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Attach Dismemberment to CBBE Outfit


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I'm not good at English.


I purchased Fallout 4 two weeks ago.

And I installed a large amount of CBBE's Hentai Outfit even though I haven't met Shaun yet.

But a problem occurred. Most CBBE Hentai Outfit do not support dismemberment! I want to see erotic girls blow apart with landmines!

Therefore, I tried to convert CBBE's Hentai Outfit to dismemberment. However, there is too little information on dismemberment and no complete tutorial!

In the end, all trial and error were repeated, and the procedure for dismemberment of CBBE clothes was acquired.


The following is an example of conversion of the bodysuit 5 of CBBE's Outfit "Pampas Set Extended-Mesh Retexture Add-on" as an example.


Note:

Before performing this procedure, convert it to a low polygon if the target Outfit has more than 22000 polygons.If you do not do this, when dismemberment occurs, a phenomenon occurs in which some of the objects become transparent.

All tools are newest as of writing.

I don't know if the procedure described here is correct. There may also be an optional step.

The detailed person wants you to explain each procedure.


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Launch Outfit Studio, Load Project you wanna add dismemberment (eg:BodySlide\SliderSets\Pampas BodySuit Mesh.osp) (or New Project) .

Select mesh that raises dismemberment.




Select tab "Segment"

Repeat it until Segment #6 appear : Right click Segment #0 , add Segment




Repeat it until #3: Default appear : Right click segment #2 , add Sub Segment

Do same operation as follows:

segment #4 : #3

segment #5 : #4

segment #6 : #4


By the way, segment #2 is right arm segment. #4 = left arm, #5 = right leg, #6 = left leg.

If done, choose apply. I recommend that Apply be done each time you modify segments. If you open another tab while editing a segment, edits that you did not apply may be lost.





choose #0: Default of Segment #2, Select Type "Human 2 | R-Up Arm | 0xb2e2764f" in pull down menu under segments area.

Do same as follows:

#1: Default -> Human 2 | R-Up Arm | 0xb2e2764f

#2: Default -> Human 2 | R-Up Arm | 0xb2e2764f

#3: Default -> Human 2 | R-Lo Arm | 0x6fc3fbb2

Do same to Segment #4, #5, #6, set all sub segment type like below picture. The higher number of # in subsegment means far away from the torso (maybe).




Next, paint segment area to outfit.

Select a sub segment (eg: #3: Human 2 | R-Lo Arm), click and hold the mouse in corresponding place of outfit.




Similarly, paint with all sub segments. As an example, below shows finished the paint of Segment #2 (right arm).




When all paint is done, set SSF File path. For example, Set text box to "meshes\ralfetas\pampas\pampasbs5.ssf".




And create .ssf as follows (ex:pampasbs5.ssf):



{
"BS5" : {
"BaseBoneName" : "DISABLED",
"DeltaBones" : [
{
"BoneDeltaList" : [ 131840 ],
"BoneName" : "RArm_ForeArm1"
},
{
"BoneDeltaList" : [ 393472 ],
"BoneName" : "LLeg_Thigh"
},
{
"BoneDeltaList" : [ 327936 ],
"BoneName" : "RLeg_Thigh"
},
{
"BoneDeltaList" : [ 262400 ],
"BoneName" : "LArm_UpperArm"
},
{
"BoneDeltaList" : [ 328448 ],
"BoneName" : "RLeg_Calf"
},
{
"BoneDeltaList" : [ 131328 ],
"BoneName" : "RArm_UpperArm"
},
{
"BoneDeltaList" : [ 262912 ],
"BoneName" : "LArm_ForeArm1"
},
{
"BoneDeltaList" : [ 393984 ],
"BoneName" : "LLeg_Calf"
}
],
"uiNumDeltas" : 8
}
}



Don't forget Apply !

Save Project, Close Outfit studio.


At this point, VATS correctly work in game, but more work is required to enable dismemberment.


Open .nif of bodyslide (eg: BodySlide\ShapeData\Pampas BodySuit5Mesh\Pampas BodySuit5Mesh.nif) by NifScope.

Click 0 NiNode -> xx BSSubIndexTriShape of yy, xx is different value for each nif, yy is mesh you painted sub segment.

See Block Details, Click Segment Data -> Per Segment Data.




(It is very troublesome from here. If possible, work with reference to the CBBE Reduced in another NifScope window.)

Below this is a lot of Per Segment Data. Click these one by one to open and check the User Index and Bone ID. If there is a combination that corresponds to the following list, edit Num Cut Offsets and Cut Offsets according to the list (or imitate CBBE).

To edit, first change the value by double-clicking the Value column of Num Cut Offsets. After that, press the update mark of Cut Offsets, and change the all Cut Offsets that appear when you push the arrow.






Save the Nif after making changes. Open the project using that Nif in OutfitStudio and save it as it is.

Finally, you can check Dismenberment in game after build .nif with Bodyslide! Enjoy!

engEwoL.png

The right shoulder is transparent because I skiped low polygon conversion.

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Honestly, there are too many things I do not know. .sff, Cut Offsets, etc ...

I want explanation.

I'm tired of Moddding, so I'll see Shawn from now on.

He must be a lovely baby.

Edited by panzou1919
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And I installed a large amount of CBBE's Hentai Outfit even though I haven't met Shaun yet

 

lol

 

 

But yes, A lot of work and needs to be done for each outfit. I made a zombie mod Using Outfit studio and there is just too many meshes to even want to convert but Dismemberment would be cool for that mod.

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And I installed a large amount of CBBE's Hentai Outfit even though I haven't met Shaun yet

 

lol

 

 

But yes, A lot of work and needs to be done for each outfit. I made a zombie mod Using Outfit studio and there is just too many meshes to even want to convert but Dismemberment would be cool for that mod.

 

Exactly. It requires MANY of work, but if successful it will be a great mod!
It would be nice if someone could find an easier way to add dismemberment.
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  • 2 months later...

Thank you for sharing this very useful method.

 

Having said that, I tried to use it on my multi-mesh high poly outfit, it doesn't work at all. Is this because once polygon number reach a certain limit, this terribly old engine simply refuse to dismember body parts? Or is there any special requirement for multiple meshes to work? When I say multiple, I mean I have 20 meshes...

Edited by syfjhz22
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Thank you for sharing this very useful method.

 

Having said that, I tried to use it on my multi-mesh high poly outfit, it doesn't work at all. Is this because once polygon number reach a certain limit, this terribly old engine simply refuse to dismember body parts? Or is there any special requirement for multiple meshes to work? When I say multiple, I mean I have 20 meshes...

It has been confirmed by CBBE team reports and my experiments that Dismember does not work correctly with high poly outfit.
I don't know many meshes outfit affects Dismember or not.
If you want to know, you can try simple outfit and gradually increase the mesh.
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  • 2 weeks later...
  • 4 months later...
  • 4 months later...

I also straggled to implement dismemberment in my nif files.

Just after figuring out everything, I found this topic lol.

 

This tutorial is applicable to any meshes, not only CBBE things.

 

Please let me add one thing:

Confirm that the mesh files are saved WITHOUT full precision.
You can check it by Outfit Studio - Shapes - Properties... - Geometry.

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  • 6 months later...

A year and a half from panzou1919's original post, and this is still the only dismemberment tutorial I can find on the web. What a gem!

 

In my experiments, it seems that it's possible to exceed 22k polys if you break the mesh into separate shapes. So, a 17.5k EVB body with a 5k shirt, 5k pants, and 2k shoes all in one Outfit Studio project seems to work just fine. Of course you need to paint the appropriate segments on each shape that has arm, leg, hand, or foot parts, and create and refer each shape to a .ssf file that reflects all of those shapes and segment bones, and in Nifskope you need to copy Cut Offset data to each shape as well. Cut Offsets are still the murkiest part of this process. Some outfits have more of them, some have less, with no visible difference I can see in game. The vanilla body even has a different number of cut offsets on one thigh than the other. Go figure. I just copy and paste wherever I find outfit Per Segment Data that matches the body User Index and Bone ID, and it seems to work.

Edited by GrafPanzer
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  • 1 year later...
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