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jBS2BG - BodySlide to BodyGen Converter/Generator


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jBS2BG - BodySlide to BodyGen Converter/Generator

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jBS2BG - BodySlide to BodyGen Converter/Generator

 

This is a rewrite of the original one that can be found here, rewritten in JavaFX to have better layout and functions.
Credits to shoka for the original guide and converter.

 

Requires Java 8 installed.

 

If you don't know how to use BodyGen, check out the bottom of the description for a guide.

 

As of v1.1.0, inverted sliders are calculated differently, so instead of zeroing all sliders, a new neutral preset is required for building the base body, armors and clothing.

Use the following presets for building your base bodies and outfits.

CBBE-Zeroed CBBE-.xml

UUNP-Zeroed UUNP-.xml (This is already included in the UnifiedUNPPresets.xml in BodySlide, but just in case...)

(Remember to check the UUNP checkbox in jBS2BG if the imported XML preset is for UUNP)

Clams of Skyrim: Zeroed Clams of Skyrim + Settings.7z

Touched by DibellaZeroed Touched by Dibella + Settings.7z

CBBE SE Settings: CBBE SE Settings.7z (For RaceMenu SE using CBBE SE base body)

 

 

Requirements:

  • BodySlide - For creating XML presets.
  • RaceMenu - BodyGen.
  • TES5Edit - Optional, for retrieving a list of NPCs from different mods/masters.

 

Description:
This is a GUI program for generating RaceMenu BodyGen INIs from BodySlide XML presets. With this, you could just add your BodySlide presets and target NPCs
through the user interface and generate the "templates.ini" and "morphs.ini" required for BodyGen instead of writing the INIs manually.
BodyGen is a feature in RaceMenu for assigning different body morphs to every NPC in the game.
Check out some documentation on BodyGen here.

 

Important Note:

Once a character is morphed in-game, reassigning a different preset to it by changing the "morphs.ini" will not work.
To solve this, you need to clear your save's skse co-save file where the morphs are stored. You can use this tool for that: NetImmerse Override Cleaner

 

Fallout 4 Support:

I've been informed that it works with Fallout 4's LooksMenu BodyGen.

Just modify the "settings.json" so that it looks like this:

{
  "Defaults": {
  },
  "Multipliers": {
  },
  "Inverted": [
  ]
}

 

Changes from the old one:

  • Now written in JavaFX instead of Swing, which allows awesome looks and styles.
  • The old one was written on a whim which resulted in poor UI layout. This one's window is now resizeable.
  • Confirmation prompts for some actions.
  • The NPC list is now viewed in a table that is sortable and filterable.
  • Some other improvements.

 

Changelog:

Spoiler

v1.1.2 (2019-01-26):

Table's search text by key press will now use the leftmost column instead of always by Name.
Clear templates text area when toggling redundant sliders.

 

v1.1.1 (2018-10-03):

Added checkbox "Omit Redundant Sliders" in the templates for excluding sliders with zero values or 100 for inverted.

 

v1.1.0 (2018-04-25):

Changed calculation for inverted sliders, should result in a more accurate conversion for both CBBE and UUNP. A new base body is required.
BodyTypes of Skyrim JSON conversion support.
Separate UUNP settings file, tick UUNP checkbox to mark a preset as a UUNP preset. This means you can have both CBBE and UUNP morphs in-game.
Enable/Disable sliders from "Edit SetSliders".
Selective Fill Empty.
Defaults are now applied dynamically instead of baking it into the imported preset on import. Presets needs to be re-imported to be covered by this.
File Chooser preferences are now separated by jar location.
File Chooser title bar name for saving fixed.
Moved the Templates and Morphs generation to a separate thread to prevent unresponsiveness when processing large quantities of entries.
Clear generated templates and morphs text area every time a change occurs.
"Edit SetSliders" buttons' text colors makes more sense.

 

v1.0.5 (2018-03-21):

Added a table column for displaying assigned presets. This means NPCs can now be filtered/sorted by their assigned presets.
Added a toggle for assigning a random preset when adding an NPC(Assign Random).
Added button for randomly assigning presets to all NPCs with none assigned(Fill Empty).
Added button for clearing assigned presets of all NPCs(Clear Assignments).
Changed notification's modality to Application.
More slider preset name checks, replace all "."s in a name with space.

 

v1.0.4 (2018-01-23):

Now uses juniversalchardet to try to detect the encoding of a file(e.g. Shift-JIS) before parsing/reading.
It's not guaranteed to handle all types of encoding, so saving files as UTF-8 is still recommended.
Added more error messages.
Minor change to FormID trimming.

 

v1.0.3 (2018-01-20):

Enforced UTF-8 encoding in writing and reading to and from files. This means non-English characters(Japanese, Chinese...) can now be displayed correctly.
Now utilizes Commons IO for file reading and writing.
Better trimming of FormIDs.
Now sorts NPCs by Master's name on generate morphs/export.
Now displays an error message if settings.json has invalid content or is erroneous.

 

Note: Before importing a list of NPCs that contains non-English characters, make sure the text file is UTF-8 encoded, save it as UTF-8 if it is not.

 

v1.0.2 (2018-01-06):

Changed the font of all lists, tables and text areas to Consolas.

 

v1.0.1 (2017-12-30):

Fixed file choosers not opening when the last used directory becomes unavailable(deleted, renamed, moved, etc...).


Screenshots:

Spoiler

templates.png

morphs.png

edit_setsliders.png

 

Features:

  • Generate templates and morphs INI.
  • Save and load your settings to and from a .jbs2bg file (json file) that can be shared to anyone since the data of the presets are stored in the file so the external XML and text files that were used are no longer required. 
  • "Edit SetSliders" allows you to set the weight or even set the range to which a SetSlider will randomize.
  • Table views for NPCs are sortable and filterable for easier management.
  • BodyTypes of Skyrim JSON conversion.

 

Guide:
For this guide, I'll be using CBBE body as that is what I mainly use.
Also, this guide will be assuming that you already have both BodySlide and RaceMenu installed and that you know how to use BodySlide.

Spoiler

1. Preparing the tool
Download jBS2BG and extract archive to any location.
Optionally, download the images archive, these images can be useful for assigning morphs to NPCs, so that you know who's who.
Of course, NPCs that don't have images won't show up in the Image View.
Extract the images archive to the same folder as jBS2BG.jar, it should look like this:

directory.png

2. Setting up base body
BodyGen needs a base body with morphs enabled to function.
Using BodySlide, set the preset to -Zeroed CBBE- and generate your base body with "Build Morphs" enabled.
Generated files should go inside "Data\meshes\actors\character\character assets".
The folder should now contain the following files: "femalebody_0.nif", "femalebody_1.nif" and "femalebody.tri".
Your "Data\meshes\actors\character\character assets" folder should look like this:
basebody_directory.png

 

3. Setting up replacer clothes and armors
For BodyGen morphs to be visible on clothed characters, you need outfits with RaceMenu Morphs.
You can find several outfit mods with morphs support across the net, here are some:
Vanilla Outfits BodySlided (includes armors and town clothes)
OCR - Omnisway Clothing Replacer - CBBE BodySlide BBP TBBP (includes fine clothes, jarl clothes, wedding dress...)
The Provocateur's Armoury (includes mage robes, monk robes, necromancer robes...)


Build these outfits with the same slider settings as the base body, in this case, use -Zeroed CBBE- preset. 
You also need to build these outfits with "Build Morphs" enabled. You'll know you have morphs enabled if you get a "*.tri" file next to the output "*.nifs".
There are instructions on those pages on how to build them. Please read and follow them carefully if you have no idea what you're doing.


The files you've built should be used as replacers, for example, your "Data\meshes\clothes\farmclothes01" folder should look something like this:
farmclothes_directory.png

Those .nif files are the meshes built from BodySlide, including the .tri file, which contains the morph data for RaceMenu.

4. Enabling BodyGen
With RaceMenu installed, go to "Data\SKSE\Plugins" folder, open the file "nioverride.ini" and ensure that

BodyGen is enabled, bEnableBodyGen=1, like this:
b_Enable_Body_Gen.png
This will enable BodyGen in the game.

 

5. Using jBS2BG to convert BodySlide XMLs to BodyGen templates
Using the tool is pretty straight-forward.
Make an XML preset in BodySlide of the body type you like and use "Save As..." to save it somewhere as XML.
bodyslide_saveas.png
    
Launch jBS2BG.jar, then click "Add BodySlide XML Presets" button then locate and add the XML that you just saved from BodySlide.
add_preset.png
        
After adding, you can now see the BodyGen equivalent of the XML preset that you created.
preset_added.png
        
By default, the resulting template will use the Big values, meaning, the max weight of the body you created.
This can be changed by using the "Edit SetSliders" button. With it, you can pick the weight to use or even use range between Small(Min) and Big(Max).
    
6. Using jBS2BG to assign presets to custom targets like "All Female NPCs", "All Female Nords"... etc
Now that you have a preset in your list, you now have to assign it to some NPCs.
Now then, go to the morphs tab:
morphs_tab.png
    
Say you want to assign your preset to all female NPCs in the game.
In the Custom Target text field, type in "All|Female" (without the quotes), then click the "Add" button just below the text field.
add_preset_to_target.png

When you have some presets in the list, a random preset will be automatically assigned to a newly added target.
Assigning more presets to the "All|Female" target will make BodyGen pick a random one from the assigned presets to morph the target.

For assigning morphs to specific races, you could use something like "All|Female|NordRace", "All|Female|BretonRace", etc...

7. Using jBS2BG to assign presets to NPCs
Now, say, you want to assign a preset to a specific NPC,
First, you need a text file containing a list of NPCs to be added. You can generate this using the included TES5Edit script in the jBS2BG folder: "jBS2BG Export NPC List.pas".
If you don't have TES5Edit, at the moment, you can just use the one included in the jBS2BG folder: "FemaleNPCList - Dawnguard + Dragonborn + HearthFires + Skyrim.txt".

To generate a list from TES5Edit, copy the .pas script into your "Edit Scripts" folder.
Right-click the Master/Mod that you want to get the NPCs from (You can select multiple Masters), then click "Apply Script".
apply_script.png

Then select the script "jBS2BG Export NPC List", then hit "OK".
apply_script2.png

Wait for the export process to finish, this process might take a while for Masters with tons of NPCs in them.
After it's done exporting, you can find the "*.txt" file in the same folder as "TES5Edit.exe" or your Skyrim installation folder.

With the text file exported, go back to jBS2BG, now click "Add NPCs", then "Add NPCs from File", locate and select the text file containing the list.
add_npcs_from_file.png

Now you can browse the table and select an NPC you want to add. To add one to the list, select the NPC then click "<= Add".
npc_added.png
    
You can click on the table headers to sort the list and you can also right click on the headers to filter the list.
    
8. Generating and exporting the INIs
You can simply click on the "Generate Templates" and "Generate Morphs" buttons to generate the content needed for "templates.ini" and "morphs.ini"
which you can copy and paste to the respective INIs.

But an easier way is to go to File -> Export BodyGen INIs.
export.png
    
After that, both "templates.ini" and "morphs.ini" will be exported to your chosen location.
exported.png

 

 


Now, put both "templates.ini" and "morphs.ini" inside the folder "Data\meshes\actors\character\BodyGenData\%MOD_FILENAME_WITH_EXT%\".
Where %MOD_FILENAME_WITH_EXT% is something like "Skyrim.esm", let's just use "Skyrim.esm" for example,

"Data\meshes\actors\character\BodyGenData\Skyrim.esm\".

Finally, you should have:
"Data\meshes\actors\character\BodyGenData\Skyrim.esm\templates.ini"
"Data\meshes\actors\character\BodyGenData\Skyrim.esm\morphs.ini"

And... that's it! Fire up the game and enjoy!

 


  • Submitter
  • Submitted
    12/29/2017
  • Category
  • Requires
    Java 8, RaceMenu
  • Special Edition Compatible
    Not Applicable

 

Link to comment

Wow.  I kind of tried to use the BodyGen previously but I could never get it to work right, but this tool is amazing.  It takes nearly all the confusion out of the process, and the end result is really noticeable. EVERYONE is different, and with this tool it takes nearly no work at all once you get your head wrapped around the process.  Two bits of confusion that tripped me up in case anyone else is having the same issues;

1) When Asdasfa said to zero out the sliders in bodyslide I originally used the -Zeroed Sliders- preset option that came with bodyslide, but it actually had to be exactly as he said, with every slider moved to zero.

2) When using this for UUNP the different body styles come with 2 sliders for each body, low weight and high weight. (i.e. UNPB Low & UNPB High) The Bodygen (at least in my experience) gets screwed up since they are two different sliders and you either get a mess if the sliders are at the high end or towards the zero number they turn into the base CBBE body shape.  However if you set both the low and high weight sides using the same slider i.e. UNPB Low and then recreate the high side by using the different sliders in the top section then the output is perfect.

 

I was going to ask about what performance impact this has when using it with so many NPCs, but I have been using it since yesterday in game and have not seen any drop at all in performance at all.  Thanks for the really useful tool Asdasfa.

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Updated

Just a minor update.

 

v1.0.2:

Changed the font of all lists, tables and text areas to Consolas.

Just to be consistent.

 

 

 

5 hours ago, nagothm said:

I was going to ask about what performance impact this has when using it with so many NPCs, but I have been using it since yesterday in game and have not seen any drop at all in performance at all.  Thanks for the really useful tool Asdasfa.

Yup. You could assign a morph to just about everyone and there won't be any noticeable impact, maybe some "potential" stutters whenever the actors are loaded to be morphed, barely noticeable. FPS-wise, no impact at all.

Link to comment
  • 2 weeks later...

This is not working for me at all. I've been trying for days but the game just refuses to morph bodies.


Here's my load order if it helps. TBH this is just a bare bones setup to see if I can get it working.

  0  0     Skyrim.esm
  1  1     Update.esm
  2  2     Dawnguard.esm
  3  3     HearthFires.esm
  4  4     Dragonborn.esm
           HighResTexturePack01.esp
           HighResTexturePack02.esp
           HighResTexturePack03.esp
  5  5     dragonnests.esp
  6  6     tailoring.esp
  7  7     CalienteVanillaArmorTweaks.esp
  8  8     RaceMenu.esp
  9  9     RaceMenuPlugin.esp
 10  a     RaceMenuMorphsCBBE.esp
 11  b     XPMSE.esp
 12  c     Alternate Start - Live Another Life.esp

 

I'm using Mod Organizer.

 

I have used Body Slide to generate bodies, outfits and morph files at zeroed presets, and placed them in a custom mod under meshes\actors\character\characterassets. I've tested these using the cbbe sliders in showracemenu so I know they work. 

 

I've created morphs.ini and templates.ini (I can share these if it helps) and placed them in the custom mod folder under meshes\actors\character\BodyGenData\Skyrim.esm and the mod is activated in MO.

 

BodyGen is enabled per bEnableBodyGen=1 ; Default[1] in SKSE/plugins/nioverride.ini

 

It's that BodyGen seems to just simply not run. All females just have my zeroed body with no variation at all. I start a new game every time I test it.

 

What am I doing wrong here?

templates.ini

morphs.ini

Link to comment
13 hours ago, sketch162000 said:

It's that BodyGen seems to just simply not run. All females just have my zeroed body with no variation at all. I start a new game every time I test it.

Huh, not sure what's wrong here... you must have missed something...

Are they not morphed naked or with clothes on?

 

Hey, try renaming your presets so that they don't have spaces. I have no idea if spaces are valid or not but try anyway and see if that makes a difference.

 

Since your PC body morphs in showracemenu, your file paths must be in the right place.

Have you tried disable and enable on an NPC?

 

Also, you don't have to start a new game every time, just make a save somewhere, just make sure you use NetImmerse Override Cleaner on your skse co-save to ensure that you haven't morphed anyone.

Link to comment
1 hour ago, asdasfa said:

Huh, not sure what's wrong here... you must have missed something...

Are they not morphed naked or with clothes on?

 

Hey, try renaming your presets so that they don't have spaces. I have no idea if spaces are valid or not but try anyway and see if that makes a difference.

 

Since your PC body morphs in showracemenu, your file paths must be in the right place.

Have you tried disable and enable on an NPC?

 

Also, you don't have to start a new game every time, just make a save somewhere, just make sure you use NetImmerse Override Cleaner on your skse co-save to ensure that you haven't morphed anyone.

I actually found a test file you uploaded to nexus but it still does not seem to be working for me. Question: Are tester .nif's HDT enabled? My files had bouncing and this still happens when i try your tester. I'm a bit suspicious that my game is not loading the new files for some reason.

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19 minutes ago, sketch162000 said:

I actually found a test file you uploaded to nexus but it still does not seem to be working for me. Question: Are tester .nif's HDT enabled? My files had bouncing and this still happens when i try your tester. I'm a bit suspicious that my game is not loading the new files for some reason.

Yeah, I think I used CBBE HDT to build those nifs.

 

Also, try reading around the Unofficial BodyGen docs page. Maybe start from scratch or probably some manual INI editing.

Because you gotta make those morphs to apply somehow, otherwise I have no idea what's going on. Could be something specific to your setup.

Link to comment

Yeah, I actually threw my hands up and deleted everything overnight. All mods gone and revalidated on Steam. But still no. It's so frustrating. Anyway thanks for your help. And the tool is a huge time saver, thanks for that. I guess I'll go poke around on the  BodyGen thread for a while. :confused:

 

EDIT: FOUND THE PROBLEM!

 

Goddamn XP Skeleton morphs were overriding it. Holy fuck finally. lol i need a nap now.

 

Might I suggest an addendum to the guide,

Quote

 

Now, put both "templates.ini" and "morphs.ini" inside the folder "Data\meshes\actors\character\BodyGenData\%MOD_FILENAME_WITH_EXT%\".
Where %MOD_FILENAME_WITH_EXT% is <THE LAST PLUGIN IN YOUR LOAD ORDER.esp>, let's just use "Skyrim.esm" for example,

"Data\meshes\actors\character\BodyGenData\Skyrim.esm\".

 

Thank you so much for this!

Link to comment
19 minutes ago, sketch162000 said:

Yeah, I actually threw my hands up and deleted everything overnight. All mods gone and revalidated on Steam. But still no. It's so frustrating. Anyway thanks for your help. And the tool is a huge time saver, thanks for that. I guess I'll go poke around on the  BodyGen thread for a while. :confused:

Also maybe try a different INI path other than Skyrim.esm, like "meshes\actors\character\BodyGenData\RaceMenuMorphsCBBE.esp". That's where I put mine.

And make sure nothing's overriding that path and that's the only path where you have morphs and templates ini stored, like the case here.

 

Edit: Looks like you found the problem.

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1 minute ago, asdasfa said:

Also maybe try a different INI path other than Skyrim.esm, like "meshes\actors\character\BodyGenData\RaceMenuMorphsCBBE.esp". That's where I put mine.

And make sure nothing's overriding that path and that's the only path where you have morphs and templates ini stored, like the case here.

This is the answer! Thanks!

Link to comment

Updated

 

v1.0.3:

Enforced UTF-8 encoding in writing and reading to and from files. This means non-English characters(Japanese, Chinese...) can now be displayed correctly.
Now utilizes Commons IO for file reading and writing.
Better trimming of FormIDs.
Now sorts NPCs by Master's name on generate morphs/export.
Now displays an error message if settings.json has invalid content or is erroneous.

 

Note: Before importing a list of NPCs that contains non-English characters, make sure the text file is UTF-8 encoded, save it as UTF-8 if it is not.

Link to comment

Updated

 

v1.0.4:

Now uses juniversalchardet to try to detect the encoding of a file(e.g. Shift-JIS) before parsing/reading.
It's not guaranteed to handle all types of encoding, so saving files as UTF-8 is still recommended.
Added more error messages.
Minor change to FormID trimming.

Link to comment

I need some serious troubleshooting with this.

 

1.Your custom preset cannot be used as default for NPC's after using this tool? And the body must remain with zero sliders?

 

2.  Error is given for some individual NPC's who do not process and remain without preset

 

3. I put the INI's into my own plugin where I edited some npc's but the game crashes, I put it into Skyrim.esm and I'm not sure if it works as the clothing looks for zero sliders.

Link to comment
7 hours ago, Durante said:

1.Your custom preset cannot be used as default for NPC's after using this tool? And the body must remain with zero sliders?

Yes. The zero sliders body should now be your default. There are ways to make certain NPCs use a custom body though, give it a custom race with a custom body with morphs disabled.

 

7 hours ago, Durante said:

2.  Error is given for some individual NPC's who do not process and remain without preset

You said "some", does that mean it works on the others?

Assuming your setup works, sometimes BodyGen won't immediately morph some NPCs. Changing cells, saving and loading or disabling and enabling the NPC through the console should update the NPC.

 

7 hours ago, Durante said:

3. I put the INI's into my own plugin where I edited some npc's but the game crashes, I put it into Skyrim.esm and I'm not sure if it works as the clothing looks for zero sliders.

First, make sure you're playing on a save where no one is morphed yet, use NetImmerse Override Cleaner on your .skse save file to ensure this. They won't morph if they're already morphed.

Second, see the previous posts about having multiple INI paths. Avoid having multiple paths that contains the INIs.

For example, don't have several of this:

"meshes\actors\character\BodyGenData\Skyrim.esm\*.ini"

"meshes\actors\character\BodyGenData\XPMSE.esp\*.ini"

Just use one, delete the others.

 

About the crashing, when does it crash? On startup or during play?

If it is on startup, you can't put more than 76 presets on a single target(e.g. All|Female). 77 or more crashes. Reason for this is still unknown.

If it is during play, it must be something else since I've yet to have crashes specifically caused by BodyGen, I think.

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  • 1 month later...

Updated

 

v1.0.5:

Added a table column for displaying assigned presets. This means NPCs can now be filtered/sorted by their assigned presets.
Added a toggle for assigning a random preset when adding an NPC(Assign Random).
Added button for randomly assigning presets to all NPCs with none assigned(Fill Empty).
Added button for clearing assigned presets of all NPCs(Clear Assignments).
Changed notification's modality to Application.
More slider preset name checks, replace all "."s in a name with space.

Link to comment

Experimented with the default settings.json file until happy with the results for UUNP. No more imploding chests and whatnot, but you can still use the buttons to automatically minimize everything and maximize everything, instead of manually going to the Low and High sliders and sliding them each. Dunno if this breaks anything else! Seems to work fine with custom UUNP bodyslide presets, too.

 

Spoiler

"Defaults": {
    "Legs": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "ButtSmall": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "NippleSize": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "Breasts": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "BreastsSmall": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "Belly": {
      "valueSmall": 0,
      "valueBig": 0
    },
    "Arms": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "BreastGravity": {
      "valueSmall": 0,
      "valueBig": 0
    },
    "ShoulderWidth": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "Butt": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "NippleDistance": {
      "valueSmall": 1,
      "valueBig": 1
    },
    "Waist": {
      "valueSmall": 0,
      "valueBig": 0
    },
    "Thighs": {
      "valueSmall": 0,
      "valueBig": 0
    },
    "ButtCrack": {
      "valueSmall": 1,
      "valueBig": 1
    }
  },

 

This utility really opens up BodyGen for easy setup, IMO. It's pretty great.

Link to comment
11 hours ago, Bilbo_Boggis said:

Experimented with the default settings.json file until happy with the results for UUNP. No more imploding chests and whatnot, but you can still use the buttons to automatically minimize everything and maximize everything, instead of manually going to the Low and High sliders and sliding them each. Dunno if this breaks anything else! Seems to work fine with custom UUNP bodyslide presets, too.

You sure this works fine with UUNP? No changes in "Multipliers"?

I don't use UUNP and I'm too lazy to test it out myself so I might put these changes up as an optional settings file for UUNP users.

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7 hours ago, asdasfa said:

You sure this works fine with UUNP? No changes in "Multipliers"?

I don't use UUNP and I'm too lazy to test it out myself so I might put these changes up as an optional settings file for UUNP users.

I played around with changing the multipliers from positive to negative, too, but (at least alongside this) that made things implode again. As inverted nipples are not my jam, I changed it back. I think I also changed the waist multiplier from .33 to 1, more out of curiosity than anything else, but haven't tested it (at all). So far as I can tell, the main reason these changes to the defaults help is that the standard UUNP presets in bodyslide have all the sliders that aren't their specific sliders (like "7B Bombshell High" and 7B Bombshell Low") set to the same value at both low and high weight (i.e., "Breasts" is at 100 at both Low and High weights), and their preset XMLs don't define these extraneous sliders - they assume that those sliders will just always be in the correct position, presumably because (in Bodyslide) they will be, by default.

 

As a result, when one uses your program (without changes to the settings.json) and presses the "0 All Min" or "100 All Max" buttons, and the program creates a small range of (for instance) "Breasts" slider levels, the end result is different from the original preset's look (and, in cases of things like UNPetite, results in graphical anomalies due to the character's bits being shrunk even further down). It's possible that even without pressing these buttons there would be some differences, if (for any given body feature) the 100 slider setting that the program defaults to happens to be different from the slider setting that the UUNP framework expects. I didn't test for that.

 

The settings I provided (should) replicate the default body that the UUNP sliders want to affect. Thus far, with limited testing, everything looks right at both 0 and 100 "weight" settings, with both large and small body types. Certainly no all-out strangeness. This could be replicated manually with each slider set, too, I think, but I'm lazy and I like pressing buttons that do things for me (which is why I like this utility!).

 

That said, I literally installed this like two days ago, so I feel like there may be additional complexities I'm missing. I know the multipliers work with how Racemenu handles the Bodyslide sliders - where some values are inverted - and I *think* this isn't different between CBBE and UUNP. But I could be wrong and may have just not stumbled across anything weird yet. I ran this program with a fairly robust set of sliders before making these edits, and only noticed a weird-looking NPC a good three or four hours into gameplay. So I'd hardly consider these changes stress-tested. It's possible I've made a fix that only appears to work, and in fact just disguises a larger problem or incompatibility.

 

Oh, also, the "femalebody_0/1.nif" I built in Bodyslide is not the "-Zeroed Sliders-" preset, which is in fact the base body that UUNP expects (with 100 in some of the sliders), but a *true* zero preset with all zeroed-out sliders (thanks to nagothm for this recommendation). So that might affect things, too. I think Daedal's "blank slate" preset is the one I used? It's easy to do a DIY one, though. Anyway, with all those caveats, go ahead and post those changes to the settings.json if you want. I'll let you know if I find anything else weird. It's actually pretty easy to test - you just clean up one save's SKSE co-save (ideally one with a female NPC in it), generate the new INI settings you want to test, stick them in the Bodygen folder, re-load the save, and look at the NPC to see if anything has gone pear-shaped. Or, well, if anything's broken. Some people like pear-shaped NPCs.

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12 hours ago, Bilbo_Boggis said:

I played around with changing the multipliers from positive to negative, too, but (at least alongside this) that made things implode again. As inverted nipples are not my jam, I changed it back.

So no changes then?

 

12 hours ago, Bilbo_Boggis said:

I think I also changed the waist multiplier from .33 to 1, more out of curiosity than anything else, but haven't tested it (at all).

I just made that value up when I was observing that specific slider. I noticed that the in-game morph seems to be morphing so much more than its BodySlide counterpart, at least for CBBE. Of course this observation isn't very extensive and I could be wrong but no one seemed to mention it, so it's either giving expected results or it's just not very noticeable.

 

12 hours ago, Bilbo_Boggis said:

As a result, when one uses your program (without changes to the settings.json) and presses the "0 All Min" or "100 All Max" buttons, and the program creates a small range of (for instance) "Breasts" slider levels, the end result is different from the original preset's look (and, in cases of things like UNPetite, results in graphical anomalies due to the character's bits being shrunk even further down).

Yeah. It's not recommended to set end to end range on all sliders like that. Those are more for convenience but you still have to know what slider to set or constraint and meticulously manage each based on your desired results.

 

Will put these up later then. Thanks.

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  • 2 weeks later...

I use this with Fallout 4 as well. Not sure if it's an older version or what as the date on mine in the folder is May 2017.

A couple small changes that'd make it easier on me would be to have the save/open/export functions open in the folder it's in or maybe there needs to be two separate versions. 

I've got a copy of it with the saved files in the fallout directory for modifying it, but when I try use open it'll open teh navigation window in the Skyrim folders.

 

Another thing that'd be hady, and I don't know if it's hard to make, would be that NPC formID list but done for Fallout 4. =D

 

Great little utility. So much easier to use BodyGen now.

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15 hours ago, Eireamhoin said:

I use this with Fallout 4 as well. Not sure if it's an older version or what as the date on mine in the folder is May 2017.

That's the old version. This one is a rewrite with some improvements.

 

15 hours ago, Eireamhoin said:

A couple small changes that'd make it easier on me would be to have the save/open/export functions open in the folder it's in or maybe there needs to be two separate versions. 

I've got a copy of it with the saved files in the fallout directory for modifying it, but when I try use open it'll open teh navigation window in the Skyrim folders.

I see. It doesn't account for paths with multiple copies, I'll keep that in mind.

 

15 hours ago, Eireamhoin said:

Another thing that'd be hady, and I don't know if it's hard to make, would be that NPC formID list but done for Fallout 4. =D

The TES5Edit script doesn't work with FO4Edit? I don't have FO4 so I don't know what changed in the FO4 side of things.

But assuming that not much has changed in the structure of the records, you could actually try looking into it yourself. Should be as simple as editing a few strings in the .pas script file.

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