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CBBE / BodySlide and Outfit Studio


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Posted

Ous, in your opinion is it easier to convert outfits with the new CBBE since there are more verts for the outfits to "hook" to and make more accurate bone weights, etc.?  Something I have been wondering about for a while.  I was thinking it would kind of go the opposite route now, more poly outfits obviously convert more accurately but smaller poly outfits will be harder to do... I've already retouched a lot of mods and put more verts and smoothed them out and that sort of thing so this idea is really appealing to me for my workload.

 

This looks worth the wait by the way.

Posted

Keep up the good work ;) iv been waiting to start my sse play through for CBBE, SKSE, MCM, and Dual sheath lol the body looks great that va jay jay looks remarkably realistic but WHERES THE BOOTY HOLE!! thanks for all the hard work.

Posted

:angel:

Oh my goodness, I'm biting my lip here. The behind look so much better than the old body bent over like that. No distortion in the mesh. Wow, now I'm really looking forward to it!
Posted

Ous, in your opinion is it easier to convert outfits with the new CBBE since there are more verts for the outfits to "hook" to and make more accurate bone weights, etc.?  Something I have been wondering about for a while.  I was thinking it would kind of go the opposite route now, more poly outfits obviously convert more accurately but smaller poly outfits will be harder to do... I've already retouched a lot of mods and put more verts and smoothed them out and that sort of thing so this idea is really appealing to me for my workload.

 

This looks worth the wait by the way.

 

That's hard to say. I would assume some outfits are easier and some harder than before. Only really really low poly outfits are going to be a problem. Not even most of vanilla outfits were an issue, since I could make use of zaps.

 

Sliders are easier to convert though, as it's easier to edit an outfit's slider for big boobs rather than editing the mess created from going from a big base shape to smaller sliders.

Posted

my goal is to recreate all my presets as soon as it releases

A.S.A.P 

im checking this thread every day

 

 

P.S

inb4 i post something like "need screenshot help 4 preset" again 

Posted

 

Ous, in your opinion is it easier to convert outfits with the new CBBE since there are more verts for the outfits to "hook" to and make more accurate bone weights, etc.?  Something I have been wondering about for a while.  I was thinking it would kind of go the opposite route now, more poly outfits obviously convert more accurately but smaller poly outfits will be harder to do... I've already retouched a lot of mods and put more verts and smoothed them out and that sort of thing so this idea is really appealing to me for my workload.

 

This looks worth the wait by the way.

 

 

That's hard to say. I would assume some outfits are easier and some harder than before. Only really really low poly outfits are going to be a problem. Not even most of vanilla outfits were an issue, since I could make use of zaps.

 

Sliders are easier to convert though, as it's easier to edit an outfit's slider for big boobs rather than editing the mess created from going from a big base shape to smaller sliders.

I am intrigued. Since I have been adding more polys to some outfits and reweighting I noticed a lot of pretty defined bands on the weights which would make it look kind of strange during movement. Old outfit studio didn't use to do that, but it would overshoot the weights too.

when copying weights now I've tried a ton of combinations with the vertex search and the number of vertices to link to but could never mimic how it used to apply weights to the mesh. I do think more polys on the body will help with this so i dont have to jump back and forth between OS and 3ds so much.

 

Guess I'll just wait and see and keep working on my ground objects lol.

Posted

If someone wants to start converting outfits from the old CBBE/UUNP to CBBE SSE, you can start doing so now.

 

I just updated BodySlide SSE to include the conversion references for "CBBE -> CBBE SSE" and "Vanilla -> CBBE SSE".

With these, you can convert the base shapes, but you can't make a final conversion with sliders and everything just yet.

 

This isn't the final body, don't use this for final in-game files!

 

To do a full conversion, you will need to wait for the full CBBE SSE release, so that you can use the CBBE Body references with the sliders.

For tutorials, see the wiki linked in my signature.


Additionally, I just added a physics body for the release of CBBE SSE. :)

It will work with BBP and, in the future, HDT or something similar.

Posted

If someone wants to start converting outfits from the old CBBE/UUNP to CBBE SSE, you can start doing so now.

 

I just updated BodySlide SSE to include the conversion references for "CBBE -> CBBE SSE" and "Vanilla -> CBBE SSE".

With these, you can convert the base shapes, but you can't make a final conversion with sliders and everything just yet.

 

This isn't the final body, don't use this for final in-game files!

 

To do a full conversion, you will need to wait for the full CBBE SSE release, so that you can use the CBBE Body references with the sliders.

For tutorials, see the wiki linked in my signature.

Additionally, I just added a physics body for the release of CBBE SSE. :)

It will work with BBP and, in the future, HDT or something similar.

 

Nice, but I get a OpenGL Error if I start outfit-studio and it crashes if I load a nif. 

Posted

Nice, but I get a OpenGL Error if I start outfit-studio and it crashes if I load a nif. 

 

Make sure you have the latest BodySlide from the SSE mod page. I have no issues loading any NIFs.

Try installing and running it without any mods managers (no NMM and no MO).

 

I can't do much about OpenGL errors, those are client-side errors. But you could post the log file for me.

Posted

I downloaded the new 4.3.2. Version, and tried the 64 bit and the 32 bit version, both do not work. 

 

Outfit Studio: OpenGL Context is not Ok

 

4.3.1 works 

 

 

[#Log Thu Sep 28 18:30:19 2017]
[18:30:19][3] BodySlideApp.cpp(98): Initializing BodySlide...
[18:30:19][3] BodySlideApp.cpp(116): Working directory: D:\Spiele\Steam\steamapps\common\Skyrim Special Edition\Data\CalienteTools\BodySlide
[18:30:23][3] BodySlideApp.cpp(1020): Game data path in config: D:\Spiele\Steam\steamapps\common\Skyrim Special Edition\Data\
[18:30:23][3] BodySlideApp.cpp(1195): Using language 'English'.
[18:30:23][3] BodySlideApp.cpp(131): Target game: Skyrim Special Edition
[18:30:23][3] BodySlideApp.cpp(139): Loading BodySlide frame at X:100 Y:100 with W:800 H:600...
[18:30:23][3] BodySlideApp.cpp(157): BodySlide initialized.
[18:30:23][3] BodySlideApp.cpp(264): Loading initial data...
[18:30:23][3] BodySlideApp.cpp(1199): Loading all slider categories...
[18:30:23][3] BodySlideApp.cpp(1229): Loading all slider groups...
[18:30:23][3] BodySlideApp.cpp(349): Loading all slider sets...
[18:30:25][3] OutfitStudio.cpp(210): Loading Outfit Studio at X:100 Y:100 with W:990 H:757...
[18:30:25][2] GLSurface.cpp(27): OpenGL attributes with 16x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(36): OpenGL attributes with 8x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(45): OpenGL attributes with 4x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(54): No supported OpenGL attributes could be found!
[18:30:25][3] Anim.cpp(425): Loaded skeleton 'res\skeleton_female_sse.nif' with root 'NPC Root [Root]'.
[18:30:25][3] OutfitStudio.cpp(349): Outfit Studio loaded.
[18:30:25][1] OutfitStudio.cpp(5963): Outfit Studio: OpenGL context is not OK.
[18:30:26][3] GLSurface.cpp(100): OpenGL Context Info:
[18:30:26][3] GLSurface.cpp(101): -> Vendor:   ''
[18:30:26][3] GLSurface.cpp(102): -> Renderer: ''
[18:30:26][3] GLSurface.cpp(103): -> Version:  ''
[18:30:28][3] OutfitStudio.cpp(366): Outfit Studio closed.
[18:30:29][3] BodySlideApp.cpp(2470): BodySlide closed.
Posted

 

I downloaded the new 4.3.2. Version, and tried the 64 bit and the 32 bit version, both do not work. 

 

Outfit Studio: OpenGL Context is not Ok

 

4.3.1 works 

[#Log Thu Sep 28 18:30:19 2017]
[18:30:19][3] BodySlideApp.cpp(98): Initializing BodySlide...
[18:30:19][3] BodySlideApp.cpp(116): Working directory: D:\Spiele\Steam\steamapps\common\Skyrim Special Edition\Data\CalienteTools\BodySlide
[18:30:23][3] BodySlideApp.cpp(1020): Game data path in config: D:\Spiele\Steam\steamapps\common\Skyrim Special Edition\Data\
[18:30:23][3] BodySlideApp.cpp(1195): Using language 'English'.
[18:30:23][3] BodySlideApp.cpp(131): Target game: Skyrim Special Edition
[18:30:23][3] BodySlideApp.cpp(139): Loading BodySlide frame at X:100 Y:100 with W:800 H:600...
[18:30:23][3] BodySlideApp.cpp(157): BodySlide initialized.
[18:30:23][3] BodySlideApp.cpp(264): Loading initial data...
[18:30:23][3] BodySlideApp.cpp(1199): Loading all slider categories...
[18:30:23][3] BodySlideApp.cpp(1229): Loading all slider groups...
[18:30:23][3] BodySlideApp.cpp(349): Loading all slider sets...
[18:30:25][3] OutfitStudio.cpp(210): Loading Outfit Studio at X:100 Y:100 with W:990 H:757...
[18:30:25][2] GLSurface.cpp(27): OpenGL attributes with 16x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(36): OpenGL attributes with 8x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(45): OpenGL attributes with 4x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(54): No supported OpenGL attributes could be found!
[18:30:25][3] Anim.cpp(425): Loaded skeleton 'res\skeleton_female_sse.nif' with root 'NPC Root [Root]'.
[18:30:25][3] OutfitStudio.cpp(349): Outfit Studio loaded.
[18:30:25][1] OutfitStudio.cpp(5963): Outfit Studio: OpenGL context is not OK.
[18:30:26][3] GLSurface.cpp(100): OpenGL Context Info:
[18:30:26][3] GLSurface.cpp(101): -> Vendor:   ''
[18:30:26][3] GLSurface.cpp(102): -> Renderer: ''
[18:30:26][3] GLSurface.cpp(103): -> Version:  ''
[18:30:28][3] OutfitStudio.cpp(366): Outfit Studio closed.
[18:30:29][3] BodySlideApp.cpp(2470): BodySlide closed.

 

Nothing changed from 4.3.1 to 4.3.2 that would make it so your OpenGL drivers aren't found anymore. :/

 

Are you sure the program is running with your main GPU and nothing is blocking anything?

Did you try it without mod managers as I suggested?

Posted

 

 

I downloaded the new 4.3.2. Version, and tried the 64 bit and the 32 bit version, both do not work. 

 

Outfit Studio: OpenGL Context is not Ok

 

4.3.1 works 

[#Log Thu Sep 28 18:30:19 2017]
[18:30:19][3] BodySlideApp.cpp(98): Initializing BodySlide...
[18:30:19][3] BodySlideApp.cpp(116): Working directory: D:\Spiele\Steam\steamapps\common\Skyrim Special Edition\Data\CalienteTools\BodySlide
[18:30:23][3] BodySlideApp.cpp(1020): Game data path in config: D:\Spiele\Steam\steamapps\common\Skyrim Special Edition\Data\
[18:30:23][3] BodySlideApp.cpp(1195): Using language 'English'.
[18:30:23][3] BodySlideApp.cpp(131): Target game: Skyrim Special Edition
[18:30:23][3] BodySlideApp.cpp(139): Loading BodySlide frame at X:100 Y:100 with W:800 H:600...
[18:30:23][3] BodySlideApp.cpp(157): BodySlide initialized.
[18:30:23][3] BodySlideApp.cpp(264): Loading initial data...
[18:30:23][3] BodySlideApp.cpp(1199): Loading all slider categories...
[18:30:23][3] BodySlideApp.cpp(1229): Loading all slider groups...
[18:30:23][3] BodySlideApp.cpp(349): Loading all slider sets...
[18:30:25][3] OutfitStudio.cpp(210): Loading Outfit Studio at X:100 Y:100 with W:990 H:757...
[18:30:25][2] GLSurface.cpp(27): OpenGL attributes with 16x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(36): OpenGL attributes with 8x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(45): OpenGL attributes with 4x AA not supported. Trying out different ones...
[18:30:25][2] GLSurface.cpp(54): No supported OpenGL attributes could be found!
[18:30:25][3] Anim.cpp(425): Loaded skeleton 'res\skeleton_female_sse.nif' with root 'NPC Root [Root]'.
[18:30:25][3] OutfitStudio.cpp(349): Outfit Studio loaded.
[18:30:25][1] OutfitStudio.cpp(5963): Outfit Studio: OpenGL context is not OK.
[18:30:26][3] GLSurface.cpp(100): OpenGL Context Info:
[18:30:26][3] GLSurface.cpp(101): -> Vendor:   ''
[18:30:26][3] GLSurface.cpp(102): -> Renderer: ''
[18:30:26][3] GLSurface.cpp(103): -> Version:  ''
[18:30:28][3] OutfitStudio.cpp(366): Outfit Studio closed.
[18:30:29][3] BodySlideApp.cpp(2470): BodySlide closed.

 

Nothing changed from 4.3.1 to 4.3.2 that would make it so your OpenGL drivers aren't found anymore. :/

 

Are you sure the program is running with your main GPU and nothing is blocking anything?

Did you try it without mod managers as I suggested?

 

 

Ok, something in this windows update today has fucked up openGL, even HL1 does not run anymore... >_>

Posted

Ok, something in this windows update today has fucked up openGL, even HL1 does not run anymore... >_>

 

Turn off hardware updates in your Windows Update settings.

Then reinstall your AMD/NVIDIA drivers.

Will the release be at the unpublished page https://www.nexusmods.com/skyrimspecialedition/mods/198/?

Or will your version necessitate a new mod page because of admin issues until Caliente gets back

 

I ask because since you started making "soon" revelations, its driving me nuts searching nexus everyday for new files which may not actually be new files

 

It will be that page, yes.

Posted

Question

 

any fitness sliders

 

Muscle definition, abs  ... legs/arms

 

or body builds sliders like UNPKs / CHSBHC

 

Yes. For the full effect you need the matching normal map texture.

Posted

I'll have to redo all my outfits except for the arms lol.  Might need to do those too depending on bone weights, speaking of, is the weighting on the reference what you're going with?  When I do convert I will do so to include physics and doesn't look like those bones are here yet.  I have the CBBE Body physics in my reference menu but the body isn't actually there.  I know you didn't include sliders so not sure if this is intentional or not.  Either way, a converting I will go.   :lol:

Posted

I'll have to redo all my outfits except for the arms lol.  Might need to do those too depending on bone weights, speaking of, is the weighting on the reference what you're going with?  When I do convert I will do so to include physics and doesn't look like those bones are here yet.  I have the CBBE Body physics in my reference menu but the body isn't actually there.  I know you didn't include sliders so not sure if this is intentional or not.  Either way, a converting I will go.   :lol:

 

Yes, those will load once the full CBBE mod is up.

 

For the non-physics body, I think the weights on the conversion reference should be the same.

But don't quote me on that.

 

You actually have to convert gauntlets/gloves/arm armor as well, otherwise the position, shape and seams won't match up.

Posted

Yeah I just noticed that, running around with the conversion reference body in game lol.  Did you rework the hands and feet also?  I got some hellish seams right now lol.

Posted

Will the package be Wrye Bash friendly, ie a nice logical sequence of sub-packages that overwrite each other in sequence, and not a typical fomod setup with a confusing array of folders going too many folders deep for anything but MO or NMM scripting to recognise whats in them.

 

A typical zip structure which is good for all mod managers :

 

00 Core files required \ meshes and textures and plugin

10 normal choice 1 \ textures

10 normal choice 2 \ textures

20 diffuse choice 1 \ textures

20 diffuse choice 2 \ textures

30 whatever else options etc ..

fomod \ info and moduleconfig xmls

wizard.txt

 

I believe that the new Nexus Mod Manager (Vortex) will also still support fomod scripting, but until that goes public and eventually out of alpha, MO and NMM are no longer supported by their authors, and Wrye Bash seems to be the most reliable of them all recently.

 

For more info on BAIN structured Installer zips http://wrye-bash.github.io/docs/Wrye%20Bash%20General%20Readme.html#bain-structure

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