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Looking for help/collaboration with some outfits


Perraine

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I keep doing this to myself ( I must be masochistic or something <sigh>)

 

My latest adventure with BS/OS and Nifskope. This one is Ms Cate Archer's Alternate Outfit. Currently replacing the Pastor Outfit. Need to create some nice short white gloves, and figure out some way to make the neckband/choker thingy that she wears, Do the FO;4 meshes have a separate outfit slot for "Neck" or "Neckwear/Amulets" like Skyrim did?

http://i1210.photobucket.com/albums/cc411/lrg1602/Nexus/ScreenShot133_zpsu2k6nphj.jpg

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  On 8/27/2016 at 1:21 AM, Perraine said:

I also need t figure out a way to make the outfits compatible with BodySlide. At the moment I am loading up the meshes in Outfit Studio, and using Zap Sliders to get rid of bits and pieces then building the mesh in Bodyslide, (rinse and repeat, with maybe a side trip to Nifskope in between) until I have the desired outfit ...

 

However, it removes all of the body shape sliders, and leaves just the Zap Slider, whenever I do that, plus it never "morphs" properly from my custom bodyslide preset to other CBBE bodies :sad: ... Need to watch more tutorials I guess. Outfits don't seem to get downloaded unless there is Bodyslide Support, so not much point uploading without that.

 

Also I don't use NMM, as Install everything manually, so I'd also need help converting the items to use NMM Fomod's or whatever they are called.

 

Starting off, using it in the fashion you are to zap out parts and what not is a trick I've been using for a while. It's not exactly what it was intended for but has worked most of the time without issue. There was a period (I think the "bug" was fixed a while back) where zapping certain things would cause the mesh to be corrupted or something. You don't actually have to zap it all out and build to a final file if you're planning/trying to make it a BodySlide outfit. See my outlined steps below.

 

I think you have the wrong concept of how to make a BodySlide outfit. Without making a whole tutorial (there's plenty of those already) here's the basics.

  • Firstly you build/create/modify armor to fit the default base CBBE body.
  • You build them to fit your desired output preset directly. That's what BodySlide is for.
  • The purpose of the preset is to take the base item and apply the slider options of your preset to morph it into your desired body.

If you've already modified all the pieces to fit a custom preset statically then you're pretty screwed. You'd basically have to start over. Trying to morph it back and have it look right is extremely hard, and arguably not worth the effort.

 

For making the outfit to be slider supported try this:

  • Start with a fresh Outfit Studio window.
  • Load your armor(s). You should already know how to do this if you do mashups.
  • Remove any unwanted meshes.
  • Remove any body meshes. You're going to be loading the reference anyway.
  • Load the reference body.
  • Goto the Slider menu and choose Conform All.
  • Add any desired/necessary zap sliders.
  • Adjust sliders as needed. See note below.
  • Save project (Use Save As if you loaded a pre-existing project). If you need the body in it then choose to save with reference. If you do not then unselect that option.

You should now have working sliders which will morph your armor/clothing item. If you did it properly you can review the main BodySlide window and select your newly saved outfit and apply your custom preset and it should look how you want.

 

** NOTE ** Depending on the geometry of the mesh(es) and how dramatic the sliders are you may have clipping. You would need to consult a tutorial/guide of some sort to review easy/proper ways to edit the slider data to resolve it. Some of the crazy more extreme slider options just don't work with all outfits and the only option is to custom build an outfit for that particular body preset.

 

As for the FOMOD part. You only *need* FOMOD stuff if you wanted to make a scripted installer. Like if you wanted to put all your armors in one download file but let the user select individual ones to install. The caveat to that is that you'd have to make a separate ESP for each one in that particular situation. This will just bloat the load order and potentially could cause problems for people who have lots of plugins (ESPs) loading already. There's a hard limit of 255 total plugins including masters (dlc's and base game files included). Using a FOMOD installer is totally optional. It has a nice perk of allowing you to specify in the file the nexus mod page, version of the mod, and adding in a screenshot among other things. Those small things can be added pretty easily without having to make a whole installer as well. There's a windows based tool for making FOMOD installer files here http://www.nexusmods.com/fallout4/mods/6821/?

 

Regarding adding them as standalone items in the game. The simplest way for a beginner is to take existing records of items that are similar and just copy them and edit them in CK. I tend to do a lot of my editing in xEdit because that's just how I roll.

 

I have a video for that here

 

  Reveal hidden contents

 

 

I realize you mentioned using the CreationKit and not xEdit. I mention this video for a couple reasons. You said your computer is a potato. xEdit is pretty lightweight compared to the CK. It might be informative to understand the structures of what makes up the armor records to put it in the game. Also helpful to know how to add recipes.

 

I may get around to making the same video using the CK but I don't know when that would be. In the interim the basic jist to do like I do with xEdit is like this. Load CK and appropriate plugin(s). Open a similar record that you want to copy. Change it's editor ID (when you save the record it will ask if you want to rename it or make it a copy). Make changes as desired. Rinse and repeat. The primary records needed to make a standalone armor item is the Armor Addon and Armor record. Once those are made you can place them in the world using the CK. If you wanted them to be dropped via leveled lists that gets a bit more complex. There's concerns about conflicting with other mods which may also modify leveled lists. If multiple mods modify the same list then only the last loaded one will take effect.

Edited by BigAndFlabby
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Wow! Thanks for all the info ... i have been doing things backwards it seems, I've been using BS first then OS second, so I should reverse my workflow there. The custom body I made isn't all that different from CBBE Curvy, just slightly smaller breasts and a "perkier" bottom. :)

 

Will have to try the outfits with the base female CBBE body in OS and go from there.

 

I guess I probably wouldn't need a FOMOD, as I'll probably upload the items separately (if I ever get them finished) To make the downloads compatible with NMM, what folder structure in the archive should I use?

 

Also is the flow in xEdit or the CK too different from Skyrim for Standalone Item Creation? I knew/know how to create recipes and stuff with the Skyrim CK, but it seems much more complicated with FO:4 with all the workbenches, and armor-mod/lining-mod/ballistic-mod/ dingle-dangle mod add-ons and stuff.

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  On 8/28/2016 at 8:05 AM, Perraine said:

Wow! Thanks for all the info ... i have been doing things backwards it seems, I've been using BS first then OS second, so I should reverse my workflow there. The custom body I made isn't all that different from CBBE Curvy, just slightly smaller breasts and a "perkier" bottom. :smile:

 

Will have to try the outfits with the base female CBBE body in OS and go from there.

 

I guess I probably wouldn't need a FOMOD, as I'll probably upload the items separately (if I ever get them finished) To make the downloads compatible with NMM, what folder structure in the archive should I use?

 

Also is the flow in xEdit or the CK too different from Skyrim for Standalone Item Creation? I knew/know how to create recipes and stuff with the Skyrim CK, but it seems much more complicated with FO:4 with all the workbenches, and armor-mod/lining-mod/ballistic-mod/ dingle-dangle mod add-ons and stuff.

 

Making the standalone armor object itself should be an identical process. That is, creating the Armor Addon and Armor records. The part that gets tricky is creation of the object in the game. Skyrim had crafting stations, i.e. tanning rack. Fallout 4 has the chemistry workbench (which is what most people use if not using AWKCR) which is close in concept. In which case the creation of the craftable object should be pretty similar.

 

Full disclosure, I never made any Skyrim mods personally. I did minor edits using CK and xEdit but not more than changing follower min/max levels and tweaking parameters.

 

That being said, if you know how to do it in Skyrim it should be pretty quick to pickup for Fallout 4. In the video I previously linked to, I cover using xEdit to create the Armor Addon, Armor, and Constructible Object records. If you wanted to try it with xEdit that should get you a standalone item in game.

 

If you just want a basic clothing item in game then that video should have you covered. If you open the youtube page of it, it should be linked to my playlist of all my F4 tutorials. I have one in there that covers making mod-slot items too. It's fairly basic, namely used for texture swapping for color mods. Using CK gives much more intuitive flexibility for doing things like adding or removing stats or other bonuses. Looking at the vanilla records for armor mods (hint: they all start with "mod_" in the CK) would be a big help.

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The "Cate Archer All Seasons Collection" WIP so far. One more outfit to go. That being the NOLF 2 Siberia outfit Which is giving me a bit of trouble ATM. Still not happy with the NOLF 2 Black Coat and Orange Shirt textures. Wish I had a program that could open/edit the Normal and Specular Maps, that would make life easier. I'll keep playing with it though, I "might" be able to come up with something half decent eventually.

 

Still got to figure out the gloves, (with colour swap = Black/Orange/White) and the Neck Band/Choker (with colour swap = Black/Orange/White)

 

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  • 3 months later...

More creations from my assing about with BS/OS. Many vanilla Bugthesda meshes WERE harmed during the making of these outfits, plus some help from the maker of the Bunny Girl Outfit. The butchering of the vanilla outfits takes the longest, and now BS is full of random belts, boots, tops, bottoms, underwear etc.

I fear I may not be able to properly make these outfits available, because my computer is dying as I type this, and I don't think it will survive this time. If anyone wants these files, they all do work in game ( currently I've replaced about a dozen vanilla outfits) But I haven't had a chance to optimize any of them, or make them stand alone.

 

Anyway here is the first few members of the "Just-Ass League" :wink:

 

Piper as Wonder Woman, Humaniform Curie as Silk Spectre, Cait as She Hulk, Humaniform Ada as Powergirl, and my latest toon as Black Canary.

(Note: my computer is such a cabbage, that you can't even see that Black Canary is actually wearing fishnet tights, it just becomes a dark blur at such low settings <sigh>)

 

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