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zollom

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  1. Dude c'mon, you can't leave us like that, at least tell us the name of your love interest! Congrats by the way
  2. Neovalen gave me credits *blushes like a teenager* Anyway, does anyone know a male body in which you can do the same? I heard SAM could be bodyslided, but it appears to be gone now. I have my curvy redguards, my bulky orcs and my skinny elves females and now my males look all the same race
  3. Thanks for the update, one question, is the Osex version the same here and in nexus now? I prefer download from nexus (for convenience, but *aerosmith sounds* I don't want to miss a thing)
  4. Yes a dialogue option to turn off a pop-up box is a lot more immersive. I agree, a console toggleable global would be better. Also, you can package the mod with the global set to 0 in here and set it to 1 for nexus.
  5. Me too, I was amazed by the new version, I hoped for it to replace sexlab in my load order once it had ending scenes. I guess I respect his decision, although it hurts me know that if I were able to help in any way, at least I could have this new version more or less finished, unfortunately, I can't script nor animate anything.
  6. Thank you so much zollom, info helps a lot. I have to say, I haven't had ANY success at all getting presets to work. Things Like Oppai and Bombshell, they just don't affect my bodies at all- and this is on NPC's know I can morph I assumed this was because they were all UNP shapes, and wouldn't take to my CBBE body. However I tried using CBBE presets, and they also didn't take, ofc, I had no examples to go from so just guessed: So I had charters in my morph file, 1 each of curvy,curvy2,curvy3, and slim.slim2,slim3 just to try to guess CBEE syntax, but nothing. In the end I'm just using direct named slider manipulation, I want huge variety so I'd likely have done this anyway. But it's frustrating that that I couldn't even get presets to function, despite just knicking people's .ini's from this topic. I'm assuming these presets are baked into RaceMenu/Bodygen? I couldn't see how to check. I mean some of the .ini's I've got from here say in Templates: But how does my game know what 7B Oppai, or 7B shape is? You can't set presets like that with CBBE, since there are no "preset sliders" like in UUNP, presets in CBBE are just a combination of the different sliders. So the best thing is to stick with one preset (I use CBBE Curvy personally) and set the templates to modify it the way you want. The only way to recreate several presets in CBBE with the template.ini is: - generate zeroed bodyshapes (and deal with the issues I stated in my previous post) - create different templates corresponding to different presets - copy the presets sliders info to the templates You can find the differents presets inside: CalienteTools\BodySlide\SliderPresets\CBBEPresets.xml There you'll find something like this There you have the name of the slider and the value for each one, in size, you have the "small" low/weight 0 value and the "big" high/weight 100. So, if I want a template of CBBE Curvy at 100 weight, I'll set it like this: CBBE_Curvy=Back@-0.5, Belly@-0.10, BigBelly@0.10, BigButt@-0.20, BigTorso@-0.10, BreastFlatness@0.45, BreastGravity@0.50, BreastHeight@0.50, BreastWidth@-0.10, Breasts@1.00, BreastsFantasy@-0.10, BreastsSH@0.15, BreastsSmall@1.10, Butt@0.70, ButtCrack@0.70, ButtShape2@-0.10, ButtSmall@0.65, CalfSize@-0.20, CalfSmooth@0.65, ChubbyArms-0.10, ChubbyButt@0.20, ChubbyLegs@-0.25, DoubleMelon@-0.20, Groin@0.10, Hipbone@0.10, Hips@0.15, Legs@0.50, NippleDown@0.10, NippleLength-0.05, NipplePerkiness@-0.05, NippleSize@0.80, NippleTip@0.30, RoundAss@0.35, ShoulderSmooth@0.35, ShoulderWidth@0.68, SlimThighs@-0.30, Thighs@0.70, TummyTuck@-0.05 I hope you can see what I did there, I took each slider set as "big" and wrote it to template syntax, CBBE curvy is one of the most complex presets, it edits 40 sliders to the high and another 40ish sliders to the low. You'll have to create one template for each weight of each preset. It's kind of tedious, That's why I prefeer to stick with one preset and modify its parts as I see fit.
  7. In my many, many, many, really, many tries, enabling and disabling plugins, I managed to get the ElderRace morphed, unfortunately, like with every other race, if one race is morphed, the others does not. To answer your previous questions (sorry for the delay) 1. I've change all my armor pre-emptively, I didn't find any issue so far. 2. The morphs in the template.ini answers to the morph in the bodyslide.exe, the bodyslide plugin for RaceMenu has some sliders inverted, in fact, the racemenu plugin is not even needed for the morphs to work, I don't have it in my setup since I use a male character. 3. the -1.0 and 1.0 are (by default) additive morphs to the base body shape, both 0 and 100 weight, (this can be changed in the nioverride.ini, though is not really convenient). This is hard to explain, but, if you have as base body a CBBE curvy, the default morphs for the Breasts slider are 30 for low (0 weight) and 100 for high (100 weight) Those are the base values that every female will use as default, a female with weight 0 will use 30, a female with weight 100 will use Breasts 100, and a female with weight 50 will use something in between. If you specify a Breasts morph in the template.ini it will increase/reduce the default values of said slider in the ammount spicified, for example, if you put "Breasts@-0.3" it will reduce the Breasts slider by 30, in both high and low, so a female with weight 0 will now use Breasts at 0 ( default of 30 plus -30 of the template.ini), and a female with weight of 100 will now use Breasts at 70 (default of 100 plus -30 of the template.ini) Using zeroed sliders is not a benefit with CBBE, since you don't have "presets sliders" like in UUNP, and I find this better, because this way, the default NPC's weight are taken into account. Thing that is not visible when using zeroed sliders, since both low and high weight are the same, all your females using the same template will look the same, Aela (weight 20), Mjoll (weight 80) and Lydia (weight 100) willl have the same body, the same ammount of breast and the same ass, even when they are suppose to look different. With zeroed sliders, to get them different you'd have to declare 3 templates, one for Nord at 20 weight for Aela, one for Nord at 80 for Mjoll and one for Nord at 100 for Lydia If you use a preset (like CBBE Curvy) you need to set only one template for Nords, since the weight is handled by the game.
  8. Max plugin ID is 65 (i.e. 106 plugins) and I can only morph imperials. Even tested with a "vanillish" setup: XPMSE, bodyslide and racemenu only, with that config, only nords were morphed. I think at this point, only expired knows how race filters work.
  9. Ah yes, welcome aboard to the "mysterious filters" ship. In my case is the opposite, I can make imperials morph, but none other race, the mystery is, how do RaceMenu chooses what race to include/exclude from the morphs?
  10. Do all your races get morphed? If so, could you share your Moprh.ini? and if is not a big deal, your load order? I'm still having problems with the race filters only working with one race at a time.
  11. I tried that, it works if the plugin it's near the bottom in the load order. Unfortunately, the other plugins will still affect the morphing. In my tests, the best I get is "all|female" and one race filter working together, I can't get more then one race filter at the same time, even when I have each and every race declared. Also, the race chosen to morph varies depending where the plugin is in the load order and what mods are activated, as if, somehow, certain mods conflict/alter the morph feature of racemenu.
  12. Do that, and be sure not to use XPMSE.esp since it has its own morphs and templates for the weapons randomization, also, check if you get the morphs on single npcs or you can find a patern (like morphs only applied to one race) Please report back, we don't completely know how the system works, and what affects it, so any kind of report is always useful Edit: glad it worked!
  13. What plugin are you using as folder for the morph and template? See my previous post, apparently, the load order and the plugin you use as folder affects the randomization extremely. Try to use the last plugin in your load order, or using the plugin that starts with letters like X, Y or Z. In my experience, morphs usually worked well when set as plugins like Bashed Patch, 0.esp (the last in my load order) and also worked well with ZaZAnimationPack.esm (don't ask me why, probably some MO thing, I've read somewhere that MO loads plugins in alphabetical order or something like that, its also case sensitive, I think lower letters were loaded first). Did you go out of the Bannered Mare? If Saadia was morphed, probably Ahlam and Saffir could be morphed too, since all of them are Redguard, though that shouldn't happen with the "all|female" filter but with the race filter.
  14. Yeah, unfortunately, I'm still facing one problem and it's that only one race is modified with the race filters, and I can't even figure out how racemenu chooses what race to morph With my current setup (not a big one, 100 plugins or so), the only race modified is Imperial, if I uninstall Disparity, the only race modified is the ElderRace. If I remove all mods except SKSE, RaceMenu and XPMSE, the Nord race is modified. I don't understand, it's not random (i.e. same setup morphs same race, everytime) So, I'm thinking the race filter only works with one race at a time. I wish expired could bring some light to the problem, but it seems he is in the Fallout4 modding train now. I really want a body for each race, doing it the proper way, so I'll keep testing, although to be honest, I'm running out of ideas, but if I find anything I'll report back here.
  15. Ok, first I had to move to CBBE, but I guess it's the same, I want to use UUNP, but I can't find any decent (vanilla-like, non-skimpy, more or less well rigged) armor/clothing replacement. Trust me, I've tried all of them and in every combination, even tried the skimpy ones, all of them are flawed, specially the monk robes. The only ones I've found pretty well rigged are CBBE, so I moved, anyway, it shouldn't matter. Here are some experiences I had with the morphs 1.- Race module works either with: All|Female|NordRace=TEMPLATE or All|Female|NordRace|=TEMPLATE 2.- For some odd reason, I had to name the folder containing the morphs.ini and templates.ini as one of the LAST plugins in my load order I.E. putting them in the RaceMenu.esp folder does not work, but if I rename the folder to Bashed Patch, 0.esp, the morphs are applied correctly meshes\actors\character\BodyGenData\Bashed Patch, 0.esp\morphs.ini My only guess is probably Inhabitants of Skyrim's .esp is loaded after Racemenu.esp and somehow editing the NPCs gets rid of the morphs, It shouldn't, but it works. 3.- For another odd reason, mine only randomizes the ImperialRace, don't ask me why, is not the first on the list, neither the last, but the other races are just ignored/use the default "all|female", even if I set them the same template that I used for the imperial race. 4.- Finally, and this solves the issue you described, it is not about videocard's brand, vram, processor, ram, enboost, skse, or textures, but about meshes. Armors, clothes and jewelry in which morphs are applied need their Consistency Flags (both) set to MUTABLE in every NiTriShapeData of every NiTriShape (instead of STATIC), otherwise you will face texture/rendering issues at the time the morphs are applied (i.e. when the NPC is first loaded and until you disable/enable the NPC or change worldspace, travelling between interior spaces like entering warmaidens and then exit to whiterun, that won't fix it, you have to go to the exterior "world", going outside of whiterun). You can easily do it with NifSkope, but you have to do it one by one, in every armor, clothing and jewelry you have Bodyslided (with a .tri file) in both files _0 and _1. Hope it helps.
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