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BodySlide Zap Sliders tied to Body Slots in X-Edit or CK?


Fkemman11

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So, first I will just say I don't know anything about scripting or exactly how these individual tools work. But I do think I read that X-Edit works somewhat through functions of the CK.

What I have been trying to figure out is a uniform system for assigning parts of outfits used in BodySlide to appropriate slots. Like hat to head, pants to under-armor leg right or left, and so on. Personally, I would model everything after the slots used by EasyGirl. This system of slot usage allows for mixing and matching any shoes, hat, scarf, panties, bra, ect.

The idea I have is to somehow connect BodySlide zap sliders on the different parts of an outfit to either X-Edit or the CK to "check" whether a slot is being used or not in an outfits build. So, say I wanted just the boots from one outfit, the pants and shirt from another, and the hat from one more. Normally I would have to create a new outfit using those pieces- and either overwrite an existing nif or create a new one and then add it to the game. Now I can do this, but, most ppl cannot or won't due to it involving some knowledge and time to create.

What I propose would allow a person to zap the parts of any outfit they don't want to use and build it with BS turning off slot usage for the zapped parts. This would enable a uniform system like I have said for slot usage and allow anyone to use whatever parts of an outfit they like in game without worrying about them not working or matching.

The theory of how this would work is simple. BodySlide would turn slot usage on and off just like you would manually for outfits in X-Edit. Each piece of every outfit would need to be assigned their respective body slot usage individually for BodySlide to read and turn on or off in outfit building through the zaps tied(somehow?) to X-Edit or the CK.

I have some questions about this. 1) Is this possible? and 2) Would a system like this work for FO4?

 

I would ask Ousnius himself, but, I would like other opinions on this. I know it sounds like too much work maybe(and maybe unnecessary) , but, I think it can be done and make all the wonderful mod outfits for FO4 interchangeable and that much more enjoyable. Thank you. :smile:

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Hi :)

 

I'll post my reply here privately so I don't taint any other opinions you might get.

 

1. Assigning Slots

I try to conform to the slot numbering system set by FO4Edit. This said, there is room for interpretation such as what to use for left leg underarmor, etcetera. That's where stuff like what HumanNature66 did for EasyGirl. Thus for subsets of interpretations I agree using a model that's gone to a hundred thousand or more other players is sensible.

 

2. For full set outfits which include hands, I think you can still have the hands be their own mesh. That will be simpler and fits the FO4 method set by Bethesda.

 

What you would do, then, is have a mesh with different hand textures (for instance, left hand glove, left hand bare, left hand spikes, etcetera). You could use zap sliders to toggle between as many variations as you want now that Outfit Studio allows for dependable zap sliders which toggle each other.

 

Each NIF would have its own armoraddon record in the ESP, and then when you create the armor you just add all the appropriate armoraddon records. In my early days of mashups I did this. I created hand armoraddons and body armoraddons and then just combined them in the armor records using the slots of each of the armoraddons.

 

3. With regard to toggling leg pieces and arm pieces and stuff like that which goes into the main body outfit, I agree you can (and should) do that with zap sliders which depend on each other. However, you'll find that difficult if you want three way dependancies.

 

If you look at some of Niero's outfits (combat stripper I think was one) you'll see where he did what you're saying in the ESP using the armorsmith workbench. You may want to look into that mod to see if that's something you'd want to do.

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HaHa! I feel silly that I forgot about ArmorSmith again! That would be the answer to the whole thing. But to make every single vanilla outfit alone into modular pieces for armorsmith would take a lot of time- if someone hasn't already. This might be a project I decide to do since I keep going on about it. I love mixing and matching different clothing/armor parts in game! I mainly want to break up footwear, pants, shirts and jackets. I'll do some to see how much work is needed.

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