NNS10 Posted August 16, 2017 Posted August 16, 2017 I've never actually used the RaceMenu bodyslide plugin, but it interests me as it allows the player character to have a unique body shape when using BS-compatible armors. However, one thing I've always been unsure about is whether it's okay to build the meshes to a certain preset (with the .tri morph files of course). For example, let's say I'm using UUNP. If I build the uses using the UUNP UNP preset (with tri files), will the morphs still work when using the RaceMenu Bodyslide plugin? If I set it to UNPB or 7Base in game, will they work properly? Or do the built armors have to be left at the zero'd out preset?
Pauduan Posted August 16, 2017 Posted August 16, 2017 If you build the armor to a specific preset any morphs you apply in-game will be applied to that shape and not the base UUNP shape. i.e it will look very different if you build an armor in UUNP-UNP and try to apply UNPB in-game (as the UNPB morph is working on the UNP shape), versus using zero sliders and applying the shape in-game. Never tried the latter though. I prefer to batch build all my armors to one shape and customise NPCs in-game. The RM sliders offer plenty of possibilities.
NNS10 Posted August 16, 2017 Author Posted August 16, 2017 If you build the armor to a specific preset any morphs you apply in-game will be applied to that shape and not the base UUNP shape. i.e it will look very different if you build an armor in UUNP-UNP and try to apply UNPB in-game (as the UNPB morph is working on the UNP shape), versus using zero sliders and applying the shape in-game. Never tried the latter though. I prefer to batch build all my armors to one shape and customise NPCs in-game. The RM sliders offer plenty of possibilities. So you batch build a base shape and then instead of using the preset in-game, you just use the individual sliders in-game?
Pauduan Posted August 16, 2017 Posted August 16, 2017 Just individual sliders. Find it easier to trim NPCs shapes from one basic look, plus anyone I do not take the time to trim ends up with an aesthetically reasonable shape. The trick is to make your _0 and _1 sliders in a way that everyone has a different look depending on their weight. My starting shape is UNP, then I add a little more structure at the 100 weight, and trim the _0 weight to make it more lithe and athletic. This means that there is quite a big difference between someone at 30 weight and someone at 50 weight anyway, so you have decent variety in the base game.
NNS10 Posted August 17, 2017 Author Posted August 17, 2017 I guess I should have realized this sooner... but the morph tri files are huge. For something like the Book of UNP, it makes the meshes take 4GB instead of 1GB... And they're lumpy.
NNS10 Posted September 27, 2017 Author Posted September 27, 2017 Just individual sliders. Find it easier to trim NPCs shapes from one basic look, plus anyone I do not take the time to trim ends up with an aesthetically reasonable shape. The trick is to make your _0 and _1 sliders in a way that everyone has a different look depending on their weight. My starting shape is UNP, then I add a little more structure at the 100 weight, and trim the _0 weight to make it more lithe and athletic. This means that there is quite a big difference between someone at 30 weight and someone at 50 weight anyway, so you have decent variety in the base game. Reviving this thread, but what do you use for vanilla armors? Don't think I've seen any conversions that work well. There was that High Poly UUNP mod which was removed, but I heard it had a lot of issues (hence why it was removed). There's also that new conversion by Shiva, but it has bounce even on metal armors so... not a fan.
Pauduan Posted September 27, 2017 Posted September 27, 2017 I use a mix of Remodelled armor, TRx and Shinshi replacer + about 10 standalone outfit meshes as replacer for the vanilla outfits. Which means no NPC wears vanilla armor/clothes - sorry.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.