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Ulfberth

Reffiting Guide for Atomic Muscle

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Posted (edited)

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Requirements
🌑 Basic knowledge of file management
🌑 Good knowledge of the mod manager you are using

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Summary
I- OPENING OUTFIT STUDIO
II- LOADING THE REFERENCE
III- IMPORTING THE OUTFIT
IV- NAVIGATION CONTROLS
V- PREPARING THE PROJECT
VI- PREPARING THE ZAP SLIDER
VII- FIXING CLIPPINGS
VIII- SAVING THE PROJECT
IX- BUILDING THE PROJECT

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in this guide i gonna use MO2 since its the mod manager i use and the one i recommend/give the most support to.
If you've chosen to make refits for Atomic Muscle you must pick the I Am a Modder option during the FOMOD installation for Atomic Mucle so you can get the related bodyslide files for refitting.





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I- Opening Outfit Studio
If you havent, yet you want to install your bodyslide into your MO2 so you can run throught it and start refitting

Spoiler

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Install your bodyslide like a regular mod with MO2
We want to copy the bodyslide directory from our mo2 so we can add it as executable in MO2 interface so...
 

Spoiler

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right click on Bodyslide and Outfit Studio installed as mod and select Open in Explorer

 

Spoiler

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1. The Explorer will open up in your Bodyslide and Outfit Studio mod folder
2. Left click on the "Address Bar" so you can copy the directory. You can close the explorer tab now and we are heading back to mo2 to add bodyslide as executable

 

Spoiler

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1. Left click on the executable bar so the dropdown menu will show up
2. scroll up until you find the <Edit...> so left click on it


 

Spoiler

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1. Left click on this + sign
2. A new executable option will showup, itll probably be in the very bottom of your exectuables list, so you just have to enter a title here like Bodyslide & Outfit Studio
3. Left click here to enter the binary


 

Spoiler

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1. Another explorer window will show up
2. Left click here and paste the bodyslide mod folder directory we copied earlier then hit Enter
3. Browse through Tools/Bodyslide and select Bodyslide x64.exe if you have x64 system or Bodyslide.exe if you have x32 system.


 

Spoiler

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Binary added, now we just gotta hit Apply and Ok

 

Spoiler

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Then we just go to the MO's Executable list again, seek for the executable we just added then select it, after that, just gotta press RUN to open bodyslide
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II- Loading The Reference

Spoiler

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With the bodyslide opened, we gonna hit the Outfit Studio button down below to open outfit studio through bodyslide

 

Spoiler

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With the outfit studio opened, we are going to File>Load Reference

Spoiler

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In From Template dropdown menu, you can select the appropriate reference template you need for your outfit.
🌑 Is your outfit skimpy? where the penis is shown?
- so you may want to make two versions for it, one using the Atomic Muscle Cut and Atomic Muscle Uncut so users can select which one they want to be installed for their gameplay

🌑 Is your Outfit non Skimpy? Where no genitals are shown?
- So you may want to use the Atomic Muscle Nevernude reference shape

🌑 Does your outfit has a separated gloves? are those gloves just covering the hands or a bit of the forearms/wrists? Does your outfit cover not just the entire arm but the wrists as well?
- So you may want to use the Atomic Muscle XX + Hands reference shape. Its meant to be used for these cases where both the wrists/forearms and hands are being covered, because the hands has important slider data that needs refitting as well. If its just a separated gloves that does not go beyond the hands, you can just use the Atomic Muscle Hands reference.


In this guide i gonna refit a non skimpy outfit so we gonna get the NeverNude reference shape (Just select the nevernude option and hit OK, the reference shape body will be opened up). I suggest you to use the same outfit i gonna use for this guide as well so you can have a better understanding of the whole thing. Please, start with simple outfits first, then go to harder ones.
The outfit that is gonna be used for this guide is this one:  https://www.nexusmods.com/fallout4/mods/34980?tab=files
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III- IMPORTING THE OUTFIT

Spoiler

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Once you have the outfit you gonna refit installed, head back to MO2 interface and right click on the outfit > Open in Explorer then copy the directory, cause we gonna need it to import the nif to outfit studio

 

Spoiler

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Head back to outfit studio where you opened the reference shape (NEVERNUDE) and go to File>Import>From Nif... we are going to import the outfit now.
 

Spoiler

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The explorer window will show up, then just paste the directory of the outfit's mod folder we copied earlier in the address bar then hit enter. Then you just have look for the outfit nif you need to import for reffiting, in this case we gonna browse to meshes/clothes/x2 and select the MOutfit.nif then press Open. Some authors will name their nifs separately for female and male, in this case the M in the start is for male characters as for female there will be the F.


With the outfit opened we can finally start refitting but before that, some navigation controls for outfit studio you may want to know about
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IV- NAVIGATION CONTROLS
🌑 To Rotate the camera you can hold RMB (right mouse button) and move the mouse to rotate
🌑 To Move the camera you can hold MMB (middle mouse button) and move the mouse to move the camera along a invisible plane or you can shift+RMB
🌑 To Zoom In or Zoom Out you can just scroll up and scroll down with your MMB. You can also Smooth Zoom in and Out by holding shift+MMB and moving the mouse in and out

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V-PREPARING THE PROJECT

Spoiler

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The reference shape we loaded is always green (MaleBodyNeverN) when a shape is green, it will be used as reference for copying bone weights and sliderdata (slider conforming), so its important to have Atomic Muscle's as reference shape in the most of our projects. Sometimes, some outfits will come with a body underneath, in this case its the BaseMaleBody_Fitted, so you want to get rid of it by left clicking on its name in the Meshes Tab then press Del in your keyboard or right click on it and select Delete.

 

Spoiler

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The anus spread slider is just meant for semi skimpy outfits (where the anus is shown somehow, but the penis is not). So you may want to delete the Anus Spread slider. Just left click on this pencil so the slider will enter the Edit Mode (Purple) then press Del in your keyboard to delete it.

 

Spoiler

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In the latest version of Atomic Muscle, the L/R_UpperArm_Skin weights were removed because they were causing distortions on fatter character's arms. So most of the outfits will come with those and you may want to get rid of them.
1. Since the weights are on the outfit we want to have it selected first
2. With the Outfit selected go to the bones tab were we are going to remove the weights


 

Spoiler

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Look up for the LArm_UpperFat_Skin and RArm_UpperFat_Skin, right click on each one and select Delete>From Project

With the Weights deleted, we can go back to the Meshes tab and start fixing the clippings

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VI- PREPARING THE ZAP SLIDER
I always recommend starting the project by creating zap sliders, because if we do, we can have part of the body that is masked and we can better see what part of the outfit we dont need to brush to fix the clippings.
First we gonna use the brush tools to fix the clippings for 0 sliders near to the area in our outfit where the body will be shown, in this case, the biceps, and neck collar

Spoiler

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As you can see theres no major clippings by default in those areas so we dont need to brush anything at all, but if it does for your outfit i recommend doing that before creating the zap slider, i'll explain more about brushing later. (BIG TIP: IN ORDER TO IDENTIFY CLIPPINGS, YOU CAN PRESS "T" TO TOGGLE THE TEXTURE MODE SO YOU WILL SEE THE MESHES IN DIFFERENT TONES OF BLACK)

 

Spoiler

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Now we gonna create the zap slider, first you need to understand that zap sliders will hide the mesh with Unmasked Vertices, but what does that mean?
-toggle the vertex mode by pressing Q (a bunch of green dots will show up) and select the Mask Tool by pressing 1 on your keyboard or by selecting this icon.

 

Spoiler

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with the Reference Shape selected in your right panel and the mask tool selected as well, hover you mouse over the arms and hold LMB to brush with the mask tool. You'll notice a small area will be black with red dots, this means that this area wont be affected by any other brush tool (like the inflate tool, more explained soon) and it wont be hidden by the zap slider. In other words the red dots are the Masked Vertices and the green dots are the Unmasked Vertices.
We want to hide the body underneath the clothes so we want to mask every body part that is showing (Arms and collar neck).
(BIG TIP: YOU CAN MASK A SMALL AREA THEN HOLD D TO AUTOMASK MORE, OR HOLD A TO UNMASK, YOU CAN ALSO UNMASK BY HOLDING ALT+LMB ON THE AREA YOU WANT TO UNMASK)



 

Spoiler

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Once you are done masking, you'll end up with something like this, make sure you masked as much as you can or else gaps will be seen and you dont want that.


 

Spoiler

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1. Tip: If you double click in this icon right here close the Outfit's shape, you will toggle the wireframe mode for it then you'll be able to see the body underneath, it can be useful to mask as much as you can

 

Spoiler

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Tip: If you press W on your keyboard, you'll render the wireframe upon your mesh so you can see the polygons better. Its also another useful tool to see how much you need to mask or not, for example this square is half masked (you can notice the shadow covering half of its surface, so the entire square will be hidden by the zap slider, so be careful how much you need to mask your body.


 

Spoiler

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Once you are done masking the body, its time to create the zap slider, remember, it'll hide all the unmasked vertices. To do so, go to Slider> New Zap Slider

 

Spoiler

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This window will show up then just enter a name for it, i just enter bzap mostly, then hit ok

 

Spoiler

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1.The zap slider is now created, we need to change some properties for it, so enter edit mode for the slider by pressing the pencil (you'll notice all the green dots were moved a bit forward, it means they will all be hidden in bodyslide, in outfit studio they will still be shown as they are so dont panic).

2. Press tab in your keyboard and this will show up. so select the following boxes
- Zap will be checked by default, so it'll give the slider the zap function
- Hidden will hide the zap slider checkbox in bodyslide (Recommended)
- Zapped will automatically check the zap slider checkbox in bodyslide (Recommended)
Once you are done checking all the boxes just press OK

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VII- FIXING CLIPPINGS

Spoiler

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1.If you enter edit mode for other sliders such as Nuclear Bodybuilder and Nuka Bull you'll notice the outfit wont respond to them, so we need to conform the outfit to the Atomic Muscle Sliders. To do so, select all the non reference shapes in your project, in this case theres just the MOutfit:0 but there could be more. To multi select if there were more than one just use shift+LMB and select all of them or ctrl+LMB.
Then press ctrl+c to conform to sliders or go to Slider > Conform Selected

 

Spoiler


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This box will show up. Usually you can just go as it is and hit OK but sometimes those values are not enough, like if you are refitting a backpack, so you'd enter something like 50-100 for the Search Radius, but in this case everything is good to go so just hit OK.


 

Spoiler

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Now is time to fix the clippings, for that you need to enter edit mode for each slider individually and fix the clippings according, using the Inflate tool (2 on your keyboard) or the Deflate tool (3 on your keyboard) most of the times. You can also use the Move Vertices tool sometimes (4 on your keyboard) or the Smooth tool to fix some jagged shapes (5 on your keyboard).
So like, we enter the edit mode for the Nuka Bull slider, find where the clippings are and brush the outfit (inflate or deflate), then do the same for the Nuclear Bodybuilder and the Bulge Slider (The bulge slider you can customize the way you want in your outfit). Since we masked our body before to create the zap slider, its easier to know where we need to fix the clippings, just brush where you see the black area clipping on the outfit!

Tip: You can press W on your keyabord to render the wireframe mode so you can see where you can brush on your mesh based on the vertices positions. + you can change the brush size by holding S+Scroll Up and Down or going to the Brush Settings dropdown menu (you need to have the brush selected first)

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Spoiler

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Alright we fixed the clippings for the sliders individually, but if you combine then, you'll notice there will be some clipping as well so we nee to fix that, but how? Enter edit mode for both, then brush a little with one in Edit mode and brush a little with the other in edit mode, keep alternating the edit mode for both sliders until the clipping is gone. (ITS IMPORTANT TO DISTRIBUTE THE STRENGTH FOR EACH SLIDER OR ELSE YOU'LL OVERLOAD A SINGLE SLIDER AND IT'LL LOOK DISTORTED IN THE END. + YOU DONT WANT TO INVOLVE SLIDERS THAT HAS NOTHING TO DO WITH THE CLIPPING LIKE THE BULGE SLIDER, IN THIS CASE, JUST THE COMBINATION OF NUKA BULL AND NUCLEAR BODYBUILDER REPRODUCE THE CLIPPING.)
In the images above you'll notice i masked the torso area of the outfit, i did that so its not affected by the brush tools when i fix the clipping on the sleeves so its very useful to make use use of those techniques as well. Also, keep in mind to make use of the W, T and Q to toggle the display modes to help you out throught fixing the clippings.


 

Spoiler

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And its done, all the clippings we had to fix are now fixed so its time to save our project!
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VIII- SAVING THE PROJECT

Spoiler

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Go to file>Save Project as

 

Spoiler

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1. Enter the project name in Display Name field. This name will be the one that is displayed in the bodyslide Body/Outfit dropdown menu. I usually enter "(AM)" (stands for Atomic Muscle) Mod name - Name of the outfit like: (AM) Navy Uniform - Outfit / (AM) Navy Uniform - Gloves and so on.
2. IMPORTANT: PRESS THIS BUTTON RIGHT AFTER ENTERING THE DISPLAY NAME SO IT CAN WRITE THE BODYSLIDE FILE NAMES ACCORDINGLY
3. Enter the original nif file name we imported before, we imported the MOutfit.nif so you just gotta enter the MOutfit (without the .nif or it wont work)
4. Enter the original .nif path starting from Meshes folder, for example, in my computer, the file path for the MOutfit.nif is in
E:\Gamuza\Mod Organizer - FO4 - Radcliffe\mods\Navy Uniform\Meshes\Clothes\x2 but i cut it to Meshes\Clothes\x2.
With all done, just press Save and close your outfit studio as well as the bodyslide.

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IX- BUILDING THE PROJECT

Spoiler

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When you are back to MO2 interface, you can press F5 or your keyboard and you'll notice a warning will show up and the Overwrite on the bottom of your mod order will go red. It means the bodyslide files we saved were sent to the Overwrite folder in our mod organizer, dont worry, we gonna use it later. If you dont know yet, MO2 always store files that doesnt exist in your computer in the Overwrite folder so they can be assigned as you wish later to a different mod folder or you can create a mod on the fly using it.



 

Spoiler

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With that in mind, we gonna generate the meshes from bodyslide and they will replace the original ones installed in our MO2, but we dont want that, we want to store the prebuilt meshes as well as the bodyslide files in a separated mod folder so we can share with out friend/community easily. In this case deactivate the Original Mod in your MO2 then Run Bodyslide again.




 

Spoiler

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We gonna seek for our project file name in the Outfit/Body dropdown menu and select it.

 

 


 

Spoiler

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1. You can press the Preview button to open up the preview window for our project, not that all the clippings were dealt with thanks for our brushing work and to our zap slider. Dont worry, the texture is displaying differently because we deactivated the original mod remember? in some case everything will be black and white instead, saying theres not texture loaded.
If you for some reason didnt fix some clippings or something you can press this little icon to open your project in outfit studio again.

2. Press build button to generate the .nif and .tri file with our modifications. The .tri is specially important because it contains the slider data that will be read by Looksmenu and other mods that requires those sliders.

3. You can also use the Batch Build option to build more than one project at time


IMPORTANT: YOU WANT TO ALWAYS BUILD YOUR PROJECTS WITH 0 SLIDERS AND BUILD MORPHS CHECK SO SLIDERS WILL WORK AND 0 SLIDERS TO AVOID OVERSIZING/DISTORTIONS OF BODIES



Now we are done building we can create a new mod with files generated. Close Bodyslide so you can head back to MO2




 

Spoiler

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You can activate the original mod back on now! Then right click on the Overwrite of the bottom of your mod order and select Create Mod (Rememeber, all the files generated by bodyslide and outfit studio will be stored in Overwrite. For bodyslide files since no bodyslide files for that project of ours was existent yet and for .nif since we deactivated the original mod, as well as the .tri we just generated)

 

 

Spoiler

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Enter the name you wish for you mod i'll just enter (AM) Navy Uniform and we are DONE!

 

 

 

 

Note that there will be a conflict since both mods has the same MOutfit.nif in them!


And thats it, Unfortunately i cant cover all the Outfit Studio features in a single guide so i highly suggest you to watch more videos about Outfit Studio usage and stuff. Also you can ask for support here in this thread or feel free to join us in our Discord Server, we would be more than glad to help you out through your projects!

Edited by Ulfberth
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