OS Tutorial: Copying (T)BBP or similiar weights
#31
Posted 03 January 2014 - 04:17 PM
#32
Posted 04 January 2014 - 08:48 AM
I tried following the numbered steps as well as the tutorial, but end up with errors in the nif files created when I try to open it
""device position incorrect after block number 25 (NiSkinInstance) at 0x14ce0 ended at 0x14d40 (expected 0x14d20)""
""array Bone List invalid""
""device position incorrect after block number 26 (NiSkinData) at 0x14d20 ended at 0x14d59 (expected 0x1b0e5)""
""array Skin Partition Blocks much too large. 77544987 bytes requested""
""device position incorrect after block number 27 (NiSkinPartition) at 0x1b0e5 ended at 0x1b0e9 (expected 0x24b8d)""
""array Extra Data List much too large. 117768196 bytes requested""
""device position incorrect after block number 28 (BSLightingShaderProperty) at 0x24b8d ended at 0x24b99 (expected 0x24bf1)""
""device position incorrect after block number 29 (BSShaderTextureSet) at 0x24bf1 ended at 0x24bf5 (expected 0x24c58)""
""array Children invalid""
""device position incorrect after block number 30 (NiNode) at 0x24c58 ended at 0x24ca4 (expected 0x24ca8)""
""array Extra Data List much too large. 894869601 bytes requested""
""device position incorrect after block number 31 (NiNode) at 0x24ca8 ended at 0x24cb0 (expected 0x24cf8)""
""array Extra Data List invalid""
""device position incorrect after block number 32 (NiNode) at 0x24cf8 ended at 0x24d00 (expected 0x24d48)""
""array Extra Data List much too large. 894869601 bytes requested""
""device position incorrect after block number 33 (NiNode) at 0x24d48 ended at 0x24d50 (expected 0x24d98)""
""array Extra Data List invalid""
""device position incorrect after block number 34 (NiNode) at 0x24d98 ended at 0x24da0 (expected 0x24de8)""
""array Extra Data List much too large. 894869601 bytes requested""
""device position incorrect after block number 35 (NiNode) at 0x24de8 ended at 0x24df0 (expected 0x24e38)""
""array Extra Data List much too large. 894869601 bytes requested""
""device position incorrect after block number 36 (NiTriShape) at 0x24e38 ended at 0x24e40 (expected 0x24e99)""
""device position incorrect after block number 37 (NiTriShapeData) at 0x24e99 ended at 0x48b47 (expected 0x35351)""
""device position incorrect after block number 38 (BSDismemberSkinInstance) at 0x35351 ended at 0x35355 (expected 0x353dd)""
""device position incorrect after block number 39 (NiSkinData) at 0x353dd ended at 0x3540d (expected 0x3d0ca)""
""device position incorrect after block number 40 (NiSkinPartition) at 0x3d0ca ended at 0x3d0ce (expected 0x489ba)""
""device position incorrect after block number 41 (BSLightingShaderProperty) at 0x489ba ended at 0x489be (expected 0x48a2a)""
""device position incorrect after block number 42 (BSShaderTextureSet) at 0x48a2a ended at 0x48a2e (expected 0x48b1f)""
"failed to load file footer"
""infinite recursive link construct detected 30 -> 0""
"failed to load nif from 'C:/Steam/steamapps/common/Skyrim/Data/CalienteTools/BodySlide/taki2_1.nif'"
I can see the weightpaint on the outfit in Outfit Studio, but tbbp bones get messed up somehow either using the direct export nif process or building it in BodySlide, and 6 tbbp bones have names of something like "-1156906446 - <index invalid>".
I have tried different reference bbp/tbbp reference bodies, but same result.
I was able to make a non-bbp/tbbp version of the outfit into sliderset and created nifs that look ok. However, as soon as I try to copy weight paint and export, the nif has errors.
Thanks in advance for the help.
Edited by pringles89, 04 January 2014 - 10:31 AM.
#33
Posted 04 January 2014 - 03:18 PM
I have gotten TBBP conversion to work before, but have run into trouble with jackga's hunter of darkness/taki outfit.
I tried following the numbered steps as well as the tutorial, but end up with errors in the nif files created when I try to open it:-snip-
I can see the weightpaint on the outfit in Outfit Studio, but tbbp bones get messed up somehow either using the direct export nif process or building it in BodySlide, and 6 tbbp bones have names of something like "-1156906446 - <index invalid>".
I have tried different reference bbp/tbbp reference bodies, but same result.
I was able to make a non-bbp/tbbp version of the outfit into sliderset and created nifs that look ok. However, as soon as I try to copy weight paint and export, the nif has errors.
Thanks in advance for the help.
It's the fault of the "NiSkinInstance" in the source NIF. Fixed for next version already. ![]()
EDIT: Actually not fixed already, but fix is in the works.
Edited by ousnius, 04 January 2014 - 03:19 PM.
#34
Posted 04 January 2014 - 10:15 PM
#35
Posted 07 January 2014 - 04:32 AM
Im trying to convert some UNP armors to my custom body, and i have 2 questions...
When i choose the conversion to CalienteBodyAdvancedTBBP (using my own preset) im having too much clipping on the region around the ass and legs in-game, but the outfit studio always shows everything ok with no clipping, how could i fix this problem?
When i choose the conversion to CalienteBodyAdvancedBBP (using my own preset) the hands and the head are diconnected and displaced from body (in this particular case, im using the tool "move vertices" at the start of the conversion to align the armor to the body).
#36
Posted 08 January 2014 - 02:09 AM
Hi! Just wanted to drop in and say thank you ousinus, Caliente and everyone involved in developing BodySlide 2 and Outfit Studio. After a few tries and watching wavion's video... Sweet baby Jesus, I got TBBP working in one of LSAR's outfits! I have a 3d background and I think that helps but honestly TES modding is 100% new to me, so some of this is definately a learning experience.
Not to get lengthy, I just wanted to take the time to say thanks - your work and sharing is appreciated!!!
Edited by Netherworks, 08 January 2014 - 02:10 AM.
#37
Posted 09 January 2014 - 12:25 PM
Wow! You are great!
Thank you for knowing that flat breast is influenced by added skelecton(XP32).
Happy new year!!
#38
Posted 10 January 2014 - 04:23 AM
Because saving it as a .nif following those instruction directly seems very counter-intuitive.
#39
Posted 12 January 2014 - 04:16 AM
Is it impossible to have the outfit open and just load a CBAdvanced (aka CB++) body reference like Dragonfly TBBP, conform and copy bones, then just 'save project'?
Because saving it as a .nif following those instruction directly seems very counter-intuitive.
That would be a CBBE BodySlide conversion with TBBP support. You can load up CalienteBodyAdvanced TBBP in SliderSets/CalienteSets.xml for that.
This tutorial is for adding TBBP to already finished conversions (not just BodySlide). ![]()
#40
Posted 12 January 2014 - 09:03 PM
Hi! So far all your tutorials have been amazing, and have been running into a small issue. I can convert armors to CBBE, and they work fine. I can then set it to CB++ and the sliders are working fine, and the armors. However the moment I copy bone weights, using CB++ TBBP, or even CalienteBodyAdvanced TBBP, the boobs kind of squish a bit by 50%, closer to the chest.
I even tried testing this with no bodyshape, and no TBBP on the armor, and the armor is at the size it should, and the rendered body underneath is only filling half the armor for the breasts at 100%. I however have no problem with wearing other armors I didn't convert into TBBP using bodyslide (already were came as TBBP) with the body size being the same size as it is naked, and the naked body has no squished breasts whatsoever either. Even if I use CB++ TBBP like I did with the armor I converted to render a new nude body, it has no issues. Only when I render it with an armor/clothes...
Any ideas on how to fix this so I can have TBBP with correct, non-squished breasts?
EDIT
Sorry, I read earlier in the thread and saw the fix. It was indeed an issue with breast flatness, and a -60% was what was required to look like the old CB++ TBBP one that I was using. I look forward to it being fixed in the next version. Thanks!
Edited by Sylis, 13 January 2014 - 03:42 AM.



Sign In
Create Account
Back to top








