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[Guide] Refitting for SAM - Shape Atlas for Men

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Posted (edited)

Additional Techniques

? I didn't want to make the guide longer and more confusing by adding in every little thing you can do differently in between the important steps. The main part of the guide has everything you need to complete a basic refit from start to finish. This section will have some extra tips which will complicate the process, but allow you to make better refits. After you're comfortable with the general process, you can try some of the techniques here.

 

Selecting a Reference for your gloves and boots

⭐So in the first part of the guide, I kind of told a lie when I said you need to use SAMBody as a reference when you're refitting gloves and boots. (I told a couple lies just to keep things simple ?)

When you're refitting gloves or boots, you need a reference but it doesn't necessarily have to be SAMBody. There are some situations where using SAMHands or SAMFeet as a reference works better.

Spoiler

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If you decide to use SAMHands as the reference, the steps might change depending on whether or not you need SAMHands in the final mesh. I already wrote how you can figure out whether you'll need it or not. If you don't need it, you can follow the guide the same way. If you do need it, then you need to follow the tutorial differently because in this case, you need the reference. You'll have to follow steps 5B1, 5D2, and 5E (just imagine SAMHands in place of SAMBody where the guide says it)

Boots follow exactly the same concept as gloves, there's no need to explain it separately.

 

Copying the physics of the HDT body to the armor

⭐ If you used the HDT body for your refit, you probably also want the armor you refitted to move the same way that the body does, otherwise the body will clip through the armor when it's jiggling and such. If you plan to do this, you need to do it while SAMBody is still the reference (So I would advise to do it before reaching Part 5 of the main guide)

  1. First of all, you need to be using the HDT body in your refit (obviously)
  2. Use CTRL+ Click to select all the shapes of your outfit except any SAM body parts.
  3. Navigate to the "Bones" tab, and use CTRL + Click to select "NPC Belly, NPC L Breast, NPC L Butt, NPC R Breast, and NPC R Butt.
  4. With everything selected, click on Shape> Copy Selected Weights and press OK.
  5. Now you can continue on with the guide as normal.
Spoiler

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Deleting Parts of the body (or outfit) mesh

⭐ When a large part of the body is going to be hidden underneath an armor, you might want to just delete that part of the body instead of trying to fix the mesh over it. It will make a cleaner and better-looking refit.

For this, it's really important to do it at exactly between the right steps. If you want to delete parts of the body, you should follow these steps, after step 5E2 and it must be done before step 5E3

  • To be clear, this is the point where you have unset SAMBody as the reference, and have imported the SAMNormal.tri/SAMHighPoly.tri the second time. 
  • Also, if you know you're going to remove parts of the body ahead of time, you can take that into consideration while you are doing Part 4. You won't need to touch the mesh very much if you're going to be deleting part of the body underneath anyway.

Anyway, to do this:

  1. Find the Mask Vertices tool at the top of Outfit Studio
  2. There are some situations where you might also need to deactivate the Mirror Edit tool (for example, in an asymmetrical armor where the left arm will be showing so you only want to remove the right arm)
    • You may also find the Vertex Edit mode useful.
  3. Expand the brush settings because you will probably need to use them for this. Adjust them while you work.
  4. With SAMBody selected, Mask the parts of the body which are covered by the armor or clothing. It helps to put the clothing in wireframe mode first (click the eyeball next to its shape name)
  5. Alt+Clicking will undo the mask in the area you click, incase you mask too much.
  6. Press CTRL + I to invert the mask. Then right click on the SAMBody shape name and Delete Vertices.
  7. If you need to delete more, you can repeat this process. If you took too much away then unfortunately you need to start over this step completely.
  8. Once you're happy with your deletions, we need to export the _1.nif and _0.nif again. There shouldn't be a reference shape anymore so you can export them without reference.
  9. Continue with step 5E3 as normal.
Spoiler

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? You can do this process with the armor/clothing itself as well if there are parts you want to remove. The timing of when you decide to do it becomes more flexible in that case (you could do it as soon as you import the outfit, for example.) Just know that the .tri file needs to be exported again after you delete any vertices.

 

Enabling the Weight Slider when it's disabled

⭐ Sometimes you'll want to refit something that doesn't have a weight slider enabled. You'll know because it'll only have one mesh to work with rather than both a _0 and a _1. You're not required to add one, but since we can make the _0.nif so easily following this method, you might feel like enabling the weight slider.

For this you need TES5Edit or SSEEdit depending on whether your esp is for LE or SE, of course. You can also use the Creation Kit but I try to avoid opening the creation kit whenever I don't have to.

  1. Expand your armor's .esp in TES5Edit/SSEEdit. 
  2. Look for the Armor Addon section.
  3. Find the armor you're trying to refit.
  4. Once you have it selected, look in the right window for "Weight slider- Male". Double click the blank space next to it slowly, and a drop down box will appear.
  5. Select the checkbox next to "Enabled"
Spoiler

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⭐ After that, you need to check the name of the Male world model

  • Check the Male world model to see what the name of the file is. If it doesn't end with _1 you need to add it in. If it was already using _1 then you can leave it, it's fine.
Spoiler

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 ? Exit and save the changes to the .esp (Make sure to have a backup.) Keep in mind that once you enable the weight slider, your refit needs to have a _1 and _0 mesh for it to work.

 

Fixing any random gaps that appear on the arms or legs, or genitals 

⭐ You might eventually encounter an armor where, after you finish refitting it, you get in game and find your character with large chunks of their forearms or calves missing.This is a slot issue that you need to fix in both the .esp and the meshes (I think for SE meshes, you only have to fix it in the .esp? But don't quote me on that.) 

We'll be using TES5Edit/SSEEdit for this. Again, you can do it in the CK but I'd rather not.

  1. While you were checking in-game, you should figure out which armor piece is causing the gap to appear so you know where to look and don't end up changing something which doesn't need to be changed.
  2. Open TES5Edit or SSEEdit and expand the armor's .esp. Find the entry you're looking for and fix the slots. If the problem was with the forearm, check for an assigned forearm slot and remove it. The same applies for the calves.
  3. Do this for both "Armor" and "Armor Addon"
  4. Exit and save the .esp, make sure to have a backup.
  5. Open the mesh of the armor and check for a BSDismemberProperty on its (non body part) shapes. If you find one, check the partitions for the same problems and fix it.

? This same concept applies to missing genitals and slot 52 (with Full SAM) 

Spoiler

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Edited by air
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i'm not modding skyrim anymore, but i can tell you had a lot of work to write this one. Good job ?

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On 4/22/2019 at 11:28 PM, tu199213 said:

谢谢大佬!可惜看不懂英文~

I'm sorry, I wish I could provide a translation ?

 

9 minutes ago, KenshiNok678 said:

Thank you so much for the guide! It works perfectly for me ^^

Great! I'm glad to hear that it worked for you :)

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I see you made the perfect guide after all <3 thank you so much for the updated guide and all the help you gave me already!

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Thanks so much for sharing this, does this guide work for special edition?:)

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6 hours ago, Yazawa said:

Thanks so much for sharing this, does this guide work for special edition?:)

Oh I saw you mentioned SE in this guide, I guess it's a yes.  thank you.

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3 hours ago, Yazawa said:

Oh I saw you mentioned SE in this guide, I guess it's a yes.  thank you.

Yep, the process is basically the same with SE. There are some small differences when you're refitting for SAM Light versus SAM Full (which isn't available for SE) but I've pointed those out in the guide. Good luck!

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A question about the  parte between 5e2 and 5e3,the deleting of not shown SAMBODY parts : do I need to export the nifs again?if yes,do they need to be exported without reference?

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7 minutes ago, EsperAngel said:

A question about the  parte between 5e2 and 5e3,the deleting of not shown SAMBODY parts : do I need to export the nifs again?if yes,do they need to be exported without reference?

Yes, you'll need to export them again. I'll add that in since it's not clear. 

By this step the body should be unset as the reference, so there should be no reference shape and you can export without reference. :)

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Posted (edited)

Cool Tutorial

I have 2 things you could do that would save you time and really make it easier to do multiple outfits in one sitting. 

If you're lazy like me, You'd probably want to Set up a Bodyslide reference for SAM so that you can load it in from OS without having to do all the work of importing the TRI file. You could also Save the project as a bodyslide file and batch build in Bodyslide with Morphs Ticked for it (Now Tested and working!). It gives you the same result, but shaves the time doing the Tri work and doing the _0 mesh, as Bodyslide does it for you.

For anyone looking for a Bodyslide Reference for loading in - I made one for SAM Light ( SE - High Poly & Cut) With References Replaced and set up to have SAM show up as the first reference to load in for a file. The RefTemplates is specifically set up for CBBE SE and SAM Light SE, You'll need to edit it if you're using UUNP/Touched by Dibella for your females or to add in your specific SAM version.

The References !!

The process to Creating a Bodyslide reference file for other SAM versions is pretty simple:

  1. New Project 
  2. Select Clear Reference
  3. Hit Next and Select the MaleBody_1 in Actors/Character/Character Assets
  4. You can import the .Tri File for the Version of SAM you need... @air has them above for you to use.
  5. Then Save As... Keep all the options the same. 
    1. Rinse and Repeat for each SAM part (Genitals incuded)
  6. In Bodyslide you can add them to the SAM group I created, which should let them use the SAM Base Preset I made, which is set up to give you the generated _0 and _1 weight nifs respectively

To Utilize it to refit Armors

  1. New Poject
  2. Use the SAM reference or Navigate to the OSP file for your SAM Reference in CalienteTools\BodySlide\SliderSets, Make sure the SAMBODY/SAMHANDS/SAMFEET are the ones chosen as references.
  3. Hit Next, Navigate to your Armor's folder and select the _1 versions
    1. Note: if importing References, you will lose all but the body/Hands/Feet Reference (so... Genitals/Claws/Nails/Etc.)
    2. If you need the Fingernails or Penis, you will need to import those in and Reload the .Tri file for all parts, but this method is still more efficient and easier to use as you are only doing this once for your outfits.
  4. You can continue refitting The armor to SAM as normal.
    1. Some Quick Tips. One method I use to cull away the body in Fallout 4 is the ZAP slider, This slider gives me the ability to cull away the body without actually culling away the body, which can allow you to save time if you make a mistake. If there's a request, I can possibly stream or make a video on ZAP sliders for those interested.
  5. Before you do anything, You'll need to double click the SAMBody/Feet/Hand and make sure  you delete the NIStringExtraData that points to the Tri file. You do not need to do anything else or add anything, as Bodyslide will add the Tri file and link the NiStringExtraData to your meshes when it builds your project, provided you follow the steps.
  6. Instead of Exporting the TRI out and that long ass process, Hit Save As..
    1. If you need the Body in the Armor - Just Save it down after naming the project
    2. If you don't need the body, you can untick the "Copy Reference Shape into Output" Box 
    3. If you followed step 3 correctly the output folder should point to the armor's original location and have the armor's original name. IF you didn't follow Step 3, you will need to put the Name of the armor's mesh (Truncate the _0/1) and the location of the mesh, following the Template OS shows
  7. Rinse and Repeat
  8. Open up Bodyslide
  9. Navigate to your SAM project, You can add them to the SAM Base Group which will let you use the SAM Base Preset
  10. From there you Can Tick "Build Morphs" and batch build your SAM armor refits or Build them without much work. It should build your armor and give you the Same .Tri File you need for SAM's Morphing abilities as well as shave time off repeating everything for the _0 weights. You can even Make Multiple items, Assign them to the SAM Group and Batch Build multiple armors for SAM compatibility. 

I'll probably put together a video for those who need one.. cause it's long winded. 

Edited by The Bottomhood of Steel
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I have experienced problems with some armors, If I do the refitting part without editing any slider(samson, samuel...etc) after conform the selected parts for an armor that needs SAMBody in the final mesh, the refit ingame looks good, exactly it looks in outfit studio, but if I do that editing the sliders for fix some clippings after conform it, the armor ingame looks with a lot of clipping totally different how it looks in outfit studio, why it happens that?

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22 minutes ago, KenshiNok678 said:

I have experienced problems with some armors, If I do the refitting part without editing any slider(samson, samuel...etc) after conform the selected parts for an armor that needs SAMBody in the final mesh, the refit ingame looks good, exactly it looks in outfit studio, but if I do that editing the sliders for fix some clippings after conform it, the armor ingame looks with a lot of clipping totally different how it looks in outfit studio, why it happens that?

Sorry, I'm having a bit of trouble understanding. But usually, if it looks like it's working in outfit studio but then doesn't work properly in the game, it means there is an issue somewhere related to the .tri file. If you can share some pictures of the issue or send me the mesh you're working on and maybe I can look at it and try to see what the problem is.

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What a great guide for sam user. This guide sure will help users so they can refit their favorite outfit.

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I can't even begin to explain how much this helped. Thank you for taking the time to make this!

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Posted (edited)

Thanks for your nice guide and kind support!

20190519015647_1.jpg

20190519015230_1.jpg

Edited by Kyoshi
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sometimes when I delet the masked parts of sambody,using the slider to go from _1 to _0 won't morf the armor/clothing,and the SAM sliders won't morf the equipment either

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1 hour ago, EsperAngel said:

sometimes when I delet the masked parts of sambody,using the slider to go from _1 to _0 won't morf the armor/clothing,and the SAM sliders won't morf the equipment either

you have to conform before doing this step

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51 minutes ago, air said:

you have to conform before doing this step

so the sequence would be :
everything until 5E2
deletion of hidden body parts
conform meshes
save nif _1,slider to nif _0
export tri
is this correct?

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2 minutes ago, EsperAngel said:

so the sequence would be :
everything until 5E2
deletion of hidden body parts
conform meshes
save nif _1,slider to nif _0
export tri
is this correct?

No, it should have already been conformed before reaching 5E2. Doing it again would reset your work.

Follow to 5E2 as normal, unset the body as reference, import the .tri file again, and eveything should be following the sliders properly.

At this point, you can delete the parts of the body as you please. When you're finished, export the _1 and the _0 and the .tri

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2 minutes ago, air said:

No, it should have already been conformed before reaching 5E2. Doing it again would reset your work.

Follow to 5E2 as normal, unset the body as reference, import the .tri file again, and eveything should be following the sliders properly.

At this point, you can delete the parts of the body as you please. When you're finished, export the _1 and the _0 and the .tri

I do the conform step,but when lots of body is missing (as for armors that only show the neck and arms) when I use the 1 to 0 slider the armor doesn't follow the body

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4 minutes ago, EsperAngel said:

I do the conform step,but when lots of body is missing (as for armors that only show the neck and arms) when I use the 1 to 0 slider the armor doesn't follow the body

That's weird, it should be working 🤔

Is it all working properly before you start 5E1?

If so, then try exporting a .tri file before this step (while the body is still set as reference) and then at 5E2, import both this tri file and the provided tri file. Maybe it will work.

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Just now, air said:

That's weird, it should be working 🤔

Is it all working properly before you start 5E1?

If so, then try exporting a .tri file before this step (while the body is still set as reference) and then at 5E2, import both this tri file and the provided tri file. Maybe it will work.

yup I tested the sliders on a backup copy I made before deleting parts
I'm gonna try this asap and let you know :)

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