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panzou1919

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  1. 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.
  2. 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.
  3. 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. -------------------------------------------------------------------------------- Launch Outfit Studio, Load Project you wanna add dismemberment (eg:BodySlide\SliderSets\Pampas BodySuit Mesh.osp) (or New Project) . Select mesh that raises dismemberment. https://i.imgur.com/4WDT0U0.png Select tab "Segment" Repeat it until Segment #6 appear : Right click Segment #0 , add Segment https://i.imgur.com/3WCCY4L.png 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. https://i.imgur.com/tjyz2nj.png 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). https://i.imgur.com/UcqWYSZ.png 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. https://i.imgur.com/ucQmQGu.png Similarly, paint with all sub segments. As an example, below shows finished the paint of Segment #2 (right arm). https://i.imgur.com/leUts0Z.png When all paint is done, set SSF File path. For example, Set text box to "meshes\ralfetas\pampas\pampasbs5.ssf". https://i.imgur.com/B0JEBBL.png 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. https://i.imgur.com/zimCL3J.png (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. https://i.imgur.com/FLHZ21Z.png https://i.imgur.com/uY88BGp.png 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! The right shoulder is transparent because I skiped low polygon conversion. -------------------------------------------------------------------------------- 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.
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