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The great unknowns of the NPC Bodies | MWGT-Weight & MRSV - Body Morph Region Values and their effect on CBBE


Thirdstorm

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The great unknowns of the NPC Bodies | MWGT-Weight & MRSV - Body Morph Region Values and their effect on CBBE
It took a good deal of time, but I think I've cracked it...
So in Short I'm hoping the work here will allow FO4 to grow a little further when it comes to customized and Unique NPC Bodies...
Not just for Barbie-dolls, but really stand out NPC's and added Diversity.
Most of this was research done for Unique Female NPC Bodies I CBBE Body and Skin Overhaul by Thirdstorm, I noticed in game some NPC's seem to use the CBBE body, textures but have a very particular shape, be it skinner, fat, et.
**They did exist.**
More importantly the bodyslide outfits confirmed to THEM, not the other way around.
Two of the best examples are Cricket (0012fcce) and Stash (0018a6d1). Oddly I had previously noticed if I "looksmenu'ed" companions or NPC's it would sometimes "stick"...
Another author suggested I talk to Ousnius (CBBE), and I took the chance and PM’ed him (very responsive to questions which was awesome) but we ended with the following:
"I don't know, maybe some mod or yours made them use their own body that matches. Or the body that's inside the main outfit they're wearing fit the rest.
Not really much I can tell you here, other than all outfits have to be built with a preset that matches all bodies.
If an NPC with a different body is wearing an outfit made for your own body, it won't match.
That's why unique body mods for PC and NPC are kind of weird."
Now I knew what I had seen, but I needed more information and a stand out example..
A few weeks ago I ran into Stash, and I'm a little odd. I like my traveling merchants to be equipped as to not be accosted as murdered by raiders (Or at least appear like they could fend them off.)
I started playing with outfits, confirmed right away the clothing (and armor) morphed to her, not the other way around.
Exploring the fields in FO4Edit for I noticed she had several that were different than the rest… I did some more research, made some inquires, and was told the CBBE bodies have priority.
That does not appear to be entirely the case:
Pulling the data from 4 females with "stand out bodies" I started looking in their records for "what was different" and found 2 sets of fields.
The First is MWGT - Weight (Thin, Muscular and Fat)
The Second is MRSV - Body Morph Region Values (Head, Upper Torso, Arms, Lower Torso, Legs).
I was told the "Triangle" was not retained for NPC's (Except maybe in some save record) and would not stick…..
Looking a few dozen records, I started with the MRSV - Body Morph Region Values because they seemed to be the "unknown", and they also seemed to have the greatest "spread" between actors.
Picking LvlRaider_Female (000D39F6) as a base, because there were no embedded morph values (Most Generics don't seem to have any or significant values) I picked Cricket (0012fcce) as a source I did the quick tweak shown.
Immediately I captured a notifiable difference, and although they spawned with different outfits I played "dress up" to make the comparison cleaner.
Besides the body morph (Much skinner than the CBBE body) the Bodyslide Outfits are conforming to the Edited Raider body, rather than "floating" as experienced previously with an Outfit on the wrong CBBE body.
I had confirmation, the clothing and armor morphs to fit the body, regardless of the fact it's bodyslide for the original CBBE shape for the faction.
Below is the result of a shameful amount of time in FO4Edit.
The photos are 2 sets of different CBBE bodies.
The CoA set are using CBBE Skinny
The Raider Set are a custom CBBE based off "Hardbody"
By editing the fields:
MWGT-Weight
MRSV - Body Morph Region Values
You get the following Effects:
(CoA)
Center NPC in Each is baseline "0"
Left NPC for CoA is “Heavier”
Right NPC for CoA is “Thinner”

http://i.imgur.com/l6t4ldN.png?1
http://i.imgur.com/2pWW7zh.png
http://i.imgur.com/gK4Nfmr.png

Raiders (Turned out the best in Testing)
Center NPC in Each is baseline "0"
Left NPC for Raiders is “Thinner”
Right NPC for Raiders is “Heavier”

http://i.imgur.com/kmmsWfh.png?1
http://i.imgur.com/oGOou3Z.png?1
http://i.imgur.com/D3JNIc0.png
http://i.imgur.com/aKWcKTb.png?1
http://i.imgur.com/TQZIAqA.png

Now... Some monsters were created in the process as I figured out the values..
Again Center NPC is baseline

Hit Photo Cap, check album or Article

Early success...

Hit Photo Cap, check album or Article

Wide Load...

Hit Photo Cap, check album or Article

Album with more testing images can be found here.
Less than perfectly detailed testing notes:
MWGT-Weight This appears to be the “Triangle” from Character creation
Total value needs to equal 100 for MWGT, some of the “monsters” created were before I had lunch and after a break and a cup of coffee I smacked my forehead and realized that sum in the vanilla records for exactly 100 (to be fair the numbers looked random)
Closer to “0.50” the more normal the body.
You can take the total over 100, but the engine does weird things, and above 1.05 creates freaks.

http://i.imgur.com/jzCNICm.png

 

 

 

Slanting heavily towards one or another creates extremes, but many can be considered “real’ish”
Example:
Thin 0.80
Muscular 0.15
Fat 0.05
Created an emaciated super thin figure
MRSV - Body Morph Region Values
Does not need to equal 100
Adjusting the number plus or minus reinforces or mitigates / tweaks the adjustments from the “Weight” section.
Seriously, more work is needed, but I hope to have an update up soon.
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Have you looked at those actors in the CK? There are morph sliders in there that are fairly straightforward, I think you'll understand how they work better if you just take a look.

 

I saw them in CK, and confirmed they are are available in FO4Edit, but the common assumption / statement was:

1) once you converted to CBBE the sliders meant nothing for NPC's

2) The "Triangle" adjustments would not stick with NPC's.

3) Built cloths and armor would not work properly (aka float) on a NPC with a "Different" CBBE body

 

The first two didn't make sense, with Unique Player and Companion mods, so I broke it down and did a proof of concept.

 

Doing that I confirmed you could force the CBBE weighted armor to conform to a sufficiently modified body, as long as the adjustment was made to the Triangle and Morph values.

 

Additionally, after doing that, even Armor built for a different faction weighted properly.

Looking at the photos, those are all Bodyslide enabled outfits and armor, build for very different shapes (including different faction bodies) and they conform nearly perfectly, no clipping.

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