How To Install Bodyslide Skyrim
What is "BodySlide"
Bodyslide an awarding oftentimes packaged alongside Caliente'southward Cute Bodies Enhancer (CBBE). Information technology allows users to customize the bodies of females in Skyrim. CBBE is a Skyrim mod that accomplishes does a number of things, but mostly it:
1. Replaces all the pare textures of the stock NPC models.
2. Replaces the default shape of what female NPCs wait like. This goes beyond simply what their skin texture looks like but how large their shoulders, hips, and 'endowments' are. And even more importantly this can all be modified in CBBE's partner program, BodySlide.
By itself CBBE does a lot - namely replacing skin textures and changing the default female NPCs bodies to whatever you lot chose in the install. But Bodyslide lets yous customize body proportions yourself. Bodyslide is a dissever application/plan that yous utilise exterior a game to alter what people expect similar in game.The usage of Bodyslide and its inner working is the master goal of this document. This guide will presume you lot know very little well-nigh modding or how mods piece of work in Skyrim.
Outfit/Body - The fundamental to Bodyslide
At the very top of Bodyslide is the "Outfit/Trunk" dropdown. You may take hundreds of these if you've downloaded a lot of armor/clothing mods from the Nexus. Almost chiefly each one of these will generate a specific ".nif" file. nif files are specific outfits inside the game that volition exist replaced when you generate a nif file from Bodyslide. Like any other mod, nif files will be outputted to your Data folder in the Skyrim directory and will and so replace the corresponding nif file built into the game. "Outfit" should exist thought of loosely. It does non mean a specific costume, clothes, or armor. It is a 3D model ranging from easily, gloves, shoes, helms, but about commonly armors/body and leg clothes (never faces/heads when it comes to Bodyslide), and almost importantly the 'naked' torso. By default if your character has no armor on they volition be given a set of underwear and won't really exist naked. This '.nif' model (which corresponds to the trunk) is called by the vanilla Skyrim game: "femalebody_0.nif" (orfemalebody _1.nif which we'll become into). Bodyslide, and CBBE past default, allow'due south you replace this model with a different model by generating a new femalebody_0.nif. This is done by clicking 'Build' once you've picked an "Outfit/Body" that corresponds to that same model/nif. If you never use the BodySlide, CBBE will supplant femalebody_0.nif with the default y'all picked during its installation.
You may find there are hundreds of different selections in the Outfit dropdown, each corresponding to a different .nif model. Unfortunately in that location'south no manner to tell from the dropdown which nif model is being replaced (but it'due south usually obvious based on the proper noun). Every bit a consequence you may very well have several Outfit/Body options in your dropdown that all replace the same .nif model. One of the nigh common questions in Nexus is why their 'naked' model yet has underwear. Most likely this is because yous selected the "Never Nude" option when installing CBBE, which replaced the naked female model ("femalebody_0.nif") with one that has underwear. In the image below most of these models, when "Built" supervene upon the same model with a different looking model. The NeverNude models all have underwear.
Note while Bodyslide tin replace in-game assets it can also be used to generate .nif files non in game but used past other mods, for case Histrion Specific models and races.
Sliders and Presets
We will talk about the Sliders first as they will relate to Presets. Once you've picked a Outfit/Body from the game y'all want to replace, you tin can at present make anatomic changes to it as you see fit. The Sliders are generally self explanatory. Slide them up and downward equally yous cull to make whatever proportion bigger or smaller. Nevertheless at that place are a couple nuances. First, there is a left and a right slider. Why two sliders for one model?
The respond is each NPC in the vanilla game is given a 'weight' from 0-100. This allows for some diversity in the shapes and sizes of various NPCs in the base game. The left slider will determine the shape/size of the smallest NPC in skyrim (size 0) and the right slider will determine the size of the biggest NPC (size 100). This is what the "name_1.nif" or "name_0.nif" means; it's the separate models for characters betwixt 0 and 100 weight. This has nothing to do with 'weight' in terms of items or conveying capacity in the game, nor is it related to "weights" of skeletons used for physics which is completely unrelated and will be discussed later. If a graphic symbol weighs something in between 0 and 100 the game will accordingly selection a size in between the 0 and 1 .nif model.
The "Preview" push helpfully shows you what effect your sliders will have in game. Additionally, it has its own slider at the peak that goes from 0-100, representing the gradual modify in what the model will expect like every bit the weight changes from 0 to 100. You lot could actually brand a 0 weight character look heavier by just change the "0" model to have larger proportions than the 100 model.
The sliders you are presented with for each Outfit/Trunk are custom fabricated by whoever created the uploaded the Outfit. In the standard CBBE mod'southward case, Caliente imported the vanilla outfits into a separate sister program chosen Outfit Studio, which allows creators to make these BodySlide sliders for users to play with. He then built the sliders for each of the proportions in that plan.
What this means is sliders are different for different downloaded packs. Not merely are there sliders for dissimilar sizes of body parts, but some creators even let yous delete (or 'zap') entire components of the armor including bags, skirts, etc. This is why you'll often see CBBE outfit packs with different names, such as TBD (Affect of Dibella), UNP, 3BBB, and many others. The CBBE role ways the models were created in Outfit Studio and can be edited in CBBE, but the created models may use different sliders than the default sliders. Note many modders do utilize the default CBBE sliders and will Group (come across beneath) their Outfits accordingly. Not only can the sliders differ, but the starting model is besides different. Each creator that makes a Body/Outfit for Bodyslide has "zeroed" (all sliders to the left) the model you beginning with. From this zeroed model tin so make changes. This model volition be different from others even when referring to the aforementioned .nif file in game. This is why you lot have a separate slider for "Smaller" and Bigger" rather than the slider starting in the center and letting you go up or downward.
This is essentially what "Preset" is, the dropdown below Outfit/Body. A Preset is just a saved arrangement of sliders. All default models outset the sliders to the left, and a Preset is a saved configuration for both the 0 and 1 model of various slider positions for the different trunk parts. Presets are simple to make and you can delete any y'all similar (defaults included). Bodyslide would however work, simply you would take to practice all the sliders yourself (not recommended). The names of all these Presets are only descriptions (Curvy, Slim, SevenBase, Fetish) and are merely configured sets of sliders applied to the diverse Outfit/Trunk models. You can and should make any Presets you like.
Presets are very helpful because they allow you to set the sliders in a way yous detect virtually appealing and relieve this configuration for use later. This is easily washed by using the Save/Save As function when you're done playing around with the sliders. It is very important to understand the divergence between Presets and Outfits/Trunk. Outfits/Bodies are specific game armor/wear/bodies models imported from Skyrim that someone else has modified and added to CBBE for you to change. Presets are your configurations y'all can make to those models (which is actually the point of Bodyslide). You can simply Build Models without using any Presets or adjusting sliders, merely a Preset must exist used on a Model/Outfit/Torso. You lot tin and should make your own Presets, but Outfit/Bodies are downloaded by users (but can be made through Outfit Studio, much more than complicated than BodySlide).
The other benefit of Presets is it allow's y'all fix a specific Model'due south body proportions, so load upwardly a different Model (say, a plate armor and a barkeep clothing) and run into how the same configuration looks with different types of clothing. This is easily done by just picking your saved preset later you've picked a different armor.
Y'all might notice that a Preset isn't showing up on a given Outfit/Body. Why? Dissimilar Outfit sets made by different people volition have dissimilar sliders, information technology means Presets from 1 Outfit cannot be easily applied to another sets. If you try to use a Preset on an armor that doesn't share the aforementioned sliders, probable null will happen! This is why when you lot save Preset it asks which Groups you lot want to employ information technology to. Patently just utilise it to Groups that share the same sliders.This will preclude you from picking a Preset for an Outfit/Body that doesn't even use those sliders. This is a good time to talk about Groups.
Groups
Groups help organize the large numbers of Oufits/Bodies you may acquire from Nexus into collections. Some Models are designed to exist used together (ie. those with CBBE in their model names usually share the aforementioned CBBE sliders as the default sliders that come up with CBBE) while others take completely dissimilar sliders (see Touched by Dibella). Group helps prevent y'all from applying a gear up of Presets to a Group/Outfit that doesn't even have that set of sliders. Additionally, Groups also assistance keep sets of armors that vest together in one package so you can hands Batch Build them. Batch Building is the primary reason Groups are and so helpful, which will exist explained below.
Let'due south try filtering out some Groups. Click on "Grouping Filter". While you can type out a name I strongly recommend you select "Choose Groups" as Groups must exist spelled exactly to testify up and if you lot want to select more than i they have to be separated by commas . (Note choosing more 1 Group is an "or" role, as in it'll include any Members that belong to any of the called Groups, this is opposed to an "add" function that selects members that must in both groups).
You'll see a list of unlike Groups. Yous may notice there is CBBE, and also CBBE Bodies, and maybe CBBE Vanilla Outfits. The CBBE group will actually contain all the Outfits/Bodies in the latter two categories. "CBBE Bodies" will only contain the naked (and underwear .nif models) while the much larger CBBE Outfits will incorporate the vanilla clothing/armors. Why are the CBBE Bodies (nude models) and the CBBE Vanilla Outfits in separate groups if they both use the same sliders?
The reason is because Caliente's Preset Sliders packaged with CBBE take two variations: Normal, and Outfit. The chief difference is the bust is more 'pushed up' in the Outfit model, every bit if the character was wearing some kind of support, which they probably are! Past separating these Groups out it'll be easier to "Build" models for Outfits, and make them different from the nude models..
Groups are often downloaded in package, but they tin can besides be created via the Group Managing director Button. Clicking this will open a window that clearly shows how Groups are divers. Right now everything is greyed out, merely click Browse and select CBBE.xml. You should see two Groups: CBBE, and CBBE Bodies. Below each you'll meet the Outfits/Bodies that each Group contains. Groups are not mutually exclusively and a single model can be added to many different groups. And in fact in this case, both Groups seem to have the exact same 'Members' ('Members' are merely Outfits/Body that are now in a Group). Why have 2 Groups with the exact members?
The reason is they really don't contain the same members. CBBE generates Groupings in the principal window based on all the XML files in its binder. If you expect in the folder in that location are usually several XML files, and together the unlike CBBE subtypes will be more articulate (Vanilla Outfits, Dragonborn, etc). As you collect more Models/Outfits they will usually come nicely organized into Groups of their as instructed by the XML files they come with. Models/Outfits that have the same default CBBE sliders volition be added to the generic CBBE group AND unremarkably their ain Grouping too. This accomplishes two things: tells the user that these armor sets use the standard CBBE slider, simply also let's you lot subgroup them from other CBBE armor sets that have similar nifs.
Back in the primary window in that location is another filter window adjacent to "Group Filter" called "Outfit Filter". This is a simpler but less powerful tool for filtering all the Outfits. Information technology's only a keyword search. Here you do want to blazon in the Outfit you're looking for. Try Fe, Fur, or Leather. This will filter out all selected Groups that have any of those terms in the proper noun (this would be an "and" function). While this is helpful for quickly searching an armor Grouping is much more powerful when doing Batch jobs which will be explained below. Note you tin can build Groups from the Outfit Filter past selecting it again after you've done a search and creating a Group ("Relieve Outfit list as group")
Building NIFs/Models
Up to this indicate, we've skirted around the large, Build Button. You can do anything you want in Bodyslide and nothing will happen in your game, until yous hitting Build. What does this do exactly?
Build does 3 things at in one case: 1) It checks to run across which Outfit/Torso you've picked. This always corresponds to a single, specific armor/clothing mesh/.nif file. 2) It and then looks at the slider configuration you've fabricated (or perhaps selected as a Preset, information technology doesn't matter), and 3) it will then create 2 files, the "xxx_0.nif" & "xxx_1.nif" that get added to your Data folder (or Modernistic Manager virtual binder). It is this file that replaces all those armors/wearable in the game to the proportions every bit y'all've selected.
At that place is a bit of added functionality if yous hover over the "Build" push. Holding CTRL will add the nif files to the "working directory". This does not add the files to the game at all simply exports the nif file to the BodySlide folder for editing with other programs. Information technology is not useful to us. Holding ALT and click Build volition delete the .nif model you are adding if yous no longer want it. I notice it of limited utility.
One of the almost common questions on the forums is why does my model shape inconsistent when going from naked to wearing apparel. The reason is because characters don't really 'wear' clothes, they replace their entire bodies (torso, etc.) with unlike models. In order for your character's to be maintained when dressed vs. naked, each model has to be changed to the Preset you selected. The aforementioned Preset you lot used to generate femalebody_0.nif must also be applied all other Outfit/Body models. This means every unmarried armor, clothing outfit, etc. must be "Built" with the called Preset.
This is where Batch Build comes in; the powerhouse backside BodySlide. Build works well enough, only there are hundreds of models, clicking on Build for each one would take forever. Batch Build solves this.
Similar Build, it: ane) Checks the slider configuration yous've made, simply then instead of checking the single Outfit/Body you've picked, 2) it checks which Groups you accept chosen (next to Outfit/Body, in the Group Filter Window, You'll know which Outfits are beingness filtered by checking the Outfit/Torso driblet downward box), and iii) creates two .nif files for each Outfit/Trunk from all members in the selected Grouping(south).
You'll be prompted with the complete list of all the filtered Outfits yous can add together your Preset to when you click this push.
If your groups are managed well yous shouldn't have many, if any, Outfits/Bodies selected that refer to the same .nif file. Patently yous can't supersede the same model with two different meshes/Bodies. If this does happen, BodySlide is kind enough to bring upwardly a second window asking yous to resolve the conflict; namely pick which model you wish to cull.
In the above picture after clicking "Batch Build" BodySlide informs me that several of the filtered Outfits are trying to create the aforementioned file (femalebody_0.nif). I must pick which model is going to get the Preset to be congenital into the game.
Like the Build button there is some added functionality with holding CTRL. This time holding CTRL allows yous to option which directory yous desire the models to be exported to. This tin can be helpful if you're finding Modernistic Organizer isn't putting them where you think they should be. ALT-Click once again deletes a batch of models (the same ones that are filtered).
Once you've learned how to Batch Build y'all've mastered the basics of Bodyslide.
A small note about Build Morphs (the small checkbox at the bottom): This is only used by another mod called RaceMenu to allow you to alter body proportion in game without having you constantly build models and relaunch Skyrim until yous're satisfised.
Quick Setup
The above is a very lengthy, detailed explanation of what Bodyslide is an its function. If all you want is to quickly go some new shapes and bodies, the process is simple:
- 1. Install CBBE and Bodyslide - make sure you lot install all Vanilla Armors.
- Open up Bodyslide and Select CBBE Trunk.
- Select any Preset (or not) and conform the sliders every bit you wish.
- Click "Group Filter" and check everything. To brand sure this works click Outfit/Body and ensure you have at least l+ items there.
- Click Batch Build and resolve any conflicts
Adding Physics
Once you're familiar with BodySlide, calculation physics to your meshes is the next big step.
Adding physics always requires at least three important additional Mods: XPMSSE, Fores New Idles, and either CBPC or (less probable) HDT-SMP.
What are these and what do they do?
Very Simply: Fores is the main engine that allows almost any model to be animated. Information technology requires a 'skeleton' (this is not a literal bony skeleton only an invisible kind of wireframe employ for animating) that is then told how to motion by other modders. All models have some kind of skeleton, merely XPMSSE adds boosted 'skeleton' bits to different game models that otherwise don't exist. This could be new limbs, wings, or in our instance breasts/butt. Don't inquire why breasts have "bones"! CBPC and HDT-SMP are physics engines that utilise the skeletons, add weight to them, and make them reply to gravity/motility.
What does this have to practice with Bodyslide?
In order for a model to exist used past CBPC it must have a Model that contains a skeleton with Chest/Butt components or information technology just won't animate. Practically, this means any .nif meshes (Outfit/Body) you Build must have these skeleton $.25 in information technology. Fortunately Outfit Studio allows modders to make models that accept these skeleton bits with with weight etc. to expect realistic. However for the physics to work you must but apply Outfit/Trunk that actually contain these skeletons. Unless specifically stated nearly will not have these physics models. Helpfully, virtually models will incorporate in parenthesis (Physics) if the model has a skeleton that tin responds to CBPC physics. Chiefly, don't add models with physics without the supporting mods, it will cause problems.
Again, Groups are very helpful here. Most modders when packaging their Outfit/Bodies will have included models that are capable of physics and models that aren't and put them in specific groups. When yous Batch Build Models make sure you lot are building the ones that have Physics. A lot Outfit packs will have Physics for cloth garments, but not for metal as it'd exist unrealistic for metal armor to be bouncing around. You might meet only ane version of a metallic armor but 2 (physics and non) for cloth.
Most of these extra physics packages have their own readmes, descriptions, compatibilities, and Fores New Idles requires the running of an executable. Going over this is beyond the scope of this pedagogy.
Source: https://wiki.nexusmods.com/index.php/Bodyslide:_Guide_and_Tutorial
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