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Pretty sure this is a common issue, but couldn't find anything promising on it so far:

 

Why doesn't the neck size ever change when tweaking the weight sliders? It always leaves the weight_0.nif with a neck gap because ingame the neck size changes and your nif output stays at weight 100 neck size.

 

Is there a fix to it? I really don't want to improvise and move the single vertices, it doesn't look clean.

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  • 2 weeks later...

I recently reformatted (downgrading to win 7 from win 10). Now every time I try to preview a preset, bodyslide crashes.  The log just says an unhandled exception occurred.

 

I'm using the 32 bit version of Bodyslide launched through Mod Organizer.

 

Any ideas?

 

 

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Question/request.

 

How feasible would it be to get a version of the "UNPSH High" slider that does not affect the breasts?  As it behaves right now, this slider twists/rotates the breasts, making it nigh impossible (to me) to use it and match tops to the body.  Any setting higher than ~10% twists and mangles any clothing that touches the breasts.

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Hello everyone, I don't know if I'm posting this in the right spot or not, but I need some help with bodyslide and CBBE. What i want to do is increase breast and butt size on my CBBE BBP HDT body and make my armor replacement fit to my customization. Can this be done? If so, how? and guidance with be greatly appreciated. Thanks! 

 

Mods in use currently: XPMSE, Realistic Ragdolls and Force, HDT Extension with Havok Collision, CBBE, HDT Bounce and Jiggles 7.8b Easy Bounce Kit CT77 HDT Body, Remodeled Armor for CBBE Bodyslide TBBP HDT. Currently, this setup works great. Realistic bounce, co clipping or anything. Hopefully this info helps

 

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  • 2 weeks later...

Question.

 

If you take an outfit for a body shape and convert it for your own body shape but the outfit doesn't load in-game, what could be causing it? 

 

I'm trying to convert an UNPB outfit to my custom UUNP body, but whenever I load the outfit in-game, the items equip but there's no meshes - almost as if the outfit is completely transparent. Any idea why this happens?

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So... I've got this question that has been lurking in my head for a while but I never got to ask because it's rather pointless anyways, since the modding standards are already so established.

I like armor mods that include piercings and kinky stuff like that. Most times I've installed DD has been to get those piercings that give the least compatibility problems with body types. I also like mods like Mana Tanks, and Nipple Magic and stuff like that. I guess I find kinda fun when there's a crazy actual excuse to have your chick topless in combat: gotta point those nips to shoot fireballs properly!

 

But it's such a pain to get everything lined up. No matter how carefully you try to tweak body sliders, of course stuff like piercings stop looking natural since they follow the mesh deformations, and even if you get collision properly added, get yo girl with too big or too small tits, animations start looking like crap.

 

Wouldn't it be possible to treat some parts of the body such as nipples, navel, pubic area... In some similar way to how the game handles weapons and shields? You can tweak many things related to arms thanks to RaceMenu sliders, but while getting your boobs giant changes the shape of your nipple piercings, weapon size doesn't change even if you get you play with related sliders. In fact there are sliders that only affect the weapon.

 

I know there's something similar with the Nipple Magic mod, since you use RaceMenu sliders to adjust the position I assume that you're basically overlapping the bones used by that mod with the mesh so that they're placed in the correct area of the nipples. But wouldn't it be possible to do it with a single boneset if the breast area had actually an "extra joint" for the nipple, which could be used to "attach" objects to it in a similar way as weapons attach to the hand bones without being affected by mesh changes? That way it would be possible to get nipple piercings and stuff like that without deformation.

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So having issues with Bodyslider and this other mod "Daedric Chainmail Bodyslide CBBE TBBP HDT" and it looks wonderful!

 

But....the problem I'm having is that when I changed the sliders and ticked the parts of the armor I didn't want to show up (neck, tail and armor mesh) the preview was perfect! I clicked "Build" and then "Batch Build" and applied the changes to "Daedric Chainmail v2" and standalone as well. 

 

When I open my game, the proportions of the chainmail have DEFINITELY been applied (huge boobs and butt) but the pieces of armor I wanted removed....were not, and are still very much present :( 

 

I tried both a NMM install, and a manual install. Neither yielded any results. 

 

Here's the armor mod - http://www.nexusmods.com/skyrim/mods/52130/?

 

Anyone able to help, I would greatly appreciate it. I'm very new to this and quite disturbed at the difficulty of making this piece of gear work properly. Thanks everyone!

:D

 

Here is the final product, with the armor in place I don't want...but still looking good!

post-1910437-0-98254800-1492928887_thumb.jpg

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  • 2 weeks later...

I've changed to Chronotrigger's skimpy armor replacer, and I tried going through all of the outfits and deleting the underwear that comes with it (except on the bikinis) in Outfit Studio while I was adding belly node support. I then deleted my previously-built meshes, and rebuilt all of them, just to make sure that everything was redone correctly. I did not install the Craftable Panties option either - just the replacer armors.

 

In-game, the outfits still have underwear. What did I do wrong?

 

Here's the exact steps I took:

 

 

1. Opened the outfit in OS.

2. Deleted the meshes 'Panty' and a leftover base shape that was in all of them.

3. Loaded the reference body I was using (Clams of Skyrim)

4. Went through the meshes to each one that was affected by the belly bone, and used the 'Copy selected weights' function to add belly support.

5. Exported as a NIF with reference.

 

6. After doing this X many times, deleted all subfolders except 'actors' under my Bodyslide output mod's Meshes folder.

 

7. Batch-built all outfits in Bodyslide again, and put the output into the output mod.

 

 

EDIT: From some Googling, it looks like I have to have the Craftable Panties option installed? I don't get it. 

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I've changed to Chronotrigger's skimpy armor replacer, and I tried going through all of the outfits and deleting the underwear that comes with it (except on the bikinis) in Outfit Studio while I was adding belly node support. I then deleted my previously-built meshes, and rebuilt all of them, just to make sure that everything was redone correctly. I did not install the Craftable Panties option either - just the replacer armors.

 

In-game, the outfits still have underwear. What did I do wrong?

 

Here's the exact steps I took:

 

 

1. Opened the outfit in OS.

 

2. Deleted the meshes 'Panty' and a leftover base shape that was in all of them.

 

3. Loaded the reference body I was using (Clams of Skyrim)

 

4. Went through the meshes to each one that was affected by the belly bone, and used the 'Copy selected weights' function to add belly support.

 

5. Exported as a NIF with reference.

 

6. After doing this X many times, deleted all subfolders except 'actors' under my Bodyslide output mod's Meshes folder.

 

7. Batch-built all outfits in Bodyslide again, and put the output into the output mod.

 

 

EDIT: From some Googling, it looks like I have to have the Craftable Panties option installed? I don't get it. 

 

I'm a little confused to what you did, so, this is what I suggest you to do:

 

1. open the outfit in OS

2. delete the baseshape

3. delete the panty

4. load your body

5. copy the weight

6. Export it as a NIF (no reference) and replace the original.

4. 

So having issues with Bodyslider and this other mod "Daedric Chainmail Bodyslide CBBE TBBP HDT" and it looks wonderful!

 

But....the problem I'm having is that when I changed the sliders and ticked the parts of the armor I didn't want to show up (neck, tail and armor mesh) the preview was perfect! I clicked "Build" and then "Batch Build" and applied the changes to "Daedric Chainmail v2" and standalone as well. 

 

When I open my game, the proportions of the chainmail have DEFINITELY been applied (huge boobs and butt) but the pieces of armor I wanted removed....were not, and are still very much present :(

 

I tried both a NMM install, and a manual install. Neither yielded any results. 

 

Here's the armor mod - http://www.nexusmods.com/skyrim/mods/52130/?

 

Anyone able to help, I would greatly appreciate it. I'm very new to this and quite disturbed at the difficulty of making this piece of gear work properly. Thanks everyone!

:D

 

Here is the final product, with the armor in place I don't want...but still looking good!

attachicon.gif20170423014154_1.jpg

 

I would simply just open the outfit in OS. Delete the parts you don't want. Then export it and replace the original.

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Hello.. I dont know.. If someone answered on this question(it might be a silly 1).

 

So.. Is there any chance to make fabrick/material stretching? Not like breaking the mesh.

 

Because all the way i have, like this, on the screenshot.

 

b4a017b8179b8b5c7f5ea34fa2c54e94.jpg

 

 

In bodyslide it s pretty clear and flawless.

 

75071d63ba5e2935e3cc0e373497cdab.png

 

 

P.S. If there is a chance,whisper some,it will be very helpfull .

Thanks in advance !

 

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I've changed to Chronotrigger's skimpy armor replacer, and I tried going through all of the outfits and deleting the underwear that comes with it (except on the bikinis) in Outfit Studio while I was adding belly node support. I then deleted my previously-built meshes, and rebuilt all of them, just to make sure that everything was redone correctly. I did not install the Craftable Panties option either - just the replacer armors.

 

In-game, the outfits still have underwear. What did I do wrong?

 

Here's the exact steps I took:

 

 

1. Opened the outfit in OS.

 

2. Deleted the meshes 'Panty' and a leftover base shape that was in all of them.

 

3. Loaded the reference body I was using (Clams of Skyrim)

 

4. Went through the meshes to each one that was affected by the belly bone, and used the 'Copy selected weights' function to add belly support.

 

5. Exported as a NIF with reference.

 

6. After doing this X many times, deleted all subfolders except 'actors' under my Bodyslide output mod's Meshes folder.

 

7. Batch-built all outfits in Bodyslide again, and put the output into the output mod.

 

 

EDIT: From some Googling, it looks like I have to have the Craftable Panties option installed? I don't get it. 

 

I'm a little confused to what you did, so, this is what I suggest you to do:

 

1. open the outfit in OS

2. delete the baseshape

3. delete the panty

4. load your body

5. copy the weight

6. Export it as a NIF (no reference) and replace the original.

4. 

 

 

I tried that, but now when female characters wear the outfits with no reference copied in, their bodies are invisible. According to the mod page, I'm supposed to make a zap slider to remove the panties, but...I don't really understand how to do that, or why that would work when I've already deleted that part of the mesh in OS.

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I tried that, but now when female characters wear the outfits with no reference copied in, their bodies are invisible. According to the mod page, I'm supposed to make a zap slider to remove the panties, but...I don't really understand how to do that, or why that would work when I've already deleted that part of the mesh in OS.

 

 

Did you delete the mesh from the bodyslide files nif or from the main mod nif?

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I tried that, but now when female characters wear the outfits with no reference copied in, their bodies are invisible. According to the mod page, I'm supposed to make a zap slider to remove the panties, but...I don't really understand how to do that, or why that would work when I've already deleted that part of the mesh in OS.

 

 

Did you delete the mesh from the bodyslide files nif or from the main mod nif?

 

 

The main mod NIF, I think. The ones under \CalienteTools\Bodyslide\ShapeData\[some subfolders].

 

I found that the outfits already have zap sliders, but it seems that you can't use those if you batch build - or at least, from a quick Google search, there's no way to get Bodyslide to 'remember' zap sliders for batch building. I also don't see them making any difference on the previews, but I haven't tested any of this in-game. 

 

I also can't see a way to get out of exporting with a reference body, because if I just export as NIF then the body is invisible in-game (and also in the preview window of BS).

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The main mod NIF, I think. The ones under \CalienteTools\Bodyslide\ShapeData\[some subfolders].

 

I found that the outfits already have zap sliders, but it seems that you can't use those if you batch build - or at least, from a quick Google search, there's no way to get Bodyslide to 'remember' zap sliders for batch building. I also don't see them making any difference on the previews, but I haven't tested any of this in-game. 

 

I also can't see a way to get out of exporting with a reference body, because if I just export as NIF then the body is invisible in-game (and also in the preview window of BS).

 

 

Nah, thats the bodyslide nifs, which are the right ones to be editing, the main mod ones would be in the meshes\something or other location

 

Hmm, any chance you can post the nifs you are trying to edit, or at least nif 0 and 1 of one of them, it could be that the panties are part of another piece of the armour and you are deleting those bits as well.

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I've changed to Chronotrigger's skimpy armor replacer, and I tried going through all of the outfits and deleting the underwear that comes with it (except on the bikinis) in Outfit Studio while I was adding belly node support. I then deleted my previously-built meshes, and rebuilt all of them, just to make sure that everything was redone correctly. I did not install the Craftable Panties option either - just the replacer armors.

 

In-game, the outfits still have underwear. What did I do wrong?

 

Here's the exact steps I took:

 

 

1. Opened the outfit in OS.

 

2. Deleted the meshes 'Panty' and a leftover base shape that was in all of them.

 

3. Loaded the reference body I was using (Clams of Skyrim)

 

4. Went through the meshes to each one that was affected by the belly bone, and used the 'Copy selected weights' function to add belly support.

 

5. Exported as a NIF with reference.

 

6. After doing this X many times, deleted all subfolders except 'actors' under my Bodyslide output mod's Meshes folder.

 

7. Batch-built all outfits in Bodyslide again, and put the output into the output mod.

 

 

EDIT: From some Googling, it looks like I have to have the Craftable Panties option installed? I don't get it. 

 

I'm a little confused to what you did, so, this is what I suggest you to do:

 

1. open the outfit in OS

2. delete the baseshape

3. delete the panty

4. load your body

5. copy the weight

6. Export it as a NIF (no reference) and replace the original.

4. 

 

 

I tried that, but now when female characters wear the outfits with no reference copied in, their bodies are invisible. According to the mod page, I'm supposed to make a zap slider to remove the panties, but...I don't really understand how to do that, or why that would work when I've already deleted that part of the mesh in OS.

 

 

I've never saved a NIF with reference. I'm not even sure what that does as a reference piece is not really connected the NIF.

 

When you load a reference from something else it's green in the preview. You need to duplicate it and rename it. That's what I do.

 

AND... I completely forgot to ask about partitions are you checking if the body is set to 32?

 

 

The main mod NIF, I think. The ones under \CalienteTools\Bodyslide\ShapeData\[some subfolders].

 

I found that the outfits already have zap sliders, but it seems that you can't use those if you batch build - or at least, from a quick Google search, there's no way to get Bodyslide to 'remember' zap sliders for batch building. I also don't see them making any difference on the previews, but I haven't tested any of this in-game. 

 

I also can't see a way to get out of exporting with a reference body, because if I just export as NIF then the body is invisible in-game (and also in the preview window of BS).

 

 

Nah, thats the bodyslide nifs, which are the right ones to be editing, the main mod ones would be in the meshes\something or other location

 

Hmm, any chance you can post the nifs you are trying to edit, or at least nif 0 and 1 of one of them, it could be that the panties are part of another piece of the armour and you are deleting those bits as well.

 

 

I also don't edit anything out of the Bodyslide folder. I've always done it out of the data\mesh as that's where the game gets the files from.

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I've never saved a NIF with reference. I'm not even sure what that does as a reference piece is not really connected the NIF.

 

When you load a reference from something else it's green in the preview. You need to duplicate it and rename it. That's what I do.

 

AND... I completely forgot to ask about partitions are you checking if the body is set to 32?

 

 

I also don't edit anything out of the Bodyslide folder. I've always done it out of the data\mesh as that's where the game gets the files from.

 

 

NIF with reference just puts a reference body in there on saving. Same thing as duplicating the green reference body layer. But, if I don't do it, then the body is invisible in-game. 

 

I haven't checked the meshes in Nifskope, but as far as i know the armors are using the normal body slots. CT77's support thread said that he was going to change the panties to Slot 60 to reduce conflicts, but I think that means for the people using craftable panties, not the ones originally attached to the armor meshes.

 

I didn't bother with the generated meshes (under \Data\whatever) because I'd have to edit them again next time I have to regen the outfits (usually because I've made changes to the preset, but currently because of all this).

 

 

 

 

The main mod NIF, I think. The ones under \CalienteTools\Bodyslide\ShapeData\[some subfolders].

 

I found that the outfits already have zap sliders, but it seems that you can't use those if you batch build - or at least, from a quick Google search, there's no way to get Bodyslide to 'remember' zap sliders for batch building. I also don't see them making any difference on the previews, but I haven't tested any of this in-game. 

 

I also can't see a way to get out of exporting with a reference body, because if I just export as NIF then the body is invisible in-game (and also in the preview window of BS).

 

 

Nah, thats the bodyslide nifs, which are the right ones to be editing, the main mod ones would be in the meshes\something or other location

 

Hmm, any chance you can post the nifs you are trying to edit, or at least nif 0 and 1 of one of them, it could be that the panties are part of another piece of the armour and you are deleting those bits as well.

 

 

I'll grab a couple of the original ones, but they're all under CT77's mod - I haven't made a lot of changes to them, just copying the belly node to get that to work and removing two layers (3 on a couple of outfits). I'll get you some in-game screenshots as well, to show you what I mean about the panties showing up and the invisible bodies. I'm thinking though that maybe the easiest fix is to just do everything with the inbuilt zap sliders - I'll edit this post later and report back with everything.

 

EDIT: So, there's no _0 and _1 NIFs in CT77's files, but here's one original NIF and my edited NIF (Daedric armor). Screenshots to come.

 

EDIT 2: Screenshots. I couldn't replicate the panty issue on the steel armor - I will see if it's still affecting my older save, but that one was quite strange because it didn't look at all like the panties that are even with the mesh. I also couldn't replicate the issue of them appearing despite that part of the mesh being removed. With that being said, the lack of a method to 'save' zap slider settings means that I'm going to stick to deleting the panties from the ShapeData meshes because building outfits one by one is tedious and clicky. (One annoying thing I did discover though is that some zap sliders are turned on by default, and they're removing sections that I have no problem with on some outfits. I'm not sure if there's anything I can do about that, but I am going to try poking through the XMLs to see if it's a simple fix, as I can't find anything through Googling.)

 

EDIT 3: Welp. I went through the XMLs in \BodySlide\SliderSets\ and I cannot see anything that obviously controls if the zap slider is ticked or not by default. This is annoying. 

 

 

Built from unaltered CT77 mesh. This looks good, and on glance I couldn't see any obvious differences with my preset. CT77's original meshes do not have belly node support though.

post-350606-0-67869600-1493820793_thumb.jpg

 

Using the zap sliders on the unaltered CT77 mesh works. But, I found that the belly node support doesn't seem to work unless I remove the old BaseShape. I don't know why.

post-350606-0-07168400-1493820840_thumb.jpg

 

I copied in the Clams of Skyrim baseshape, but now I have clipping.

post-350606-0-35634600-1493820977_thumb.jpg

 

This is what happens when I don't save it as a NIF with reference after removing CT77's BaseShape.

post-350606-0-39216300-1493820737_thumb.jpg

 

On Steel Armor, this is the unaltered CT77 mesh.

post-350606-0-70181400-1493821025_thumb.jpg

 

View from underneath. As you can see, the panties are there.

post-350606-0-18559300-1493821051_thumb.jpg

 

Removed the panties in OutfitStudio (and also undid some of the zap sliders that were on by default).

post-350606-0-47520800-1493821169_thumb.jpg

 

Underneath, panties removed from mesh. In my older saves, there was something here that looked like a chainmail texture being applied to a panty mesh, and I can't for the life of me figure out what happened. The default panties do not have a chainmail texture.

post-350606-0-54655700-1493821236_thumb.jpg

 

CT77Daedric_edited.nif

CT77Daedric_original.nif

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I've never saved a NIF with reference. I'm not even sure what that does as a reference piece is not really connected the NIF.

 

When you load a reference from something else it's green in the preview. You need to duplicate it and rename it. That's what I do.

 

AND... I completely forgot to ask about partitions are you checking if the body is set to 32?

 

 

I also don't edit anything out of the Bodyslide folder. I've always done it out of the data\mesh as that's where the game gets the files from.

 

 

NIF with reference just puts a reference body in there on saving. Same thing as duplicating the green reference body layer. But, if I don't do it, then the body is invisible in-game. 

 

I haven't checked the meshes in Nifskope, but as far as i know the armors are using the normal body slots. CT77's support thread said that he was going to change the panties to Slot 60 to reduce conflicts, but I think that means for the people using craftable panties, not the ones originally attached to the armor meshes.

 

I didn't bother with the generated meshes (under \Data\whatever) because I'd have to edit them again next time I have to regen the outfits (usually because I've made changes to the preset, but currently because of all this).

 

 

How does the game know to look for the NIFs in the BodySlide folders then? In my experience when you build your armor in bodyslide it affects the armor in the data/mesh/ location.

 

You can check the partitions in OS. Is it set to 32?

 

I use one body shape and will save my edited armor in another folder.

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How does the game know to look for the NIFs in the BodySlide folders then? In my experience when you build your armor in bodyslide it affects the armor in the data/mesh/ location.

 

You can check the partitions in OS. Is it set to 32?

 

I use one body shape and will save my edited armor in another folder.

 

 

The game doesn't look at the Bodyslide folders, no - but as far as I know, the NIFs under \ShapeData\ are what Bodyslide uses to generate the outfit NIFs. So by editing the template NIFs in \ShapeData\, the changes should carry over to all NIFs generated by Bodyslide from those template NIFs. (Which is what seems to happen.) 

 

All the partitions are set to 32. 

 

Because I use MO, generated outfit meshes get put in the Overwrite folder, and from there I put them into a new 'mod' of all Bodyslide outputs. (Makes swapping profiles a lot easier too, because I can put the female body NIFs in there and basically never need to touch Bodyslide once I have my preset right.)

 

I'm not sure why the meshes get clipping if I paste in the COS body as reference; I'm going to keep testing the belly inflation, but I'm sure I can work out the clipping with a little patience. Still can't figure out these damn zap sliders though. I just want them set by default so I don't have to build the outfits one at a time, but I can't see any way to do it. (And they're definitely faster than deleting bits of the mesh in Outfit Studio, plus a lot less error-prone. I've had to restore 10-15 meshes from backup because I saved over the wrong file, and I've found a couple that I apparently edited and then didn't save.)

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I've never saved a NIF with reference. I'm not even sure what that does as a reference piece is not really connected the NIF.

 

When you load a reference from something else it's green in the preview. You need to duplicate it and rename it. That's what I do.

 

AND... I completely forgot to ask about partitions are you checking if the body is set to 32?

 

 

I also don't edit anything out of the Bodyslide folder. I've always done it out of the data\mesh as that's where the game gets the files from.

 

 

NIF with reference just puts a reference body in there on saving. Same thing as duplicating the green reference body layer. But, if I don't do it, then the body is invisible in-game. 

 

I haven't checked the meshes in Nifskope, but as far as i know the armors are using the normal body slots. CT77's support thread said that he was going to change the panties to Slot 60 to reduce conflicts, but I think that means for the people using craftable panties, not the ones originally attached to the armor meshes.

 

I didn't bother with the generated meshes (under \Data\whatever) because I'd have to edit them again next time I have to regen the outfits (usually because I've made changes to the preset, but currently because of all this).

 

 

 

 

The main mod NIF, I think. The ones under \CalienteTools\Bodyslide\ShapeData\[some subfolders].

 

I found that the outfits already have zap sliders, but it seems that you can't use those if you batch build - or at least, from a quick Google search, there's no way to get Bodyslide to 'remember' zap sliders for batch building. I also don't see them making any difference on the previews, but I haven't tested any of this in-game. 

 

I also can't see a way to get out of exporting with a reference body, because if I just export as NIF then the body is invisible in-game (and also in the preview window of BS).

 

 

Nah, thats the bodyslide nifs, which are the right ones to be editing, the main mod ones would be in the meshes\something or other location

 

Hmm, any chance you can post the nifs you are trying to edit, or at least nif 0 and 1 of one of them, it could be that the panties are part of another piece of the armour and you are deleting those bits as well.

 

 

I'll grab a couple of the original ones, but they're all under CT77's mod - I haven't made a lot of changes to them, just copying the belly node to get that to work and removing two layers (3 on a couple of outfits). I'll get you some in-game screenshots as well, to show you what I mean about the panties showing up and the invisible bodies. I'm thinking though that maybe the easiest fix is to just do everything with the inbuilt zap sliders - I'll edit this post later and report back with everything.

 

EDIT: So, there's no _0 and _1 NIFs in CT77's files, but here's one original NIF and my edited NIF (Daedric armor). Screenshots to come.

 

EDIT 2: Screenshots. I couldn't replicate the panty issue on the steel armor - I will see if it's still affecting my older save, but that one was quite strange because it didn't look at all like the panties that are even with the mesh. I also couldn't replicate the issue of them appearing despite that part of the mesh being removed. With that being said, the lack of a method to 'save' zap slider settings means that I'm going to stick to deleting the panties from the ShapeData meshes because building outfits one by one is tedious and clicky. (One annoying thing I did discover though is that some zap sliders are turned on by default, and they're removing sections that I have no problem with on some outfits. I'm not sure if there's anything I can do about that, but I am going to try poking through the XMLs to see if it's a simple fix, as I can't find anything through Googling.)

 

EDIT 3: Welp. I went through the XMLs in \BodySlide\SliderSets\ and I cannot see anything that obviously controls if the zap slider is ticked or not by default. This is annoying. 

 

 

Built from unaltered CT77 mesh. This looks good, and on glance I couldn't see any obvious differences with my preset. CT77's original meshes do not have belly node support though.

attachicon.gif20170503232128_1.jpg

 

Using the zap sliders on the unaltered CT77 mesh works. But, I found that the belly node support doesn't seem to work unless I remove the old BaseShape. I don't know why.

attachicon.gif20170503232555_1.jpg

 

I copied in the Clams of Skyrim baseshape, but now I have clipping.

attachicon.gif20170503232836_1.jpg

 

This is what happens when I don't save it as a NIF with reference after removing CT77's BaseShape.

attachicon.gif20170503231800_1.jpg

 

On Steel Armor, this is the unaltered CT77 mesh.

attachicon.gif20170503233334_1.jpg

 

View from underneath. As you can see, the panties are there.

attachicon.gif20170503233347_1.jpg

 

Removed the panties in OutfitStudio (and also undid some of the zap sliders that were on by default).

attachicon.gif20170503233558_1.jpg

 

Underneath, panties removed from mesh. In my older saves, there was something here that looked like a chainmail texture being applied to a panty mesh, and I can't for the life of me figure out what happened. The default panties do not have a chainmail texture.

attachicon.gif20170503233617_1.jpg

 

 

 

Okay, I have never used this mod, so, I'm going to ask some questions for clarity.

 

1. Does this have it's own bodyslide preset?

 

2. Is this what you're building your armor against in bodyslide?

 

3. If this is correct then you shouldn't have any clipping.

 

4. You're having clipping because the armor isn't built for the body in bodyslide.

 

I looked at your edited nif and there isn't a baseshape, which is why the body is invincible.

 

Edit...

 

Okay, I looked at the mod and there is a preset for bodyslide. Then why are you deleting the baseshape? The baseshape and armor are built against that preset. I'm fully confused here.

Link to comment

 

 

 

I've never saved a NIF with reference. I'm not even sure what that does as a reference piece is not really connected the NIF.

 

When you load a reference from something else it's green in the preview. You need to duplicate it and rename it. That's what I do.

 

AND... I completely forgot to ask about partitions are you checking if the body is set to 32?

 

 

I also don't edit anything out of the Bodyslide folder. I've always done it out of the data\mesh as that's where the game gets the files from.

 

 

NIF with reference just puts a reference body in there on saving. Same thing as duplicating the green reference body layer. But, if I don't do it, then the body is invisible in-game. 

 

I haven't checked the meshes in Nifskope, but as far as i know the armors are using the normal body slots. CT77's support thread said that he was going to change the panties to Slot 60 to reduce conflicts, but I think that means for the people using craftable panties, not the ones originally attached to the armor meshes.

 

I didn't bother with the generated meshes (under \Data\whatever) because I'd have to edit them again next time I have to regen the outfits (usually because I've made changes to the preset, but currently because of all this).

 

 

 

 

The main mod NIF, I think. The ones under \CalienteTools\Bodyslide\ShapeData\[some subfolders].

 

I found that the outfits already have zap sliders, but it seems that you can't use those if you batch build - or at least, from a quick Google search, there's no way to get Bodyslide to 'remember' zap sliders for batch building. I also don't see them making any difference on the previews, but I haven't tested any of this in-game. 

 

I also can't see a way to get out of exporting with a reference body, because if I just export as NIF then the body is invisible in-game (and also in the preview window of BS).

 

 

Nah, thats the bodyslide nifs, which are the right ones to be editing, the main mod ones would be in the meshes\something or other location

 

Hmm, any chance you can post the nifs you are trying to edit, or at least nif 0 and 1 of one of them, it could be that the panties are part of another piece of the armour and you are deleting those bits as well.

 

 

I'll grab a couple of the original ones, but they're all under CT77's mod - I haven't made a lot of changes to them, just copying the belly node to get that to work and removing two layers (3 on a couple of outfits). I'll get you some in-game screenshots as well, to show you what I mean about the panties showing up and the invisible bodies. I'm thinking though that maybe the easiest fix is to just do everything with the inbuilt zap sliders - I'll edit this post later and report back with everything.

 

EDIT: So, there's no _0 and _1 NIFs in CT77's files, but here's one original NIF and my edited NIF (Daedric armor). Screenshots to come.

 

EDIT 2: Screenshots. I couldn't replicate the panty issue on the steel armor - I will see if it's still affecting my older save, but that one was quite strange because it didn't look at all like the panties that are even with the mesh. I also couldn't replicate the issue of them appearing despite that part of the mesh being removed. With that being said, the lack of a method to 'save' zap slider settings means that I'm going to stick to deleting the panties from the ShapeData meshes because building outfits one by one is tedious and clicky. (One annoying thing I did discover though is that some zap sliders are turned on by default, and they're removing sections that I have no problem with on some outfits. I'm not sure if there's anything I can do about that, but I am going to try poking through the XMLs to see if it's a simple fix, as I can't find anything through Googling.)

 

EDIT 3: Welp. I went through the XMLs in \BodySlide\SliderSets\ and I cannot see anything that obviously controls if the zap slider is ticked or not by default. This is annoying. 

 

 

Built from unaltered CT77 mesh. This looks good, and on glance I couldn't see any obvious differences with my preset. CT77's original meshes do not have belly node support though.

attachicon.gif20170503232128_1.jpg

 

Using the zap sliders on the unaltered CT77 mesh works. But, I found that the belly node support doesn't seem to work unless I remove the old BaseShape. I don't know why.

attachicon.gif20170503232555_1.jpg

 

I copied in the Clams of Skyrim baseshape, but now I have clipping.

attachicon.gif20170503232836_1.jpg

 

This is what happens when I don't save it as a NIF with reference after removing CT77's BaseShape.

attachicon.gif20170503231800_1.jpg

 

On Steel Armor, this is the unaltered CT77 mesh.

attachicon.gif20170503233334_1.jpg

 

View from underneath. As you can see, the panties are there.

attachicon.gif20170503233347_1.jpg

 

Removed the panties in OutfitStudio (and also undid some of the zap sliders that were on by default).

attachicon.gif20170503233558_1.jpg

 

Underneath, panties removed from mesh. In my older saves, there was something here that looked like a chainmail texture being applied to a panty mesh, and I can't for the life of me figure out what happened. The default panties do not have a chainmail texture.

attachicon.gif20170503233617_1.jpg

 

 

 

Okay, I have never used this mod, so, I'm going to ask some questions for clarity.

 

1. Does this have it's own bodyslide preset?

 

2. Is this what you're building your armor against in bodyslide?

 

3. If this is correct then you shouldn't have any clipping.

 

4. You're having clipping because the armor isn't built for the body in bodyslide.

 

I looked at your edited nif and there isn't a baseshape, which is why the body is invincible.

 

Edit...

 

Okay, I looked at the mod and there is a preset for bodyslide. Then why are you deleting the baseshape? The baseshape and armor are built against that preset. I'm fully confused here.

 

 

I was removing the baseshape because I don't use that preset, and I don't want to use that preset. I have my own preset that I would rather use. Because CT77's looks very similar to regular CBBE at a glance, I thought Bodyslide would have no issue conforming the armors to my preset (an edited version of CBBE Curvy) - and when I loaded the CoS body (effectively, CBBE HDT with a meshed vagina, so no difference in overall shape) into OS as a reference, I could not see any clipping (and I did not see any clipping in the Bodyslide preview either). 

 

But, it seems that CT77's preset is different enough to regular CBBE that Bodyslide cannot conform the armors as it usually does. I solved a similar issue on another set of armors I was using in a SFW mod build by simply removing the baseshape the author had left in - but, I looked up that set and it looks like the author did set those armors up for CBBE sliders, but somehow left an old baseshape in there (which was not CBBE). So in that case, removing the old baseshape caused no problems, because the armor was set up to be conformed with CBBE sliders. 

 

I'm not sure if I should try to re-conform the armors though - I have tried to convert several outfits from UNP and variants to CBBE before, and none of those went well. (Being fair, one mesh was asymmetric - but I generally found it very tedious and difficult to get the outfits to conform without any clipping.)

 

I've solved the belly node problem with CT77's baseshape - I didn't realize that I have to copy the belly node weight to that baseshape as well. I've started just copying that weight across all of the mesh now, and I'm debating if I should do the breast and butt nodes as well. (The mods that I use - Pearl Juice and the SexLab Inflation Framework - support breast and butt node scaling.) 

 

I still can't solve the issue of on-by-default zap sliders either. I can't find anything in any XML files that indicates the state of the zap slider by default, so I guess it's in these BSD files that are in with the NIFs. I don't know how to edit those. 

Link to comment

 

 

 

 

I've never saved a NIF with reference. I'm not even sure what that does as a reference piece is not really connected the NIF.

 

When you load a reference from something else it's green in the preview. You need to duplicate it and rename it. That's what I do.

 

AND... I completely forgot to ask about partitions are you checking if the body is set to 32?

 

 

I also don't edit anything out of the Bodyslide folder. I've always done it out of the data\mesh as that's where the game gets the files from.

 

 

NIF with reference just puts a reference body in there on saving. Same thing as duplicating the green reference body layer. But, if I don't do it, then the body is invisible in-game. 

 

I haven't checked the meshes in Nifskope, but as far as i know the armors are using the normal body slots. CT77's support thread said that he was going to change the panties to Slot 60 to reduce conflicts, but I think that means for the people using craftable panties, not the ones originally attached to the armor meshes.

 

I didn't bother with the generated meshes (under \Data\whatever) because I'd have to edit them again next time I have to regen the outfits (usually because I've made changes to the preset, but currently because of all this).

 

 

 

 

The main mod NIF, I think. The ones under \CalienteTools\Bodyslide\ShapeData\[some subfolders].

 

I found that the outfits already have zap sliders, but it seems that you can't use those if you batch build - or at least, from a quick Google search, there's no way to get Bodyslide to 'remember' zap sliders for batch building. I also don't see them making any difference on the previews, but I haven't tested any of this in-game. 

 

I also can't see a way to get out of exporting with a reference body, because if I just export as NIF then the body is invisible in-game (and also in the preview window of BS).

 

 

Nah, thats the bodyslide nifs, which are the right ones to be editing, the main mod ones would be in the meshes\something or other location

 

Hmm, any chance you can post the nifs you are trying to edit, or at least nif 0 and 1 of one of them, it could be that the panties are part of another piece of the armour and you are deleting those bits as well.

 

 

I'll grab a couple of the original ones, but they're all under CT77's mod - I haven't made a lot of changes to them, just copying the belly node to get that to work and removing two layers (3 on a couple of outfits). I'll get you some in-game screenshots as well, to show you what I mean about the panties showing up and the invisible bodies. I'm thinking though that maybe the easiest fix is to just do everything with the inbuilt zap sliders - I'll edit this post later and report back with everything.

 

EDIT: So, there's no _0 and _1 NIFs in CT77's files, but here's one original NIF and my edited NIF (Daedric armor). Screenshots to come.

 

EDIT 2: Screenshots. I couldn't replicate the panty issue on the steel armor - I will see if it's still affecting my older save, but that one was quite strange because it didn't look at all like the panties that are even with the mesh. I also couldn't replicate the issue of them appearing despite that part of the mesh being removed. With that being said, the lack of a method to 'save' zap slider settings means that I'm going to stick to deleting the panties from the ShapeData meshes because building outfits one by one is tedious and clicky. (One annoying thing I did discover though is that some zap sliders are turned on by default, and they're removing sections that I have no problem with on some outfits. I'm not sure if there's anything I can do about that, but I am going to try poking through the XMLs to see if it's a simple fix, as I can't find anything through Googling.)

 

EDIT 3: Welp. I went through the XMLs in \BodySlide\SliderSets\ and I cannot see anything that obviously controls if the zap slider is ticked or not by default. This is annoying. 

 

 

Built from unaltered CT77 mesh. This looks good, and on glance I couldn't see any obvious differences with my preset. CT77's original meshes do not have belly node support though.

attachicon.gif20170503232128_1.jpg

 

Using the zap sliders on the unaltered CT77 mesh works. But, I found that the belly node support doesn't seem to work unless I remove the old BaseShape. I don't know why.

attachicon.gif20170503232555_1.jpg

 

I copied in the Clams of Skyrim baseshape, but now I have clipping.

attachicon.gif20170503232836_1.jpg

 

This is what happens when I don't save it as a NIF with reference after removing CT77's BaseShape.

attachicon.gif20170503231800_1.jpg

 

On Steel Armor, this is the unaltered CT77 mesh.

attachicon.gif20170503233334_1.jpg

 

View from underneath. As you can see, the panties are there.

attachicon.gif20170503233347_1.jpg

 

Removed the panties in OutfitStudio (and also undid some of the zap sliders that were on by default).

attachicon.gif20170503233558_1.jpg

 

Underneath, panties removed from mesh. In my older saves, there was something here that looked like a chainmail texture being applied to a panty mesh, and I can't for the life of me figure out what happened. The default panties do not have a chainmail texture.

attachicon.gif20170503233617_1.jpg

 

 

 

Okay, I have never used this mod, so, I'm going to ask some questions for clarity.

 

1. Does this have it's own bodyslide preset?

 

2. Is this what you're building your armor against in bodyslide?

 

3. If this is correct then you shouldn't have any clipping.

 

4. You're having clipping because the armor isn't built for the body in bodyslide.

 

I looked at your edited nif and there isn't a baseshape, which is why the body is invincible.

 

Edit...

 

Okay, I looked at the mod and there is a preset for bodyslide. Then why are you deleting the baseshape? The baseshape and armor are built against that preset. I'm fully confused here.

 

 

I was removing the baseshape because I don't use that preset, and I don't want to use that preset. I have my own preset that I would rather use. Because CT77's looks very similar to regular CBBE at a glance, I thought Bodyslide would have no issue conforming the armors to my preset (an edited version of CBBE Curvy) - and when I loaded the CoS body (effectively, CBBE HDT with a meshed vagina, so no difference in overall shape) into OS as a reference, I could not see any clipping (and I did not see any clipping in the Bodyslide preview either). 

 

But, it seems that CT77's preset is different enough to regular CBBE that Bodyslide cannot conform the armors as it usually does. I solved a similar issue on another set of armors I was using in a SFW mod build by simply removing the baseshape the author had left in - but, I looked up that set and it looks like the author did set those armors up for CBBE sliders, but somehow left an old baseshape in there (which was not CBBE). So in that case, removing the old baseshape caused no problems, because the armor was set up to be conformed with CBBE sliders. 

 

I'm not sure if I should try to re-conform the armors though - I have tried to convert several outfits from UNP and variants to CBBE before, and none of those went well. (Being fair, one mesh was asymmetric - but I generally found it very tedious and difficult to get the outfits to conform without any clipping.)

 

I've solved the belly node problem with CT77's baseshape - I didn't realize that I have to copy the belly node weight to that baseshape as well. I've started just copying that weight across all of the mesh now, and I'm debating if I should do the breast and butt nodes as well. (The mods that I use - Pearl Juice and the SexLab Inflation Framework - support breast and butt node scaling.) 

 

I still can't solve the issue of on-by-default zap sliders either. I can't find anything in any XML files that indicates the state of the zap slider by default, so I guess it's in these BSD files that are in with the NIFs. I don't know how to edit those. 

 

 

Okay, are you choosing COS for the Preset in bodyslide and then batch building? This builds the armor for the body. When you hit the big "Build" button you're creating the body. So, when you open armor in OS the armor and baseshape is built against that preset.

Link to comment

 

 

 

 

I'll grab a couple of the original ones, but they're all under CT77's mod - I haven't made a lot of changes to them, just copying the belly node to get that to work and removing two layers (3 on a couple of outfits). I'll get you some in-game screenshots as well, to show you what I mean about the panties showing up and the invisible bodies. I'm thinking though that maybe the easiest fix is to just do everything with the inbuilt zap sliders - I'll edit this post later and report back with everything.

 

EDIT: So, there's no _0 and _1 NIFs in CT77's files, but here's one original NIF and my edited NIF (Daedric armor). Screenshots to come.

 

EDIT 2: Screenshots. I couldn't replicate the panty issue on the steel armor - I will see if it's still affecting my older save, but that one was quite strange because it didn't look at all like the panties that are even with the mesh. I also couldn't replicate the issue of them appearing despite that part of the mesh being removed. With that being said, the lack of a method to 'save' zap slider settings means that I'm going to stick to deleting the panties from the ShapeData meshes because building outfits one by one is tedious and clicky. (One annoying thing I did discover though is that some zap sliders are turned on by default, and they're removing sections that I have no problem with on some outfits. I'm not sure if there's anything I can do about that, but I am going to try poking through the XMLs to see if it's a simple fix, as I can't find anything through Googling.)

 

EDIT 3: Welp. I went through the XMLs in \BodySlide\SliderSets\ and I cannot see anything that obviously controls if the zap slider is ticked or not by default. This is annoying. 

 

 

Built from unaltered CT77 mesh. This looks good, and on glance I couldn't see any obvious differences with my preset. CT77's original meshes do not have belly node support though.

attachicon.gif20170503232128_1.jpg

 

Using the zap sliders on the unaltered CT77 mesh works. But, I found that the belly node support doesn't seem to work unless I remove the old BaseShape. I don't know why.

attachicon.gif20170503232555_1.jpg

 

I copied in the Clams of Skyrim baseshape, but now I have clipping.

attachicon.gif20170503232836_1.jpg

 

This is what happens when I don't save it as a NIF with reference after removing CT77's BaseShape.

attachicon.gif20170503231800_1.jpg

 

On Steel Armor, this is the unaltered CT77 mesh.

attachicon.gif20170503233334_1.jpg

 

View from underneath. As you can see, the panties are there.

attachicon.gif20170503233347_1.jpg

 

Removed the panties in OutfitStudio (and also undid some of the zap sliders that were on by default).

attachicon.gif20170503233558_1.jpg

 

Underneath, panties removed from mesh. In my older saves, there was something here that looked like a chainmail texture being applied to a panty mesh, and I can't for the life of me figure out what happened. The default panties do not have a chainmail texture.

attachicon.gif20170503233617_1.jpg

 

 

 

Okay, I have never used this mod, so, I'm going to ask some questions for clarity.

 

1. Does this have it's own bodyslide preset?

 

2. Is this what you're building your armor against in bodyslide?

 

3. If this is correct then you shouldn't have any clipping.

 

4. You're having clipping because the armor isn't built for the body in bodyslide.

 

I looked at your edited nif and there isn't a baseshape, which is why the body is invincible.

 

Edit...

 

Okay, I looked at the mod and there is a preset for bodyslide. Then why are you deleting the baseshape? The baseshape and armor are built against that preset. I'm fully confused here.

 

 

I was removing the baseshape because I don't use that preset, and I don't want to use that preset. I have my own preset that I would rather use. Because CT77's looks very similar to regular CBBE at a glance, I thought Bodyslide would have no issue conforming the armors to my preset (an edited version of CBBE Curvy) - and when I loaded the CoS body (effectively, CBBE HDT with a meshed vagina, so no difference in overall shape) into OS as a reference, I could not see any clipping (and I did not see any clipping in the Bodyslide preview either). 

 

But, it seems that CT77's preset is different enough to regular CBBE that Bodyslide cannot conform the armors as it usually does. I solved a similar issue on another set of armors I was using in a SFW mod build by simply removing the baseshape the author had left in - but, I looked up that set and it looks like the author did set those armors up for CBBE sliders, but somehow left an old baseshape in there (which was not CBBE). So in that case, removing the old baseshape caused no problems, because the armor was set up to be conformed with CBBE sliders. 

 

I'm not sure if I should try to re-conform the armors though - I have tried to convert several outfits from UNP and variants to CBBE before, and none of those went well. (Being fair, one mesh was asymmetric - but I generally found it very tedious and difficult to get the outfits to conform without any clipping.)

 

I've solved the belly node problem with CT77's baseshape - I didn't realize that I have to copy the belly node weight to that baseshape as well. I've started just copying that weight across all of the mesh now, and I'm debating if I should do the breast and butt nodes as well. (The mods that I use - Pearl Juice and the SexLab Inflation Framework - support breast and butt node scaling.) 

 

I still can't solve the issue of on-by-default zap sliders either. I can't find anything in any XML files that indicates the state of the zap slider by default, so I guess it's in these BSD files that are in with the NIFs. I don't know how to edit those. 

 

 

Okay, are you choosing COS for the Preset in bodyslide and then batch building? This builds the armor for the body. When you hit the big "Build" button you're creating the body. So, when you open armor in OS the armor and baseshape is built against that preset.

 

 

Yup, that's what I'm doing. So I should just leave the BaseShape in the NIFs as it is? 

 

The only problem I'm having with batch build is the zap sliders now - batch build seems to use whatever they're set to by default. I can delete parts of the meshes that I don't want in Outfit Studio (like the panties) but I can't make it not zap parts that I do want. (Ex: Elven armor has one of the belts and part of the chest armor zapped by default, but I like those parts and want to leave them in.)

 

Are the zap slider's default settings stored in the BSD files that are in \ShapeData\ subfolders? Is there any way to change them? I can build the outfits individually, but that's kind of tedious. 

Link to comment

The only problem I'm having with batch build is the zap sliders now - batch build seems to use whatever they're set to by default.

 

Try saving a preset while the zap is active and see if it works that way.

Link to comment

 

The only problem I'm having with batch build is the zap sliders now - batch build seems to use whatever they're set to by default.

 

Try saving a preset while the zap is active and see if it works that way.

 

 

That did the trick, thankyou! 

 

EDIT: Is it normal for ticking the zap on one outfit then propogating that change across all of them? I'm slowly working through them, it's just proving a spot difficult to get all the changes I like to work. Could I solve this by using a different Outfit Group? EDIT 2: Splitting them into different outfit groups seems to work. 

Link to comment

 

 

 

 

 

I'll grab a couple of the original ones, but they're all under CT77's mod - I haven't made a lot of changes to them, just copying the belly node to get that to work and removing two layers (3 on a couple of outfits). I'll get you some in-game screenshots as well, to show you what I mean about the panties showing up and the invisible bodies. I'm thinking though that maybe the easiest fix is to just do everything with the inbuilt zap sliders - I'll edit this post later and report back with everything.

 

EDIT: So, there's no _0 and _1 NIFs in CT77's files, but here's one original NIF and my edited NIF (Daedric armor). Screenshots to come.

 

EDIT 2: Screenshots. I couldn't replicate the panty issue on the steel armor - I will see if it's still affecting my older save, but that one was quite strange because it didn't look at all like the panties that are even with the mesh. I also couldn't replicate the issue of them appearing despite that part of the mesh being removed. With that being said, the lack of a method to 'save' zap slider settings means that I'm going to stick to deleting the panties from the ShapeData meshes because building outfits one by one is tedious and clicky. (One annoying thing I did discover though is that some zap sliders are turned on by default, and they're removing sections that I have no problem with on some outfits. I'm not sure if there's anything I can do about that, but I am going to try poking through the XMLs to see if it's a simple fix, as I can't find anything through Googling.)

 

EDIT 3: Welp. I went through the XMLs in \BodySlide\SliderSets\ and I cannot see anything that obviously controls if the zap slider is ticked or not by default. This is annoying. 

 

 

Built from unaltered CT77 mesh. This looks good, and on glance I couldn't see any obvious differences with my preset. CT77's original meshes do not have belly node support though.

attachicon.gif20170503232128_1.jpg

 

Using the zap sliders on the unaltered CT77 mesh works. But, I found that the belly node support doesn't seem to work unless I remove the old BaseShape. I don't know why.

attachicon.gif20170503232555_1.jpg

 

I copied in the Clams of Skyrim baseshape, but now I have clipping.

attachicon.gif20170503232836_1.jpg

 

This is what happens when I don't save it as a NIF with reference after removing CT77's BaseShape.

attachicon.gif20170503231800_1.jpg

 

On Steel Armor, this is the unaltered CT77 mesh.

attachicon.gif20170503233334_1.jpg

 

View from underneath. As you can see, the panties are there.

attachicon.gif20170503233347_1.jpg

 

Removed the panties in OutfitStudio (and also undid some of the zap sliders that were on by default).

attachicon.gif20170503233558_1.jpg

 

Underneath, panties removed from mesh. In my older saves, there was something here that looked like a chainmail texture being applied to a panty mesh, and I can't for the life of me figure out what happened. The default panties do not have a chainmail texture.

attachicon.gif20170503233617_1.jpg

 

 

 

Okay, I have never used this mod, so, I'm going to ask some questions for clarity.

 

1. Does this have it's own bodyslide preset?

 

2. Is this what you're building your armor against in bodyslide?

 

3. If this is correct then you shouldn't have any clipping.

 

4. You're having clipping because the armor isn't built for the body in bodyslide.

 

I looked at your edited nif and there isn't a baseshape, which is why the body is invincible.

 

Edit...

 

Okay, I looked at the mod and there is a preset for bodyslide. Then why are you deleting the baseshape? The baseshape and armor are built against that preset. I'm fully confused here.

 

 

I was removing the baseshape because I don't use that preset, and I don't want to use that preset. I have my own preset that I would rather use. Because CT77's looks very similar to regular CBBE at a glance, I thought Bodyslide would have no issue conforming the armors to my preset (an edited version of CBBE Curvy) - and when I loaded the CoS body (effectively, CBBE HDT with a meshed vagina, so no difference in overall shape) into OS as a reference, I could not see any clipping (and I did not see any clipping in the Bodyslide preview either). 

 

But, it seems that CT77's preset is different enough to regular CBBE that Bodyslide cannot conform the armors as it usually does. I solved a similar issue on another set of armors I was using in a SFW mod build by simply removing the baseshape the author had left in - but, I looked up that set and it looks like the author did set those armors up for CBBE sliders, but somehow left an old baseshape in there (which was not CBBE). So in that case, removing the old baseshape caused no problems, because the armor was set up to be conformed with CBBE sliders. 

 

I'm not sure if I should try to re-conform the armors though - I have tried to convert several outfits from UNP and variants to CBBE before, and none of those went well. (Being fair, one mesh was asymmetric - but I generally found it very tedious and difficult to get the outfits to conform without any clipping.)

 

I've solved the belly node problem with CT77's baseshape - I didn't realize that I have to copy the belly node weight to that baseshape as well. I've started just copying that weight across all of the mesh now, and I'm debating if I should do the breast and butt nodes as well. (The mods that I use - Pearl Juice and the SexLab Inflation Framework - support breast and butt node scaling.) 

 

I still can't solve the issue of on-by-default zap sliders either. I can't find anything in any XML files that indicates the state of the zap slider by default, so I guess it's in these BSD files that are in with the NIFs. I don't know how to edit those. 

 

 

Okay, are you choosing COS for the Preset in bodyslide and then batch building? This builds the armor for the body. When you hit the big "Build" button you're creating the body. So, when you open armor in OS the armor and baseshape is built against that preset.

 

 

Yup, that's what I'm doing. So I should just leave the BaseShape in the NIFs as it is? 

 

The only problem I'm having with batch build is the zap sliders now - batch build seems to use whatever they're set to by default. I can delete parts of the meshes that I don't want in Outfit Studio (like the panties) but I can't make it not zap parts that I do want. (Ex: Elven armor has one of the belts and part of the chest armor zapped by default, but I like those parts and want to leave them in.)

 

Are the zap slider's default settings stored in the BSD files that are in \ShapeData\ subfolders? Is there any way to change them? I can build the outfits individually, but that's kind of tedious. 

 

 

Correct, the baseshape *is* your body from the present that's used in bodyslide.

 

I don't know about zap sliders. I've never used them. I just go into OS, delete, and replace the original. I'll then back it up and then replace it if I need to after some reinstall with mods that I seem to do on a weekly basis.

 

 

The only problem I'm having with batch build is the zap sliders now - batch build seems to use whatever they're set to by default.

 

Try saving a preset while the zap is active and see if it works that way.

 

 

That did the trick, thankyou! 

 

EDIT: Is it normal for ticking the zap on one outfit then propogating that change across all of them? I'm slowly working through them, it's just proving a spot difficult to get all the changes I like to work. Could I solve this by using a different Outfit Group? EDIT 2: Splitting them into different outfit groups seems to work. 

 

 

So, everything is working as expected?

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