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Ulfberth

Fallout 4: How i do refits for Bodytalk using Outfit Studio

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Posted (edited)

First of all you need to know/ have Bodyslide and Outfit Studio (BS & OS) installed and properly set up already. If you don't you can guide yourself here (MO2 only): 

I won't go to much in depth how i do refits in this tutorial to make it easier to understand. I'm just gonna teach you how to do something i call "basic refit" and as far as this topic goes i can go give some more detailed tips.
 

As for this tutorial we are going to do a basic refit so lets choose something simple that a "basic refit" can handle, so our outfit sample will be this one: https://www.nexusmods.com/fallout4/mods/34980?tab=files
if you want to have a better understand of this guide, i recommend downloading it and following the steps i do with it so you can do it with your preferred outfits later

So once downloaded install it using your mod manager/mod organizer cus we need to see the textures in outfit studio to make our refit easier.

Alright now lets finally start working... First open your bodyslide
1. select TBOS-Bodytalk-NeverNude-V2 in your outfit/body dropdown menu. Nevernude is more suited for this kind of outfit, if you are working with revealing outfits use the nude body instead (TBOS-Bodytalk-V2)
2. Press this icon here to open the selected outfit/body in 1. in OS

image.thumb.png.14785d45149ed1adc1748f4cdec00199.png

with nevernude project now opened you can import the outfit you want to refit for start working. Since i'm using MO2 i need to go to MO2 "mods" folder to find the nif we installed earlier, but as a shortcut we can do the following:
1. right click on the mod installed

2.select "open in explorer"

image.thumb.png.ed21cb45d93b30ae57f780b5c6b8454b.png
 

1.left click on the path and copy the directory (Ctrl+c)
image.thumb.png.def86c7e93fb2f7d7863f5baee0c3eb3.png

with the directory copied

1.head back to our opened project in outfit studio and go to File> Import> From Nif...
image.thumb.png.904e508f13af6304c6c2f87ffb44cf1b.png

1.This Will show up
2.paste the directory previously copied here
3.browse through meshes folder till you find the nif you want

image.thumb.png.5dd0a0429fc42a971bf291f10a5db891.png

In this case the outfit we want is located in: ...Meshes\Clothes\x2

double click on MOutfit.nif
image.thumb.png.29a76b0bdb5004346ea664d749778190.png

Now here it is... ofc it has some clippings at first but you don't need to bother with it since you can hide them using zap sliders (i'm gonna explain zap sliders later) also, this kind of outfit covers the most part of the body so we don't have to bother going too much in depth with the brushes tool.
Before proceeding with the basic refiting lets make some adjustments
First you can note that there are 2 bodies in your project, its unnecessary, you just need the Bodytalk body, the other one probably came with the outfit itself. Since we opened the project first before importing the outfit we can easily detect that Basemalebody with green name (green name means its the body reference of the project) is the bodytalk's
So all you gotta do is delete the the other one:

1.left click on the other body shape's name and press delete or rightclick>delete
2.YES!
image.thumb.png.3bd932fc1aa59dcde694e965b88b45be.png

and you might be wondering... wtf? isn't that supposed to have the navy textures? no problem... the outfit is using custom materials for navy textures but it has other textures set in the texture tab. Normally they just need materials set up for the outfit, not the texture itself. So lets delete the direct texture paths:
 

Double click on MOutfit0_2 or right click>Properties...
image.thumb.png.0721a63647e683c9dc7ffa66841023ed.png

1.This will show up
2.Go to textures...
3.this will showup, delete the lines on A,B and C

4.hit ok

5.hit ok

image.thumb.png.6e9e57a74e7f28055aad876f4d8d1d4b.png

OH now Ulf!!! the outfit has no textures. Don't panic... we just gotta refresh our bodyslide, but since we got this far lets save our project first

1.go to file>save project as
2.Type in a name you can remember of, when i do BT refits i place (BT) on the start so it gets pinned on the very top of the bodyslide outfit/body selection menu to make it easier to find so (BT)Navy Uniform

3.IMPORTANT!!! press this button there "To Project" so it will rename your Slider set file (.osp <- this is the file that makes your project show in the outfit/body selection menu) Shape data folder (PRoject assets folder where .osd "sliders data" are stored in cojunction with the nif file) Shape data file (nif file). This is important to not overwrite your TBOS-BodyTalk-NeverNudeV2 project so you can use it more times for other refits/conversions
image.thumb.png.db95df6fefd57eaec25becce721169f2.png

Then hit save and reopen your bodyslide

1.with the bodyslide reopened now select the project we saved earlier
2.then hit this button to open it in Outfit Studio

image.thumb.png.1f9f9e52068b4bdef681d60290822384.png

See? its properly textured now... lets start fitting the body then

For the basic refit we can "automatically" refit the outfit using the conforming option: conforming sliders means you make your outfit copy slider data from the reference body (BaseMaleBody, in green name) so the outfit can morph as you move the sliders. So do the following

1.select all non reference shapes, there's just one here but if there's more than one you can multi select using shift( everything except with the green name, we don't want to conform our body, just the outfit)

2.go to Sliders>Conform Selected(conform non reference meshes)

image.thumb.png.d7412d4ecbdacc20a57313229a84c314.png

Now your outfit has the slider data we need, as you move the sliders you can see your outfit morphing with them.

As i said earlier we don't need to bother much with the clipping cus we are going to use zap sliders to hide the body anyway, except for the arms... we want the arms showing for this one so anything that clips close to the arms we need to bother with and maybe around the neck

The area we need to work around the clippings is between the biceps and the sleeves and maybe on the neck since we want the neck body showing.

1.We need to test every single single slider to detect the area we can't cover with zap sliders and use brush tools to get rid of them, to do that, with the outfit selected, enter edit mode by pressing the pencil icon (you can just enter edit mode for one slider at time, so once you are done checking for a slider disable the edit mode for it and enable for the next one you want to check, rinse and repeat). One of the most problematic slider is BTAryadaMoreMuscular so i gonna enter edit mode for it as sample, but don't forget that you need to do the following for every single slider

2.As you can see, when we entered in edit mode for BTAryadaMoreMuscular a clipping showed up in this area. Its expected we can't cover that with zap sliders cus its too much close of the part of the body we want to be shown (clothing with showing arms) so we need to make use of the brush tools to get rid of it

image.thumb.png.704c5a9143b4e017155776b05939e6bd.png

1.One of the most famous way to fix this clipping is using the increase mesh volume area brush tool, to do that you can press "2" in your keyboard or left click here (make sure you have your outfit selected in the right panel, not the body)

2. Now, with your mouse hover your cursor over the clipping area, hold the left mouse button and make movements around the clipping till it fades out

image.thumb.png.ff4e406716dc8b03bcf47e745fecf0a0.png

Tada!!! now the clipping is gone... for that slider lol, you need to do it for the others too

image.thumb.png.5512258b5bf62651526f85505ed4cfdc.png

Once you are done fixing the clipping on the needed area we are now ready to hide the rest of the body.

to do so lets mask the part of the body we want to hide

1. With the outfit selected (if there were multiple shapes multi select them using shift) press G to toggle the Ghosted wireframe mode so we can see better what we are masking or click twice on the eye close to the shape's name till you see a wireframed square

2.Press number 1 in your keyboard or press this icon to select the Mask brush tool (masks are used to help you applying zap sliders, making other brushes not applied on the area you've masked and so on)

image.thumb.png.55d2adca0f59b6b8225a6535c921918f.png

We want to hide part of body not the outfit right? the brushes just work with the shapes selected

1.Select the body so the mask tool can make effect on it

2.With the body selected, use your mouse as a pencil and paint the area you want to hide. Alternatively you can mask just the feet than hold "D" letter in your keyboard so OS will automatically mask the vertices close to the one you've mask, then hold it till it get close to the arms and the neck

3.Speaking of vertices, vertices are single dots of a polygon (do you remember your math classes back in high school days? XD) So we can see better how much of the body is getting masked. As you mask your body it gets dark shaded. You can toggle the "Vertice Mode" pressing the icon here. Green dots are unmasked vertices and Red Dots are Masked Vertices

image.thumb.png.2cdf520ab6f6ecba975254088e1d8e62.png

This is enough masking, now lets exit the Ghosted wireframe mode, so we can see better how much got masked and clean what we don't want to get hidden (same step as above, select the outfit and press G or click twice in the eye icon close to the shape name)

image.png

unmask everything close to the biceps until there's no other red dots left... make a good use of the camera to clean every spotable red dots or else you'll experience gaps

to unmask the vertices, with the mask tool brush selected hold ALT as you hold left mouse button and paint them to become green. Don't forget to unmask the neck too

image.thumb.png.d7d28bacf1e7aac54aec5a6cd1087bd5.png

now the body is ready to apply zap sliders, now its time to explain what it does

Zap sliders hides unmasked vertices, i said UNMASKED vertices, in another words: everything that's not black on your shape. Since we masked what we WANT to hide we need to leave masked what we don't WANT to get HIDDEN in another words MASKED VERTICES stay, UNMASKED VERTICES get hidden.

image.thumb.png.911ecd27ccf239d57cbf56bcff5aa3ab.png

So we need to invert the mask in order to hide the UNMASKED VERTICES, to do so press Ctrl+ I or go to Tool>Invert Mask

Now everything we want to get shown is red instead... time to finally apply the zap slider

image.thumb.png.e55c94df8747f9b15458adee6de2792d.png

1.To do so go to Slider > New Zap Slider

image.thumb.png.b9fb4be6eb4f74226ffbaf6530ee023e.png

1. Enter a name you can remember of

2. Press OK... this will create a slider in your Sliders window

image.thumb.png.2b6e7eea5adceb85471dcabe11943edf.png

1.Scroll down in your sliders window till you find the zap slider we created, then enter in edit mode by pressing the pencil again cus we need to change some properties. As you enter in edit mode for the zap slider you can notice the body moved a bit, i mean, the UNMASKED vertices of the body moved (Green dots) and the red dots were untouched. This means the zap slider is making effect on that area only. Don't panic your zap slider don't hide the body when we are in OS but it does in Bodyslide. While in edit mode, press TAB or go to Slider>Properties...

2.This box will show up, its the slider properties, in this case, the zap slider properties. Leave checked the boxes in:

A. Zap box: it gives the slider the Zap function

B.Hidden box: it hides the zap slider in the Bodyslide so users don't need to bother with it when they build their outfit in bodyslide

C.Zapped box: to leave the zap slider automatically applied when users open your project in bodyslide

3.Press Ok to confirm the changes

image.thumb.png.ffab69276276cdcf74823ec83e64a44e.png

Normally we don't need to run into this, but i did our homework arleady... WHAT YOU TALKING ABOUT ULF? this model here is not compatible with Zex Skeleton, which is the one the Bodytalk needs to run (because of extra bones like penis bones and so on) which means we need to reassign bones to match zex skeleton bones. If you don't know, bones are unities that make your mesh able to animate with an object or an actor, so things without bones are not animated.
Ulf why is bones so much important? if the mesh your are working with is not properly assigned to the bones you need (Zex Skeleton bones) you will run into funny issues, so lets assign them since this one is messed up

Right click on all non reference shape (meshes without green name) then select copy bone weights: Coping bone weights means it will copy bones based on a limited range... but Ulf, where is it copying bones from? from the reference shape ofc... That's why its important to leave bodytalk's shape set as reference, it has the bone data you need, in other words, the zex skeleton bones.

image.thumb.png.b5e20dbdd1848ff353e76d9f58c4bdbc.png

1.This will show up, as i said it copy bones based on a limited radius, by default OS is set to use a radius of 5 units to copy the bones. In this case its enough so just leave as it is and press OK

image.thumb.png.49778a0ad5a953b7eac99c2972556f5f.png

Its pretty much done now time to save the project again, to do so go to file>Save project as

Now we need to make some changes here...

Don't think everything is ready, you still need to make the directories match with the outfit you are refiting

1.Type in the project name you can remember of

2.Press the To Project button to make your project have its own folder for Shape Data and Slider data and its own Project file based on the name you typed in 1. ITs important to enter the NAME FIRST before pressing To Project Button

3.Change this to the original nif you imported. Remember when we needed to copy the directory from mod organizer and pasted to "import>nif from..."? the outfit is there so we need to get its original name, in this case its MOutfit.nif, but just type in MOutfit without the ".nif" this is important because BS already save your built mesh with the sufix .nif followed by the name typed in "output file Name"

4. Enter here the mesh original directory starting with meshes folder, in this case Meshes\Clother\x2. Just copy and paste the directory using the mod organizer open in explorer method and delete everything before ...meshes\. After all of that Press Save, close outfit studio and reopen bodyslide

image.thumb.png.4bf1a99a79bcac6f666d45076f8a4312.png

With bodyslide reopened, seek for you project again in outfit/body selection menu, press Preview to see your project and OMG!!! its fitting the body, arent you proud to made all this way to here?

now time to build the body and check everything up, don't forget to tick build morphs box

Note the generated directory, if its match the original file. Now... get your ass to the game already!!!

image.thumb.png.0f5a0869816894b78ddc0407da4b3db7.png

 

Dang!!! you did a heck of job sentinel, AD VICTORIAM O\

image.thumb.png.745ceaf6af921d005bb13b0c6622923e.png

There's a lot more we can do with OS to solve many other possible problems, but i can't cover all of them in this tutorial because well... its too much. 

Let me know if you have any questions!


Additional/Pinned Tutorials
How to update your project to the most new Bodytalk Version: 

 

Edited by Ulfberth
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As i used MO2 for this, everything generated by Bodyslide went to the overwrite folder (Tools Folder with the sliderset and shapedata). For organization you should drag them to something you can manage, either to the own bodyslide folder or to the original mod folder your choice.

Also i'd like to take the opportunity to advertise TBOS's Twitch. He gives some useful tips in his streams: https://www.twitch.tv/thebottomhoodofsteel/videos

 

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Posted (edited)
On 4/16/2019 at 4:16 PM, Samson said:

very useful so I followed :)

look at my sparkling butt:D

this is my homework

ScreenShot5.png

ScreenShot6.png

ScreenShot7.png

Edited by Samson
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39 minutes ago, Samson said:

look at my sparkling butt:D

this is my homework

ScreenShot5.png

ScreenShot6.png

ScreenShot7.png

Nicely done, A+ for your homework ^^

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Posted (edited)

Alright... the new BT's update just dropped and there's now a reworked slider and modified reference body with new texture space for the anus. Those are the main issues we as taylor have to worry about in order to update our conversions, so i gonna teach you how to update your project with the every new bodytalk version it may come out.

As it has been said, there are new features for the newest BT. So i'll make 2 separated methods to update them: I. The first one will be for non Skimpy Outfits (Used NeverNude body as reference)//// and ///(NSFW PICS)II. for the Skimpy Outfits(Used the Nude body as reference; has penis and the anus showing) it also works for non skimpy and should be used instead of I. if the update brought brand new sliders instead of just reworked existing ones.

I.So starting with the NeverNude (Non Skimpy) Projects...

  For the nevernude projects you just need to import the newest slider data to your project. The newest slider data comes from "StomachFat" slider: since it just a modified data for an already existing slider you can directly import from one to another, but if it was a brand new slider so this method wouldn't work well, because you'd need to create a new slider, then import the slider data. That's not a problem really, but ppl with their presets wouldn't detect the new slider you've created cus, you'd need to set it up to have the same slider group as the official one in order to make it detectable by the presets. Anyway lets get back to the tutorial

First thing first you need to have the newest StomachFat slider data in hands so you can import them to your projects so follow my lead:

1.Track the bodytalk nevernude project in your bodyslide down, in this case, TBOS-Bodytalk-NeverNudeV2 and open it in outfit studio. Once opened, track the "BTStomachFat" Slider down and enter the edit mode for it (Press the pencil so the slider goes purple)

2.Then, in your upper panel go to Slider>Export Slider Data>Export OBJ... or Export BSD... your choice

image.thumb.png.41c1380ab3d65bdc52f7e102e0537a42.png

A window will show up asking you where to save the slider data, type in a name you can remember of, in my case, "BTStomachFatNN". Keep in mind this sliderdata is exclusively for the NeverNude projects, if you import it into a Skimpy project the body is gonna go nuts because nevernude sliders data don't have data for the penis and anus, so it has less affected vertices and are incompatible with the nude body. If you are too lazy to export the slider data yourself you can download them in the attachments

Now, make your way to the NeverNude project you want to update in BS and open it in OutfitStudio in my case (BT)Improved Harness

With the project opened in OutfitStudio first lets turn the full precision off as it has been said by TBOS its unnecessary and cause some issues.

 

1.With the project you wish to update opened in OS>Right Click on the BodyReference of your project (Mesh with green name- in this case "BaseMaleBody") Then go to Properties..

image.thumb.png.1fcbc77a9d5530b113f68b85c01aebae.png

 

1.This will show up

2.Go to Geometry tab

image.thumb.png.f54ae04c3d2cd7acd821eecfbcee3abb.png

 

1.Turn Full Precision off

2.Hit Ok

image.thumb.png.13eaa23c7f84e4d4d227bfbf8b82ccff.png

 

Now importing the new sliderdata...

1.(IMPORTANT!!!)With the reference body selected (the mesh with green name) in my case, BaseMaleBody, "Its important to have the reference body selected because you need to import the slider data for the reference body only, if you import it for any other mesh, your project may have some of the meshes broken" track the BTStomachFat slider down again and enter the edit mode for it by pressing the pencil (So the slider goes purple)

2.In the upper panel go to Slider>Import Slider Data>Import BSD... or Import OBJ... A new window will show up asking you where to import the slider from. Ofc you want to import the slider we exported earlier, so i'm just gonna import BTStomachFatNN.BSD from my HD myself.

image.thumb.png.21eda0d176f4d60792b4b2d130eacf79.png

 

As you may noticed... with the newest slider data imported your outfit clips with it. That's because its a very reworked slider when compared to the older BTStomachFat; it has bigger belly, it affects a bit of the arms, chest, butt and legs. So Ulf... does it mean we have to reconform things? Exactly! but you dont need to reconform as a whole since we just imported a single new slider data. If you test the other sliders, there are untouched, so we can just reconform for that specific slider, in this case "BTStomachFat". But Ulf... how i conform for a single slider so the other's don't get affected? Follow my lead!

image.thumb.png.877b38fa7c0fa2b0242519dc11c67c25.png

 

1.Deselect all sliders at once so we can work just with the ones we want to: uncheck the "De-/Select Sliders" box

2.Select the slider we want to reconform, in this case, BTStomachFat (leave the box checked)

3.Make sure to have all non Reference Meshes selected... we want to have reconform the slider for them so its important to have them selected

4.Go to Slider>Conform Selected

image.thumb.png.b80ed3eb1c360aae0e898aa8f5bb50d0.png

 

Now you can notice the clipping is pretty much gone after reconforming and the other sliders are untouched... in my case ofc... Some projects even after reconforming you need to make use of the brush tools again to cover the clips for the new slider data, just like we did in the main tutorial of this thread. 

image.thumb.png.953aab5306bf9c043ad2df8fb8cd6429.png

For the nevernude projects, That's it! You can now just save your project and in bodyslide you can see your outfit updated.For the skimpy project we can't just import the new sliderdata because TBOS have touched the nude reference body mesh... It has now a standalone texture space for the anus and other things, so the method for the following one is a bit different. I advise you using this method for non skimpy projects too (Reference body as nevernude) if the update brought new sliders instead of reworked sliders like BTStomachFat. But TBOS have touched the Nude body reference and not and NeverNude mesh, doing so this method for non skimpy project is not needed.

 

II. Now for skimpy projects... (or non skimpy projects if the update brought new sliders - "both fit here")

 

Open the main bodytalk body in OutfitStudio... yeah, the naked body, not your skimpy project, in this case TBOS-Bodytalk-V2

1.With the naked body opened now time to import your project to it, to do so go to File>Add Project...
image.thumb.png.2b2bace52a60bed538fd36fe0e0093d3.png

 

1.A window will show up asking you to select the project you want to add

2.Select your skimpy project you want to update, in my case (BT)Prostitute Outfit Male Open Chaps Revealing Standalone.osp. If you forgot already, project files are mainly stored in Data/Tools/BodySlide/SliderSets in your HD. For MO users... ModOrganizerFolderHere/Mods/TheMODYouHaveStoredYourProjectFileHere/Tools/Bodyslide/SliderSets. They come in .osp format (Slider Set)

3.Hit ok after selecting the project you want to update

image.thumb.png.014b5933011d14d9cfe1001ecf31f6d5.png

 

1.When you added the project to the naked body, the reference body it had came together so just delete it since its not necessary anymore (we just want the new body reference): Right click on the older body, in my case BaseMBody_outfit (it was originally named as BaseMBody, but when you added the project, OS renamed to that so it wouldn't overwrite the new body) and press delete, or just left click on it and press del on your keyboard.

image.thumb.png.99c9c68167274f06eeaaf12b1cafd672.png

 

Well now you just got to repeat the "reconform process" we did in I. except we don't need to import any slider data cus the newest slider data is already here (BTStomachFat "remember we opened the updated naked body directly). You can even go to BTStomachFat, enter edit mode for it and you'll notice the body already has the new slider data, but you'll also notice the outfit clips with it because it as different slider data when compared to the older one. Since i'm feeling generous i'll repeat the process of reconform just for recap...

 

1. leave selected all non reference meshes since they don't have the new slider data

2.DeSelect all sliders at once so we can work just with the sliders we want to reconform. Leave De-/Select Sliders box unchecked 

3. Leave BTStomachFat selected since its the only reworked slider we need to bother with but remember, if there were reworked/new sliders/ we would need to select them too

4.In your upper panel, go to Slider>Conform Selected

image.thumb.png.447f74001e953659c0f1579e372b4ff2.png

 

There you go!! in my case, after reconforming i didn't have to bother with clippings at all, but if its your case so get your hands on the brush tools and cover the clips!

image.thumb.png.6b24498bce9ec9995b652da9637f46b9.png

 

Its pretty much done now, you can even notice the zap slider is working regardless for the new body! if its not, then you have to remake your zap sliders (Dont forget to check if your zap sliders are working before saving). Speaking of which we can now save our updated project, except we need to save as... instead of just save because remember, we opened the bodytalk nude project, so it don't has the right path for your outfit.

 

1.After you're done tweaking things go to File>Save Project As...

image.thumb.png.ec31936fb67e764c3390e1328a687b7b.png

 

As you may notice, the directories don't match our outdated outfit so you need to rename everything just like if you were doing your refit from scratch. Tip: While this window is on you can open your outdated project in a second window just to copy and paste everything needed for your outfit regarding directories, naming and stuff.

image.thumb.png.12b22fd5bd837c012bd4dd6a3a329ae9.png

 

Now everything is right, i used the above tip myself to make it easier to set up the directories...

image.thumb.png.5dae0ff3a7640360464ae01abe8247e9.png

 

Now for Recap

*If the reference body was left untouched by the update and there are no brand new sliders (just existing sliders updated)

-(OPTIONAL)You can use the method showed in  I. but also the one in II.

*If the reference body was touched by the update and there are brand new sliders or if there's a lot of reworked sliders (to save time from importing one slider data by one)

-You must use the method in II.

 

And that's it... lemme know if you have any questions

 

BTStomachFatNN.bsd

BTStomachFatNN.obj

Edited by Ulfberth
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