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Accidentally replaced a vanilla mesh


Guest deleted58191551

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Guest deleted58191551

Hi!

 

I was tinkering with outfit studio to make the standard synth chest piece a bit better looking, but instead of replacing the "SynthLiteTorso_F" mesh , I replaced "SynthMedTorso_F"...

 

Yeah I know, always make backups when modifying things and I did, but for the standard chest piece mesh, which is the one I wanted to replace, not the sturdy one.

 

So I was wondering if someone would be kind enough to send me the vanilla mesh for the sturdy synth chest piece (SynthMedTorso_F), if that's authorized...

 

Thanks in advance!

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Bodyslide uses duplicate meshes inside it's own folders which are projects. Outfit Studio loads the project to make adjustments on those separate duplicate meshes. An example would be I had a mesh that the bodyslide didn't turn out so well so I wanted to change it on the default side (the mesh being used before the bodyslide morph is applied) This is also how meshes are skinned if you wanted to place physics on parts or adjust it in a semi advanced way without going into Blender/Autodesk/Nifscope. Maybe you can think of it as a final assembly for distribution to be bodyslided.

 

 

Bodyslide uses those same duplicate meshes inside it's own folder which are projects as the base mesh to apply the slider settings to during the morph Build/BatchBuild. Start with a near vanilla shape, and batch build it all. Go back with a custom player character body if you ask me, and adjust clothing in new versions of those clothing/armor for specific looks for the player or actor. Most of that is set up in ArmorAddOn that points to the mesh, and the clothing/armor points to the ArmorAddOn, a funny way of overriding the actual clothing/armor FormId (the ingame item).

 

 

Now I have a set of clothing that was batch built to cover everyone, and I made one custom body and outfit for the player character. It's FO4, so its a NeverNude body wearing underwear and a custom Vault 111 suit. The bodies are not that different, just so long as the outfit looks good. This way I can try on a near vanilla shape outfit to see how it looks on the player while all the actors are using this base shape so that everything works. Then decide if I want to work on the outfit or not. Here the outfit is clipping and there is a boobfix issue of cloth falling to the sternum on females.

 

 

In this case, rather than actually fixing the Bodyslide Project files that deal with the base mesh. We just go directly to the already built mesh Data/Meshes/Clothing... Open that with Outfit Studio with File/LoadOutfit/NIF point it to the mesh. At that point you can fix the mesh and export it. Though you can also import other pieces using that File/Import. Load Project on the other hand is loading the entire Bodyslide project for that particular Bodyslide outfit, this would be part of the process of creating a new piece of clothing when it came time to add a slider set to it.

 

 

I've tried it every other way pretty much since FO4 launched. There's always a conflict between the NPC actors and the player character for clothing/armor. Keeping the entire set standardized works best, and any custom clothing/armor is set up as a new dupilicate FormId (the ingame item) and with a new duplicate ArmorAddOn (that actually points to the mesh). Further, during times when I don't want to bother with creating a white listed standalone version of custom clothing/armor I can just pick up one of the standard clothing/armor that the NPC actors use.

 

 

The SynthMedTorso_F you replaced needs to be determined if it's the Data/Meshes/Armor version that was unpacked from the .BA2 then converted to Bodyslide so that there was a SynthMedTorso_F Project that had duplicate meshes in Data/Tools/Bodyslide/ShapeData/ that is being used to place a slider set morph on before Build/BatchBuild that then exports a bodyslid version of that SynthMedTorso_F in Data/Meshes/Armor. If you haven't made changes to the SynthMedTorso_F Project or meshes inside Data/Tools/Bodyslide/ShapeData/ then you can just bodyslide another.

 

 

There's the Vanilla version inside your .BA2

There's the Project Files version inside Data/Tools/Bodyslide/ShapeData that's used to make bodyslide versions from

There's the Built/BatchBuilt version inside Data/Meshes/Armor ( Data/Tools/Bodyslide/ShapeData that exported via bodyslide to Data/Meshes/)

 

 

Here you have your work in SynthMedTorso_F so take that out to place in a BAK folder. Build the mesh again with bodyslide to replace your mistake. Then rename the SynthMedTorso_F to the Lite version. It should be a simple fix, and you should already have the files to do that. If you broke Bodyslide/OutfitStudio because you made a mistake while working with the Project Files that bodyslide uses, then you need to install Bodyslide/OutfitStudio again to repair your mistake. For whatever mod it is, I tend to un-install that, and then install it again to fix.

 

 

Thankfully there are only a few mods that require that type of repair, but you know when you need to because you broke something.

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Guest deleted58191551

Well, I wasn't expecting such an in-depth reply! Rebuilding the piece of armor in bodyslide did the trick, thanks!

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