Bad Dog Posted August 21, 2018 Author Posted August 21, 2018 9 hours ago, hexacron said: wil the old version be getting updates too? Or only SE? Both versions. Turns out I don't actually have a good way to create models for SSE. I could do OBJs and run everything through OS, but I like having the full control over rigging that Blender gives me. 7 hours ago, Blaze69 said: If you are having trouble with the body and already have the actual armor meshes done, you could try using Outfit Studio to get the nifs exported. So if I set it up right, moving the slider from _0 to _1 modifies the armor like the underlying body? Without having to do a _0 & _1 by hand? That's cool. But this method has its own advantages. I start from the vanilla _0 and _1, and load them into a single mesh. Then I can be sure my edits will work for both weights, because it's all one mesh. And for armor like the DG armor, where it's all variants of the same basic design--just with or without pauldons--I can make a copy of the model and remove the pauldrons, and be sure that it will work for both weights. In this case I copied the weights from the body and exported using the old method. Advantage to that is you can rig the model to a skeleton in blender and find bad weighting by moving the bones around and seeing how the mesh moves. You can also find places where the body shows through the clothes in different poses. 7 hours ago, Blaze69 said: I really like the collar, that's a nice touch. Was it actually part of the vanilla armor, or did you create it by reusing/merging parts or something like that? Heh, thanks. I wanted to keep the pendant and the base mesh had a high collar, so it was natural to turn it into an actual collar.
Blaze69 Posted August 21, 2018 Posted August 21, 2018 3 hours ago, Bad Dog said: So if I set it up right, moving the slider from _0 to _1 modifies the armor like the underlying body? Without having to do a _0 & _1 by hand? That's cool. Kinda. Once you have the armor fit to the _0 body and you are happy with it, you run an auto-"conform to slider" and OS automatically generates the data for the _1 version by using the reference mesh's (the body) _1 shape as a base. *FYI, this is actually how most (basic) Bodyslide conversions are made: you take the armor, fit it to the base UUNP/CBBE Zeroed Sliders body, and then conform to sliders. Done. It does part of the job, but it needs manual fixes afterwards most of the time, as some areas end up looking like shit (in the case of the SOS body, the arms, armpits and torso are particulary bad at this). Still, fixing up the auto-conform is usually less work than creating the _1 mesh from scratch, so there's that. Plus, OS can import and export slider data as OBJs, so in theory you could get the auto-conform done, export the result, fix the shape in Blender, and import it back. 3 hours ago, Bad Dog said: But this method has its own advantages. I start from the vanilla _0 and _1, and load them into a single mesh. Then I can be sure my edits will work for both weights, because it's all one mesh. And for armor like the DG armor, where it's all variants of the same basic design--just with or without pauldons--I can make a copy of the model and remove the pauldrons, and be sure that it will work for both weights. In this case I copied the weights from the body and exported using the old method. Advantage to that is you can rig the model to a skeleton in blender and find bad weighting by moving the bones around and seeing how the mesh moves. You can also find places where the body shows through the clothes in different poses. Most of that is practically the same in OS too. It's all a single nif/mesh with different sliders (akin to shapekeys in Blender), you can save a file and then delete/separate parts of the outfit and save as a different file, etc. The only things Blender has and OS doesn't are the much more precise and wide sculpting tools, the option of animating/moving the skeleton in the program itself, and the option to subdivide or increase polycount (OS can split meshes or delete parts of them, but not create new ones).
RavenActual Posted August 22, 2018 Posted August 22, 2018 I'm getting some visual glitches with some of the farmer's clothes outfits, the character models are missing their wrist and ankle areas whenever the clothes are equipped.
Blaze69 Posted August 22, 2018 Posted August 22, 2018 1 hour ago, RavenActual said: I'm getting some visual glitches with some of the farmer's clothes outfits, the character models are missing their wrist and ankle areas whenever the clothes are equipped. That sounds like an issue with partitions/slots. Either the partition data for the calves and forearms is wrong in the nifs or the ArmorAddons for those items don't have said slots enabled.
Bad Dog Posted August 23, 2018 Author Posted August 23, 2018 Those are easy to get wrong. If you can tell me what clothes and what you had on hands and feet that would be a big help. If the description is just "clothes" or something else generic, tell me what they look like (green sleeves under leather tunic, for example).
RavenActual Posted August 23, 2018 Posted August 23, 2018 1 hour ago, Bad Dog said: Those are easy to get wrong. If you can tell me what clothes and what you had on hands and feet that would be a big help. If the description is just "clothes" or something else generic, tell me what they look like (green sleeves under leather tunic, for example). These are the three farmer 's clothes that have the gaps, the fourth remaining one is fine, and the merchant/tavern clothes have this little gap across the belly it seems. 2
Bad Dog Posted August 24, 2018 Author Posted August 24, 2018 K, I ran through all the clothes with YA and without. I can't reproduce the problem with wrists and ankles--they all seem to be working fine. The gap in the lower belly is a real problem and is fixed. More info about your setup? Load order? Using YA or the lykaois mod?
RavenActual Posted August 24, 2018 Posted August 24, 2018 12 hours ago, Bad Dog said: K, I ran through all the clothes with YA and without. I can't reproduce the problem with wrists and ankles--they all seem to be working fine. The gap in the lower belly is a real problem and is fixed. More info about your setup? Load order? Using YA or the lykaois mod? Using YA, I moved this mod from the bottom of my load order to the top and that fixed everything except the midriff gap on the tavern/merchant clothes. Not sure what it was conflicting with but there was something causing an issue somewhere.
Bad Dog Posted August 25, 2018 Author Posted August 25, 2018 New version up. Dawnguard, miners, an a fix to the merchants.
Blaze69 Posted August 26, 2018 Posted August 26, 2018 11 hours ago, Bad Dog said: New version up. Dawnguard, miners, an a fix to the merchants. No previews for the Miner clothes (or the Dawnguard sets, though those can be seen upthread) makes me a sad panda huh, shark, I guess? Still, looking forward to checking them out ingame as soon as I get the chance. BTW, you should probably include the Ancient Falmer/Ivory meshes from YA in here, since you are doing Dawnguard stuff already and I'm pretty sure yours is the only SOS replacer ever for that armor set. It may also be a good idea to include the female version as well, though in that case I'd put it in a separate "Bad Dog's Female Skimpy Clothes" file. It would only have the Falmer set so far, but when/if you create more female sets to match your male ones, they can be added to the file.
Bad Dog Posted August 26, 2018 Author Posted August 26, 2018 Yes, I haven't done female at all. Mostly I figured there were plenty out there.
RavenActual Posted August 27, 2018 Posted August 27, 2018 7 hours ago, Bad Dog said: Yes, I haven't done female at all. Mostly I figured there were plenty out there. Yeah, part of why I'm so excited to see this mod cover the commoner outfits is that there's finally a mod that does that. All the villager/farmer/merchant outfits have been done for females in basically this same style a long time ago. Now the guys finally get in on the action.
DarnHyena Posted August 31, 2018 Posted August 31, 2018 I found a stray weight on the Dawnguard heavy armor. I haven't looked at the other dawnguard stuff, but I'm assuming these probably all share the same model and texture swap Also, might just be my own taste of style, but to me, it feels like some of these outfits could use a bit more stuff on the legs to help balance it out visually, specially since ya left out shoes. So, most simplistic thing I can think of would be Leggings \o/ Simple, but stylish, and makes it not so top heavy visually. Could probably just slice them out of what ever pants used to be there so it'd still match up to the textures. [UPDATE] It's on the lighter version of the armor as well 1
Blaze69 Posted September 1, 2018 Posted September 1, 2018 14 hours ago, DarnHyena said: Also, might just be my own taste of style, but to me, it feels like some of these outfits could use a bit more stuff on the legs to help balance it out visually, specially since ya left out shoes. So, most simplistic thing I can think of would be Leggings \o/ Simple, but stylish, and makes it not so top heavy visually. Could probably just slice them out of what ever pants used to be there so it'd still match up to the textures. +1 on this, those armors would look better with more stuff on the legs, and leggings are a great idea for that.
DarnHyena Posted September 1, 2018 Posted September 1, 2018 3 hours ago, Blaze69 said: +1 on this, those armors would look better with more stuff on the legs, and leggings are a great idea for that. I actually did find a commoner outfit that was done in such a way in the companions place, don't got a pic atm, but ya, would be nice if some more had a bit more accessories still left on the legs so they aren't all so top heavy. Maybe for the one above, could slice out a chunk of the plates from the jacket and stick them on the sides of the leggins to make it match better.
Bad Dog Posted September 1, 2018 Author Posted September 1, 2018 Thx for reporting that weight problem. Dammit, I tested that. Also, the leather armor has the same problem, so I should have been looking for it. Maybe I'll fix both when I update this. I put leggings on when there's a clearly separable piece down there. I agree about the top-heavy issue, but I also don't want a "LOL I cut a hole for the dick" look.
balth Posted September 16, 2018 Posted September 16, 2018 On 9/1/2018 at 9:49 AM, Bad Dog said: I also don't want a "LOL I cut a hole for the dick" look. lmao On a more serious note - chaps, maybe? To stop the top-heavy thing? Either way, love what you've done so far and I'm looking forward to the weight fix update. Now it isn't just the women in my skyrim running around in skimpy clothes - everyone looks like they're dtf! Yay sexy equality!
ZarkNightmares223 Posted September 20, 2018 Posted September 20, 2018 Is it possible to use this mod as an add-on rather than a clothes replacer? If so than how do I do it?
Bad Dog Posted September 23, 2018 Author Posted September 23, 2018 Nope. It would be possible to build a different mod that makes the clothes available as separate items.
RavenActual Posted October 9, 2018 Posted October 9, 2018 I tested the latest version available and the tavern clothes still have the midriff gap issue.
Bad Dog Posted October 9, 2018 Author Posted October 9, 2018 Then I think it's your load order. Any body replacers? UUNP variant? Other armor mods?
RavenActual Posted October 11, 2018 Posted October 11, 2018 Are you entirely sure that the 'tavern clothes' got fixed? The merchant clothes that use the same model as them is just fine. If it's too much trouble then I'm not that bothered by it because it's a very rare item to see, just wanted to give a heads up.
Chosen Clue Posted October 11, 2018 Posted October 11, 2018 10 hours ago, RavenActual said: Are you entirely sure that the 'tavern clothes' got fixed? The merchant clothes that use the same model as them is just fine. If it's too much trouble then I'm not that bothered by it because it's a very rare item to see, just wanted to give a heads up. do you per chance have the commoners belts skimpy clothes mod? that one conflicts with BDSC(this mod) This here is why it's conflicting: Because Commoner Belts edits the armor data record, the forearms and calves section doesn't show up. Since the latest version of bad dog's skimpy clothes mod covers all that commoner belts does, it might be better to install one or the other. The gap between the belly and genitals is a different issue however.
Chosen Clue Posted October 11, 2018 Posted October 11, 2018 Here's a list of armors that i found some genital gap and/or wrist gap bugs with: --- The Syntax: <editorID>, <loadorderID> dbarmorshortsleeve, 5abc3 clothesredguardclothes, 7bc19 clothesfineclothes02, cee80 clotheswenchclothes01, d191f DBClothesRedguardClothes, e0dd0 ClothesFineClothes02Variant, f8715 DLC1ArmorVampireArmorRoyalRed, 0200b5db (02 digits being dawnguard) DLC1ArmorVampireArmorValerica, 020194c5 --- Most of these are probably due to vertex difference issues between the 0 weight and the 1 weight models. I'm not asking you to fix these right away, I'm just trying to help out by giving you some models to take a look at. The best way to find these issues is to set your character weight to halfway (50), use player.equipitem <itemid>, then look at wrists, the genital area, the neck area, or any place where you know the body model transitions to a different model. I'll say again, I'm not rushing you to fix these things, I know how hard it is to do this kind of thing due to whatever black magics the BGS team to make these systems work, and how delicate they can be. I can't even figure out why my attempts at converting skimpy outfits to having HDT butts, breasts, and stomach have the same issue, even though the bone weighting was the same.
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