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ousnius

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  1. This was already added for the next version.
  2. Remove the "NippleGone" and all similar sliders from the project using Outfit Studio (or don't use the sliders in BodySlide for this outfit).
  3. It prevents movement towards zero (center) on the X-axis only, without preventing movement to the outside (away from zero) on the X-axis. So, it can be used for sliders like DoubleMelon and the likes.
  4. OMG the face hahahaha love it xD

  5. @Buridan RaceMenu doesn't have a feature to have different morphs based on what's equipped. So the only way to do that is to build it with a slightly different preset in BodySlide already (make a preset that counters the gravity but is otherwise the base shape, and build it for all outfits).
  6. CBBE LE and UUNP have those sliders inverted, which is correct. There's no need to touch them. I don't know about any of the other issues you had within BodySlide and your preset. Maybe your UUNP port (or BHUNP) for SE didn't correctly keep the slider inversion, so your preset only works there.
  7. That's what project files are for (NIF in ShapeData).
  8. Open the Papyrus script source, change the min and max slider values and re-compile the script. If you don't know anything about Papyrus scripts, check the tutorials on CreationKit.com.
  9. Get 4.9.1 of OS and try using "Edit -> Reset Transforms". Then align the mesh again if needed.
  10. 4.9.1 is out now which fixes this issue.
  11. Changelog for 4.9: Outfit Studio: Don't render the overall skin transform anymore (not rendered in-game). Outfit Studio: Zero out root node, shape and overall skin transform for skinned meshes (not rendered in-game). These offsets in the BS/OS render happen because it doesn't render individual bone transforms (which could be counterproductive for sculpting anyway) and these armors were never created in a clean way (with zeroed out transforms and correct node positions on them). I guess I will have to make it a toggle or something because so many armors are unclean in that regard. To make them appear properly in 4.9 right now you would have to disable skinning, export, import and re-weight them while in the right position. The BodySlide output will still be correct even in 4.9, just not the preview.
  12. I can't get it to crash on my end. Please send me the exact files/projects in a PM. (3BA shapedata/sliderset and Dianne shapedata/sliderset)
  13. Get 4.9 of Outfit Studio and re-save it with that.
  14. Check the mesh for correctness in the latest NifSkope release. If things are located in the wrong spots there as well, then you need to import it into Outfit Studio, disable the skinning (in the shape properties of all shapes), export it, import it, enable skinning again and redo the bone weighting. That way, all the bone transforms will reset to the reference skeleton. Also make sure all the meshes use the correct partition slots.
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