RedMB Posted April 21, 2017 Posted April 21, 2017 Hello, I got kinda lost. The actor skeleton can be modified by equipping armor with NiStringExtraData (mainly used for higheels), named SDTA - skeleton data. Easy. Now is there a way to modify body sliders in similar fashion? Ofc, assuming you have all that allows you to change all the sliders in-game by using the proper skeleton, racemenu and bodyslide with outfits exported with morphing enabled. I've done some trial and error, trying to dig the data from Racemenu preset files, but nothing so far, not even a CTD. Thanks for any help
Akzyra Posted April 21, 2017 Posted April 21, 2017 Sadly skeleton only. What do you want to use it for? In case of scaling breasts or other areas where bones can be used just do that. Empty values - scale of 1.0, pos/rot [0,0,0] - can be omitted From RaceMenu Nexus (the code is JSON): [ {"name":"NPC L Breast","scale":2.0,"pos":[0,0,0],"rot":[0,0,0]}, {"name":"NPC R Breast","scale":2.0,"pos":[0,0,0],"rot":[0,0,0]} ]
RedMB Posted April 21, 2017 Author Posted April 21, 2017 Thanks for reply What I want it for - I wanted a set of custom sliders that would shape the base model depending on equipped pieces of separate armor. For example on a thigh I would have a piece of armor that is really tight And with the custom slider, the body mesh would deform according to how I set it So now I think the problem will probably be in the fact that I still quite don't know how to use the more advanced functions of the BodySlide, or maybe I want to do something not really possible. Ofc, a workaround would be to make a complete outfit, shaped in the Outfit studio, but I was thinking I could add some modularity.
Akzyra Posted April 21, 2017 Posted April 21, 2017 Awesome idea! With that so many clipping error would be fixable and mix/match is easy. Can't do that with SDTA. You could workaround it with scripts, but that means coding for all items with this function. Call the functions of NiOverride on (Un-)Equip to set and reset the morph. ; Set morph NiOverride.SetBodyMorph(actorRef, morphName, MORPH_KEY, Math.abs(value)) ; Reset NiOverride.ClearBodyMorph(actorRef, morphName, MORPH_KEY) ; Update to see changes NiOverride.UpdateModelWeight(ref) Edit: MORPH_KEY is something that idenifies your mod, use the ESP name including the file extension. Removed IF as (Un-)Equip are two functions. CK Wiki for Items
RedMB Posted April 21, 2017 Author Posted April 21, 2017 Looks interesting, thanks! I suppose the script is going to be separate, not included in the mode file? Last question I swear - Is there perhaps a website with more code snippets like the one you posted? Anyway, ty for the help,
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