part of fallout better. The people.
shatteredhelix Posted December 14, 2015 Posted December 14, 2015 I have to say, having achieved level 41 today, ive been looking forward to that for a while. since nov 10th, i figured that with science 4, and armor 4, and guns 4, ive been saving the suit ive collected T-45, T-51, T-60, as well as the X-01 (which is uglier than a cows back end.. retexture mod before i can ever go third person, its just.... ugly). I havent been using the suits at all, or playing with the gatling weapons. so, i get 41, and perk and spend super super large amounts of materials to mod all of my suits and weapons to best upgrades, just to figure out something... its my style to not play in a suit that makes you invulnerable. it makes you tower above everyone and be tank like. wow.. i can use a jetpack that makes me fly a whole 10f (3.3m).......... wooooooooooo. gatling weapons, wow, those things are a massive piece of crap. sure powerful... but they have no style guys..... the suit and the gatling weapons turn you into a tank thats unkillable, and turns this exciting FPS into a bland dull im in a tank, i push this button to win. I push the same button 1.5 seconds longer if there is a star above his head. wow.. did that missle just hit me dead on, and im not even stunned, and still above 98% armor status..... i dont need my typical 5 weapons in the suit. you just need one gun, dont worry about your ammo either, it runs off of cores, both the gun and the suit, and i have a bajillion of those. lost are the pulling out a specific gun based on need, each one excels in a specific area, you pull a different one out depending on what you need. lost is the looking at health, or wondering how much radiation you have when you hear the counter, lost are the tactics, and love of the game. i am thinking about just rebinding the buttons to space. just push space to win. oh, youve pushed space, you win. goto next mission. lost is scavenging for materials. who needs anything anymore. im a tank that could literally take a thermo nuclear blast and be like... that all you got. *pushes space bar* ... oh, and the new armor system that i find brilliant, dont worry about legendary mods that you hunt high and low for. youre in a freakin 9 foot tall suit of impenetrable armor using a gun that can kill anything in one hit, and have unlimited ammo. forget about aiming. aiming is for preteens. *space bar*.... I'm just curious, what does any of this have to do with CBBE, Bodyslide, or anything else being discussed here, seems way off topic.
deltadeath93 Posted December 14, 2015 Posted December 14, 2015 The following: Hello all, To answer all the questions about Fallout 4: we're nearly there! I've been hard at work deciphering the mesh format, along with Ousnius and the good people from the NifTools team, and things are finally to the point where all the big mysteries are figured out! Coming soon (hopefully a few days, and on Fallout Nexus), will be a Fallout 4 edition of CBBE, and shortly to follow a version of Bodyslide and Outfit studio. The first releases will likely be in a "beta" state as we work furiously to improve quality and fix bugs that have arisen from the new formats and rendering engine. Hope everyone will be understanding of any issues that arise, and bear with us as we work through them. There is still a short road left before I can release anything (have to get feet added to the mesh, for instance...) so it's not ready quite yet, but for those who are very anxious, here's a small imgur gallery teaser: Gallery! Thank you all very much for your support, I hope you will enjoy our work in the Fallout universe! (Sorry for stealing your topic tonicmole but with the forum move there's some important posts I think need to be saved) Here are two of the larger posts Caliente made in the previous iteration of this thread: On 12/1/2015, 6:05:31, Caliente said Hi everyone Sorry I haven't been here for a long time ... site is blocked at work which is where I get most of my forum time For those who are excited about my fallout4 work, thank you so much for the kind words, I hope what I release will be to your liking! For those who are not, that's great too, thanks for any feedback! I hope this time around what I make will be more to your liking, and if not, hopefully you won't have to wait too long for something that is! To comment on a couple things in this thread.... The body shape that was pictured in the preview images was basically the skyrim CBBE body mesh, adjusted to fit the fallout 4 body pose. That means it was using the default (fairly unrealistic) proportions, didn't include feet yet, and was fairly low-poly. I'm experimenting with a much higher poly version of the mesh now, which includes detailed feet, and clocks in at around 21k vertices. That may turn out to be to heavy of a mesh to be viable, but I'm going to experiment and see how it runs. The shape of the body will very much be yours to control. I've got about 70 sliders that allow you to adjust a great many aspects of the shape to your liking, and which by themselves allow you to approximate the shape of any body. By default the plan is to have 3 "install and go" body shapes. All three will likely be more conservative in the chest than the skyrim CBBE "curvy" shape, and should include a small-chested variety, a more voluptuous one, and the vanilla shape. Other shapes will be easily attainable through the use of Bodyslide. One of the initial sliders is a version sized to fit the Fallout 4 vanilla body, for those who like the default body, but wish it had more polygons or a nude skin. I've taken a quick screenshot of it in Outfit Studio... which also shows the feet. http://imgur.com/mcEjVf1 I'm wrestling with an export bug at them moment, so apologies it's not an in game screenshot. I will endeavor to convert armors to the body and sliders soon after release. (maybe an outfit or two will be available right away). Technically, all the outfits in the game can be converted within a few minutes... but they are all very low poly and don't conform well to curvy bodies So, like Skyrim, I'll have to manually retopologize all of them so they are good enough to support the body shapes. The default shape of the body mesh is still CBBE. This is because there are lots of sliders available that convert skyrim armors between bodies ( 7base to UNP for example), and CBBE is a convenient stop over for the tools. For fallout, conversions aren't necessary yet (unless you want to port skyrim outfits over), but similar sliders exist to make the CBBE shape fit the body style of your preference. Also, unless you want the shape, you won't ever have to see the base shape in the game The current UV set used by the mesh is the same as the CBBE set from Skyrim. That is, very simliar to the Skryim vanilla set. I'm currently on the fence as to whether I"m going to keep it this way or not. The fallout vanilla uvs are extremely wasteful of texture space (As shown in the picture above by Grine -- the top image is the skyrim default set, and the bottom is the fallout one). Not changing it, however, has the disadvantage of causing all non-cbbe outfits that show skin to have a broken skin texture, since it's a texture replacement. As a third option, I may try to release a custom material for the body instead of simply replacing the textures, but I'm not yet sure if that's possible without a creation kit. The in-game body customization triangle works just fine with the customized body mesh. It uses bone scaling to achieve the shape changes, so the same sorts of body randomness you see in game now will continue to occur with cbbe in place. Right now, I don't know how to modify or control the scaling values used by that triangle, but I suspect it's not a difficult task Finally, The first release will definitely be a work in progress sort of release. There will be bugs and things to polish. But, I want to get something out so people can start playing with it, and I can get the important feedback for improvement. Anyway, thanks! Hope to have a release out for you all soon @Leito86 Yep -- using my as-of-yet-unreleased version of Bodyslide and Outfit Studio. Me, cell, and some other folks from the Niftools team (figment, Jonwd7 especially) spent a good amount of time puzzling out and reverse-engineering the fallout 4 nif file format. There were a lot of changes to the format, some easy to spot, some tricky to understand, and we're still working on understanding some of the corner cases. Beyond that there's not much different from how skyrim worked, so dropping a nif file onto the filesystem with the same name replaces the files. Unfortunately, the typical toolchains using things like maya, max, and blender aren't ready yet -- the niftools folks are still working on updating those plugins. If you're interested in the specifics of the format, I can try to answer questions. Better yet, the bodyslide code is open source when I update it and you can see all the details in the bowels of it's messy code A couple basics for skinned meshes off the top of my head since I feel bad for being mysterious: (almost) All data is stored within the BSSubIndexTriShape block. the BSSkin::Instance block stores a list of bones and a link to a BSSkin::BoneData block. the BSSkin::BoneData block contains an array of bone descriptors that include bone transform data (translation, scale, rotation, bounding sphere center and boundign sphere raidus) In the BSSubIndexTriShape A subclass of the also-new BSTriShape Block. Most of the below holds for both, except for the subindex data. important data before the vertex list include vertex count, triangle count, the size of blob of data comprising the vertex and triangle count. Also important is a reference to the BSSkin::instance block, and a BSLightingShaderProperty block. Vertices are stored in a variable length record based on some flags. There's some uncertainty as to which flag means what, but my assumption as to the flag byte holds true for the meshes I've worked with. The flags specify whether or not the vertex includes normal data, color data, and/or skinning data Vertex position vectors are stored as half(16 bit) float triplets. Similarly, UV coordinates are stored as two 16 bit floats. Normal vectors are stored as 8 bit triplets (one byte per axis), immediately following the uv coordinates. Tangent vectors are stored as 8 bit triplets (one byte per axis) after the normals, with one byte between. Bitangent vectors are stored as one half-float value for the X axis, and two 8 bit floats for the y and z components. This value is scattered among the other data in the vertex record. the vertex record is: [ vert x, y, z : 6 bytes][bitangent X : 2 bytes][uV u, v: 4 bytes][Normal x, y, z 3 bytes][bitangent Y: 1 byte][Tangent x, y, z 3 bytes][bitangent z: 1 byte][skinning bone index short int A B C D 8 bytes][skinning weights float A B C D 16 bytes] Triangles are stored logically after the vertex list in a series of short integer triplets. The SubIndex Section is next, and is somewhat mysterious. there are two regions within it, and appears to be a segmented list of triangle counts, with triangles being dumped into buckets according to their index in the triangle list. (IE, triangles in vanilla meshes are stored in a specific order to make this work.). This section appears to be used for dismemberment (only dismemberment as far as I can tell) . if you put the total number of triangles into bucket four, it assigns them to "Torso". Everthing works in the game except dismemberment. Basically, after triangle list, if you: output the triangle count again, outut unsigned int 4 (for the outer bucket size) output unsigned int 4 again (for the inner bucket size) output three records of four unsigned ints in the pattern 0, 0, -1, 0 output one more record of four unsigned ints with the pattern 0, <triangle count>, -1, 0 it will work fine. Last but not least is a two byte string length indicator followed by a string referencing an .ssf file pertinent to the nif. Not sure what the .ssf files do The BSLightingShaderProperty is expanded a bit but I don't remember exactly how -- just some more values, including string references to the main body shader material file as well as a "wet" shader file. It also includes a reference to the BSTextureSet block. The BSTextureSet block is mostly unchanged, except it has space for 10 strings and not 1. And that's it. There were a lot of other posts in the original thread but I wanted to make sure at least this much wasn't lost. We can continue talking about it here. Update! There was a post on page 7 by Caliente with the following: Hello all! At last, Here we are. An alpha version of both bodyslide and CBBE! There have been a lot of changes under the hood for both, and there will be many changes to come, but we wanted to get you all an early version to take a look at and test a bit before we do a full release elsewhere. Since this is a test release, we'd like to ask that you do not redistribute these files... it's not polished enough for the full public Included: CBBE Body for Fallout 4. "HD" with 21000 quads, high resolution textures that fit the same UV map CBBE used for Skyrim. Includes detailed feet and hands. Bodyslide for Fallout 4, which will create a custom shaped body based on nearly 70 sliders, including a vanilla shape slider that gives you the CBBE textures and resolution on a body shaped like the vanilla fo4 one. Two shape presets -- a prototype curvy and slim that represent a more natural figure than the default CBBE for skyrim. The ability to create your own shape presets for as natural or extreme shape you wish! CBBE_HD_WIP.fbx -- an fbx file containing the base body mesh, skinned to the fallout 4 skeleton. NOTE: the skinning weights are an early WIP, so adapting these weights for outfits may require a re-work of the weighting in the future CBBE_HD_WIP.obj -- an obj file containing the base body mesh. Not included: Outfit Studio has been disabled, not ready for public use yet (Crashy, buggy, undocumented!).. but will be available soon, and will allow you to easily and quickly adapt game outfits or custom outfits to the body Outfits that fit the body... coming soon! Textures for females that aren't the basehumanfemale -- raider females will have broken body textures. first person meshes Blending solution for neck seam Known Issues:These are the known problems that you might encounter while using this version. Since it's a test release, you will likely not enjoy playing fallout with it until some of these are resolved! We are working to get these taken care of as soon as possible, and will expand this list as more problems are discovered! Wrist seam -- there's a small disconnect between the wrist and the arm, causing both a slight gap and a texture discontinuity. believed to be weight paint related. Neck seam -- the mesh matches position, but the texture seam is very noticeable. Additionally the weight painting isn't perfect causing some gaps to appear. First person textures incorrect -- first person meshes haven't been replaced for arms and hands so the textures don't match. Outfits that replace the body will have ugly textures anywhere skin is showing (and the body will be the vanilla shape of course) Outfits that don't replace the body (armor pieces) may have clipping and obvious sizing issues Dismemberment does not work for replaced bodies currently Building bodies with Bodyslide may fail if you do not have permission to write to the fallout data folder (if it's installed in program files for instance), so you may need to run the program as admin Some pics: And the files: (Attachments working now yay) Body files: REQUIRED: drop contents in Fallout 4/data folder CBBE_Fo4_alpha_v0_2a.7z Changes 2a: Added first person hand mesh Added Dirty body textures, courtesy of SunshaftV . Thank you! Added CBBE.ESP plugin, a material override, texture file, and replacement mesh for the back of the female head to correct the strange decision to put the rear scalp texture in the body texture. NOTE-- plugin.ini edit required for this to work, and also note that fallout clears this out each execution. Check readme in archive. Corrected mesh gap at wrists due to calculation precision errors in bodyslide. NOTE-- there's still a slight visible seam due to textures not quite matching. Removed baked shadowing beneath breasts in diffuse texture. Along with fixed mesh normal generation, completely flat-chested bodies are possible without strange shadowing Removed golden glitter on right nipple in diffuse texture. Flipped normal map green channel as per DirectX normal map format (previous version) CBBE_Fo4_alpha_v0.1a.7z Bodyslide: BodySlide_Fo4_alpha_v0_3a.7z Changes 3a: Added sliders: ButtNew, SternumHeight, ChestDepth, ChestWidth, WaistHeight, BreastCenter, BreastCenterBig Updated sliders: Apple Cheeks, BreastPerkiness Added Outfit: Raider04 (raider harness) -- full slider support minimal clipping. Added Outfit: NeverNude (underwear) -- a fixed version of the vanilla underwear mesh (not used in the game) with full slider support. When built, replaces the nude female body like a 'nevernude' option. Updated default CBBE Curvy and Slim presets based on settings by Jeir, and using some of the new sliders Added new sliders to appropriate categories Fixed Zap Slider operation Fixed mesh normal generation during export Changes 2a: Ankle Slider added BigButt Slider fixed x64 version included (previous version) BodySlide_Fo4_alpha_v0.2a.7z Thanks all hope you enjoy! and don't hesitate to send us your comments and issues! Note, remember to add the line bInvalidateOlderFiles=1 to your Fallout4Custom.ini ! And an update: Okay, I've just updated the original post with alpha 2a for the body and alpha 3a for Bodyslide! Note, Outfit studio remains disabled outside a limited testing group, and please do not redistribute any files! Also, it is fine to provide modified/addon files within this thread, but I'd still like to ask that you please don't post them elsewhere till release Lots of changes in this release to both archives. Some very subtle and some not so subtle. Some highlights: Added a fully slider-compatible version of the Raider04 outfit (Harness). This is not to diminish the work being done by others on the same outfit, it just turned out that I chose the same file as a testbed for conversions. Added a fully slider-compatible underwear outfit. The underwear mesh in the game files is broken and unused -- this fixes the mesh and creates a body replacer out of it (like the cbbe skyrim "nevernude" option). Note that upon release, a less conservative set of underthings will likely be used as the nevernude option There's a slight bit of clipping on the hem of the thighs... Cleaned up the breast shadowing on the diffuse texture, and fixed mesh normal generation during body build. This will provide much more accurate shadowing no matter what shape your body takes on, including allowing the body to be completely flat-chested without strange shadows. Added the first person hand mesh. Thanks to the generous offer of SunshaftV, there are high quality dirty body textures used by raiders. Note, I did not include the Player dirty body plugin by him, Sunshaft is welcome to provide that for any who wish it. Fixed the discoloration on the back of the neck for females wearing short hairstyles. This is done using a plugin included with the body archive (CBBE.esp), and installation instructions are in a readme that's also included. Remember the current fallout bug that clears out plugin.ini settings each time the launcher is run! While this corrects the issue for the player, many NPCs are using pre-baked nif files that need to be individually updated to allow them to point to a texture file that isn't the body texture. Added a bunch of new sliders, including waist height, chest size, a re-sculpted butt, and a new pair of breast sliders that attempt to make the bust appear to hang more naturally.The butt slider changes the shape of the butt without affecting the size or profile too much, but gives it a more natural pleasing shape... especially for smaller sizes, and combines well with other sliders. Here's a comparison of the base shape and the new shape : old on left, new on right . of course the new shape is optional, though it's included in the base presets. The pair of breast sliders primarily focus on the center area of the chest (They're called breastcenter and breastcenterbig), and create the shape of them originating more naturally from the middle of the chest. The one ending in 'big' is intended to provide the same effect for larger breast shapes than the default size. A comparison of the old shape and new shape is available here: Old on right, new on left . Note these sliders do not much increase the size of the breasts, but rather change the inner curvature of them. The effect is fairly subtle. The other sliders concentrate on providing additional customization to the overall torso -- rib cage size, waist height, and sternum position. Work continues on the mod:) A large amount of armor and outfit conversions are in the works for a release soon, as well as additional fixes (neck seam, wrist seam). If there are outfits that show a lot of skin or clip significantly with the body, please let me know so I can prioritize converting those outfits! I'm also attempting to hunt down bugs with bodyslide and outfit studio, hoping to be able to have that in a pleasant functioning state as soon as possible ! Thank you all for your attention, suggestions, and feedback, I hope you're continuing to enjoy the mod! i can not get the body slide to function I downloaded unzipped to desktop them moved all 3 files to fallout 4 data folder. when I go in game to my save just before leaving 111 and go to adjust my body only the triangle is showing up where I can only change body shape for all at once options
Leocid2 Posted December 14, 2015 Posted December 14, 2015 I have to say, having achieved level 41 today, ive been looking forward to that for a while. since nov 10th, i figured that with science 4, and armor 4, and guns 4, ive been saving the suit ive collected T-45, T-51, T-60, as well as the X-01 (which is uglier than a cows back end.. retexture mod before i can ever go third person, its just.... ugly). I havent been using the suits at all, or playing with the gatling weapons. so, i get 41, and perk and spend super super large amounts of materials to mod all of my suits and weapons to best upgrades, just to figure out something... its my style to not play in a suit that makes you invulnerable. it makes you tower above everyone and be tank like. wow.. i can use a jetpack that makes me fly a whole 10f (3.3m).......... wooooooooooo. gatling weapons, wow, those things are a massive piece of crap. sure powerful... but they have no style guys..... the suit and the gatling weapons turn you into a tank thats unkillable, and turns this exciting FPS into a bland dull im in a tank, i push this button to win. I push the same button 1.5 seconds longer if there is a star above his head. wow.. did that missle just hit me dead on, and im not even stunned, and still above 98% armor status..... i dont need my typical 5 weapons in the suit. you just need one gun, dont worry about your ammo either, it runs off of cores, both the gun and the suit, and i have a bajillion of those. lost are the pulling out a specific gun based on need, each one excels in a specific area, you pull a different one out depending on what you need. lost is the looking at health, or wondering how much radiation you have when you hear the counter, lost are the tactics, and love of the game. i am thinking about just rebinding the buttons to space. just push space to win. oh, youve pushed space, you win. goto next mission. lost is scavenging for materials. who needs anything anymore. im a tank that could literally take a thermo nuclear blast and be like... that all you got. *pushes space bar* ... oh, and the new armor system that i find brilliant, dont worry about legendary mods that you hunt high and low for. youre in a freakin 9 foot tall suit of impenetrable armor using a gun that can kill anything in one hit, and have unlimited ammo. forget about aiming. aiming is for preteens. *space bar*.... I'm just curious, what does any of this have to do with CBBE, Bodyslide, or anything else being discussed here, seems way off topic. The same thought, and almost I tell him to stop playing ....
thebladeavenger Posted December 14, 2015 Posted December 14, 2015 I'm just curious, what does any of this have to do with CBBE, Bodyslide, or anything else being discussed here, seems way off topic. -- i do apologize, im new to forums, however, not new to modding. i will just remain silent for now on. have a nice day.
shatteredhelix Posted December 14, 2015 Posted December 14, 2015 i can not get the body slide to function I downloaded unzipped to desktop them moved all 3 files to fallout 4 data folder. when I go in game to my save just before leaving 111 and go to adjust my body only the triangle is showing up where I can only change body shape for all at once options Bodyslide is not used in game, it is a separate program that you use to customize the basic shape of your body and has nothing to do with anything you do in game. That being said, the body you make in bodyslide is the body you'll get if the body triangle in game is set to the exact center, changing the triangle in game will still change the body, but it will change the base body you created in bodyslide. In other words, Bodyslide does not replace the ingame setting for body type, it's used to create an all new body shape for use with the triangle.
Frel Posted December 14, 2015 Posted December 14, 2015 i can not get the body slide to function I downloaded unzipped to desktop them moved all 3 files to fallout 4 data folder. when I go in game to my save just before leaving 111 and go to adjust my body only the triangle is showing up where I can only change body shape for all at once options Are you trying to change thew body inside the game ? It looks that way and if so you are not doing it as intended for this mod. This mode do not change the in-game body configuration (reason why you just see the triangle) but as an external tool named bodyslide you need to run to configure a base body (corresponding to the middle of the triangle) that will then be exported to the game. In short to configure the body do as follow: - install both CBBE and bodyslide in your Fallout 4 Data directory - in Data/Tools/Bodyslide run Bodyslide.exe as administrator - Tweak the body in the program then click "Batch build ..." - in thew pop-up that appears deselect the things you do not want (for example I unchecked NeverNude because ... well ... I like nude bodies) - then you can start your game and the body will be changed if you want the exact same body keep the dot in the middle of the triangle but you can experiment moving it around Note: the mod as it is is still not complete (alpha means incomplete and buggy in classic programming jargon) so right now the body will look as intended only if your character is nude (but armor add-ons are fine even though they may clip) or wear the one specific "Raider Harness" the dev team was kind enough to give us in this update so not really fit to a perfect playthrough right now (unless perfect for you means run around naked and laughing at the Picasso mess that are the NPCs) Also do not use other body texture mods as this body use a different texture (so no Nuclear or Glorious female nude ...) Enjoy!
Caliente Posted December 14, 2015 Posted December 14, 2015 That constant F5-ing paid off =D Edit: just a note, in the Readme you don't mention that the plugins file can be protected by simply setting it to read only. It might be a quicker way for people to do it, and it's probably good practice to protect game files you don't want to be overwritten anyway in this way I have a question about OutfitStudio - will it have the ability to uniformly scale / translate a mesh ? I've used the Skyrim one long ago but can't remember exactly what tools it had. Ah I was told that the readonly trick didn't work. I didn't bother trying! Thanks for letting me know. Outfit studio does have the ability to uniformly translate, but not scale currently. It certainly works! I think setting read only is quite a powerful thing. Nothing should be able to edit or delete it. Is scaling in the to-do list or would something like that not be necessary? About the new BodySlide: the time you spent on the new breasts and butt shapes was not wasted Seems you can achieve some very natural, non-fantasy shapes now much better than before, especially with the way the breasts conform with the curvature of the ribcage very naturally. As a mod this is highly impressive, but also as a standalone tool , anatomy work is beautiful I've never found a need for uniform scaling in outfit studio. It could certainly be added but you'll probably find the sculpting tools it currently has to be far more useful:) Okay, I've just updated the original post with alpha 2a for the body and alpha 3a for Bodyslide! Note, Outfit studio remains disabled outside a limited testing group, and please do not redistribute any files! Also, it is fine to provide modified/addon files within this thread, but I'd still like to ask that you please don't post them elsewhere till release [...] Work continues on the mod:) A large amount of armor and outfit conversions are in the works for a release soon, as well as additional fixes (neck seam, wrist seam). If there are outfits that show a lot of skin or clip significantly with the body, please let me know so I can prioritize converting those outfits! I'm also attempting to hunt down bugs with bodyslide and outfit studio, hoping to be able to have that in a pleasant functioning state as soon as possible ! Thank you all for your attention, suggestions, and feedback, I hope you're continuing to enjoy the mod! Thanks for the update and I love the waist line modification I still see in game the issue while crouching I mentioned. This time here is a picture to let you know what I mean (happen with default configs and tweaked ones) knee.jpg As you can see it looks like the calf intersect weirdly with the thigh. It happens only when the character is in her idle crouchging poise though but just thought I would let you know. Thanks for your amazing work and willingness to integrate feedback you are amazing Possibly an issue with animation weight painting, which hasn't been refined yet -- though I thought I remember seeing this occur with the vanilla body as well. Still I'll be looking into this! I don't really like releasing something in the middle of a forum thread, but some people have asked for it and it seems to be allowed... so I guess I will. But I'm going to just be lazy and copy/paste my Nexus description... Thanks for posting this Niiice update! Gonna try it in a couple of minutes Question: Did you import the vanilla female mesh into blender/3d max to get the weight? If so, did it work with the original script for nifs?..i would really like to work on the meshes for some details like dismembering and labia lips. i made a complete vagina for my meshe in skyrim but now it would be great if i could put some of my time to contribute on your body, but i dont know if blender works with fo4's meshes the same as with skyrim's meshes?.. If you want, pm me! I wanna help to bring beautifull females in the commonwealth ~Thanks and keep up the great work~ I wrote an FBX exporter that I used to bring the body into maya for weight transfer. the export is a bit buggy and there's a maya script required as well to fix bone orientations. Currently there's no reliable path between blender and OS for weight painting ... blender's fbx doesn't seem to be very friendly.. .and there's no blender nif support yet. Something to note, if you punch with bare hands, or use melee weapons in first person, you'll see an obvious seam on the wrist. I haven't replaced the first person female body mesh yet (just a pair of arms) ... my initial attempt created a mesh that crashed the game, so I decided to leave it out for this release. The seam you're seeing is one I'll be working on fixing soon! hmmm im getting a pretty blatant neckgap...not sure what I did? EDIT: Seems Big Torso option will cause a drastic neckgap when raised I forgot to take a screen when It was massive. Even back to default still have a thin space. 2015-12-14_00001.jpg 2015-12-14_00002.jpg 2015-12-14_00005.jpg 2015-12-14_00006.jpg Thanks for mentioning it ... I'll go back and clean up that slider. Currently there's always a faint seam there due to both texture/ normal mismatch as well as a topology (vertex count) difference around that seam. Will be working to correct that! Thx to Cali&Cell's hard work. Yours r Amzing! And add waist height is Great work! It's so Fantastic! Can add another slider "Inseam"? Vindictus character bodyshape is more correct at my hope except boob! Should consider after compare shot and add silder. compare00.jpg Here is Vindictus character(New added she's name is Delia! I love it! ) bodyshape file. deliabody.7z Edit: It'll better add slider "inseam, thightheight, calfheight" three slider. In skyrim racemenu and ECE too support with XPMSE, that slider at last version. Significantly increasing the height of the thighs would probably cause them to animate strangely.. but I can give it a try and see how it turns out. Enjoy Delia, I went though a vindictus addiction for a little while 6 lvl 85s.... Great to see CBBE finally comes to FO4! However, I'm still confused about the FBX file. It seems that I only get skeleton without skinned mesh attached to it in both Maya and 3dsmax when I import. Am I do somthing wrong? I think I have an incorrect fbx file in the package... sorry about that. I'll make sure to include the right one in future packages. In the meantime, the FBX containing the body can be found Here only issue so far is with my girl the textures lovely! and sorry I love unpb more but anyway.. on piper I get the followering issue >.< did all the ini bits also :/ (used the latest nmm) Perhaps piper uses a unique body texture or body mesh ... I looked earlier and didn't spot any indication that that was the case in the data files. I'll keep looking and try to figure out why she might be different. thanks for pointing it out "The ability to create custom sliders and share them is something that can certainly help" That sounds awesome! Any details on how that is going to work? It sounds like it could be complicated. The reason I ask is that compared to most others in this thread, I prefer really extreme shapes. Super curves! I know that with bodyslide you can go above/below 100% for sliders, but some shapes just aren't possible. For example I know that if you want super thick thighs and butt, the thighs usually clip into each-other in the middle and you often get an unsightly seam under the butt where it meets the thighs. Are custom sliders something that can solve these kind of issues? BTW just wanna say what you and cell are doing is awesome! Custom sliders are as easy as loading the CBBE slider set in Outfit Studio, creating a new slider, and using the sculpting brushes to create a shape you want. Save the slider set and there you have it. Of course custom sliders won't automatically apply to outfits, so you'll need to load the outfit slider sets and conform them to your new slider, but it's all more tedious than difficult Also note that the editing capabilites of OS are best for tweaking ... to get a better shape it's best to export as .obj and use an external program to edit the shape, then re-import it over the body to update the shape for OS. Reporting that the cbb harness have a small spike: feedb.png And the invisible shoes. (sole) Hmm, I'm not seeing that myself ... I'll take a closer look -- were there particular slider settings you were using? Also there's a bug currently where if you switch between outfits while the preview window is open, the body no longer responds to sliders, and the zap slider no longer works (the feet poke out of the shoes a bit if the zap slider isn't functioning.)
Kargrin Posted December 14, 2015 Posted December 14, 2015 Reporting that the cbb harness have a small spike: feedb.png And the invisible shoes. (sole) Hmm, I'm not seeing that myself ... I'll take a closer look -- were there particular slider settings you were using? Also there's a bug currently where if you switch between outfits while the preview window is open, the body no longer responds to sliders, and the zap slider no longer works (the feet poke out of the shoes a bit if the zap slider isn't functioning.) None, ive noticed using the original curvy body. It barely shows in game tho, the invisible soles are more.
ousnius Posted December 14, 2015 Posted December 14, 2015 It is possible to change the FOV in preview window? I ask this, because of the fov the body appears a little different in the game, if the camera could match F4 fov i think would be helpfull. Outfit Studio has a field of view slider at the top, but that part of the program is currently disabled for the alpha release. The BodySlide preview window doesn't as of now.
Koffii Posted December 14, 2015 Posted December 14, 2015 I wrote an FBX exporter that I used to bring the body into maya for weight transfer. the export is a bit buggy and there's a maya script required as well to fix bone orientations. Currently there's no reliable path between blender and OS for weight painting ... blender's fbx doesn't seem to be very friendly.. .and there's no blender nif support yet. Getting modern Blender to work with OS is kind of important since Blender is the best free 3d app out there. More importantly, it's just a great modeller. What do you mean by blender's nif being unfriendly? It seems to work with every major application out there. I use it with UE4 all the time. If there's some kind of bug that prevents it from working, it'd be best to file a bug report on developer.blender.org. Or else contact Bastien Montaigne or Campbell Barton directly, since they're mostly responsible for the FBX import/export. Or if you have questions, Blender devs use IRC for day-to-day operations. #blendercoders on irc.freenode.net. (Campbell lives in Australia, don't know for sure where Bastien is located, but probably France. You may want to keep that in mind with regard to timezones)
ousnius Posted December 14, 2015 Posted December 14, 2015 I wrote an FBX exporter that I used to bring the body into maya for weight transfer. the export is a bit buggy and there's a maya script required as well to fix bone orientations. Currently there's no reliable path between blender and OS for weight painting ... blender's fbx doesn't seem to be very friendly.. .and there's no blender nif support yet. Getting modern Blender to work with OS is kind of important since Blender is the best free 3d app out there. More importantly, it's just a great modeller. What do you mean by blender's nif being unfriendly? It seems to work with every major application out there. I use it with UE4 all the time. If there's some kind of bug that prevents it from working, it'd be best to file a bug report on developer.blender.org. Or else contact Bastien Montaigne or Campbell Barton directly, since they're mostly responsible for the FBX import/export. Or if you have questions, Blender devs use IRC for day-to-day operations. #blendercoders on irc.freenode.net. (Campbell lives in Australia, don't know for sure where Bastien is located, but probably France. You may want to keep that in mind with regard to timezones) What she was trying to say is that the Blender FBX plugin seems to do some things differently. One thing is that the UVs are getting flipped on the X on both Blender FBX import and export. This might have something to do with D3D and OpenGL requiring the UVs flipped differently.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.