What is ” BodySlide ”
Bodyslide an application frequently packaged aboard Caliente ‘s Beautiful Bodies Enhancer ( CBBE ). It allows users to customize the bodies of females in Skyrim. CBBE is a Skyrim mod that accomplishes does a number of things, but largely it : 1. Replaces all the peel textures of the stock NPC models.
2. Replaces the default form of what female nonproliferation center look like. This goes beyond just what their skin texture looks like but how boastfully their shoulders, hips, and ‘endowments ‘ are. And tied more importantly this can all be modified in CBBE ‘s collaborator plan, BodySlide. By itself CBBE does a distribute – namely replacing skin textures and changing the default female NPCs bodies to whatever you chose in the install. But Bodyslide lets you customize body proportions yourself. Bodyslide is a separate application/program that you use outside a game to change what people look like in game. The usage of Bodyslide and its inner working is the primary goal of this document. This guide will assume you know very little about modding or how mods work in Skyrim.
Outfit/Body – The key to Bodyslide
At the very top of Bodyslide is the “ Outfit/Body ” dropdown. You may have hundreds of these if you ‘ve downloaded a draw of armor/clothing mods from the Nexus. Most importantly each one of these will generate a particular “ .nif ” charge. nif files are particular outfits within the game that will be replaced when you generate a nif charge from Bodyslide. Like any other mod, nif files will be outputted to your Data booklet in the Skyrim directory and will then replace the equate nif file built into the game. “ outfit ” should be thought of loosely. It does not mean a specific costume, dress, or armor. It is a three-d model ranging from hands, gloves, shoes, helms, but most normally armors/body and leg clothes ( never faces/heads when it comes to Bodyslide ), and most importantly the ‘naked ‘ body. By default if your character has no armor on they will be given a set of underwear and wo n’t actually be naked. This ‘.nif ‘ model ( which corresponds to the torso ) is called by the vanilla Skyrim game : “ femalebody_0.nif ” ( orfemalebody _1.nif which we ‘ll get into ). Bodyslide, and CBBE by default, let ‘s you replace this model with a different model by generating a new femalebody_0.nif. This is done by clicking ‘Build ‘ once you ‘ve picked an “ Outfit/Body ” that corresponds to that same model/nif. If you never use the BodySlide, CBBE will replace femalebody_0.nif with the default you picked during its initiation. You may find there are hundreds of different selections in the Outfit dropdown, each corresponding to a different .nif model. unfortunately there ‘s no way to tell from the dropdown which nif model is being replaced ( but it ‘s normally obvious based on the list ). As a consequence you may very well have respective Outfit/Body options in your dropdown that all replace the like .nif model. One of the most common questions in Nexus is why their ‘naked ‘ model still has underwear. Most likely this is because you selected the “ Never Nude ” option when installing CBBE, which replaced the naked female model ( “ femalebody_0.nif ” ) with matchless that has underwear. In the trope below most of these models, when “ Built ” replace the same model with a different looking model. The NeverNude models all have underwear. note while Bodyslide can replace in-game assets it can besides be used to generate .nif files not in game but used by other mods, for example Player Specific models and races.
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Sliders and Presets Sliders and Presets
We will talk about the Sliders first as they will relate to Presets. Once you ‘ve picked a Outfit/Body from the game you want to replace, you can immediately make anatomic changes to it as you see meet. The Sliders are by and large self explanatory. Slide them up and down as you choose to make whatever proportion bigger or smaller. however there are a couple nuances. First, there is a left field and a right slider. Why two sliders for one model ?
The answer is each NPC in the vanilla game is given a ‘weight ‘ from 0-100. This allows for some diversity in the shapes and sizes of respective NPCs in the base game. The leave skidder will determine the shape/size of the smallest nonproliferation center in skyrim ( size 0 ) and the right slider will determine the size of the biggest NPC ( size 100 ). This is what the “ name_1.nif ” or “ name_0.nif ” means ; it ‘s the separate models for characters between 0 and 100 burden. This has nothing to do with ‘weight ‘ in terms of items or carrying capacity in the plot, nor is it related to “ weights ” of skeletons used for physics which is wholly unrelated and will be discussed late. If a character weighs something in between 0 and 100 the game will consequently pick a size in between the 0 and 1 .nif model. The “ Preview ” push button helpfully shows you what effect your sliders will have in game. additionally, it has its own luger at the acme that goes from 0-100, representing the gradual change in what the exemplary will look like as the weight changes from 0 to 100. You could actually make a 0 weight character expression heavier by merely change the “ 0 ” exemplary to have larger proportions than the 100 model.
The sliders you are presented with for each Outfit/Body are custom made by whoever created the upload the Outfit. In the standard CBBE mod ‘s case, Caliente imported the vanilla outfits into a disjoined sister broadcast called Outfit Studio, which allows creators to make these BodySlide sliders for users to play with. He then built the sliders for each of the proportions in that program. What this means is sliders are unlike for different download packs. not only are there sliders for different sizes of body parts, but some creators tied let you delete ( or ‘zap ‘ ) stallion components of the armor including bags, skirts, etc. This is why you ‘ll frequently see CBBE outfit packs with different names, such as TBD ( Touch of Dibella ), UNP, 3BBB, and many others. The CBBE separate means the models were created in Outfit Studio and can be edited in CBBE, but the produce models may use different sliders than the default option sliders. Note many modders do use the default option CBBE sliders and will Group ( see below ) their Outfits accordingly. not merely can the sliders differ, but the begin model is besides different. Each godhead that makes a Body/Outfit for Bodyslide has “ zeroed ” ( all sliders to the entrust ) the model you start with. From this zero mannequin can then make changes. This model will be different from others even when referring to the same .nif file in game. This is why you have a disjoined luger for “ Smaller ” and Bigger ” rather than the slider starting in the center and let you go up or toss off.
This is basically what “ Preset ” is, the dropdown below Outfit/Body. A Preset is merely a save arrangement of sliders. All default models start the sliders to the left, and a Preset is a protected configuration for both the 0 and 1 model of assorted skidder positions for the different body parts. Presets are simple to make and you can delete any you like ( defaults included ). Bodyslide would still work, but you would have to do all the sliders yourself ( not recommended ). The names of all these Presets are fair descriptions ( Curvy, Slim, SevenBase, Fetish ) and are plainly configured sets of sliders applied to the diverse Outfit/Body models. You can and should make any Presets you like.
Presets are very helpful because they allow you to set the sliders in a way you find most invoke and save this shape for use by and by. This is well done by using the Save/Save As function when you ‘re done playing around with the sliders. It is very important to understand the difference between Presets and Outfits/Body. Outfits/Bodies are specific game armor/clothing/bodies models imported from Skyrim that person else has modified and added to CBBE for you to alter. Presets are your configurations you can make to those models ( which is actually the point of Bodyslide ). You can merely Build Models without using any Presets or adjusting sliders, but a Preset must be used on a Model/Outfit/Body. You can and should make your own Presets, but Outfit/Bodies are downloaded by users ( but can be made through Outfit Studio, much more complicated than BodySlide ).
The other benefit of Presets is it let ‘s you set a particular Model ‘s body proportions, and then load up a different Model ( say, a plate armor and a bartender clothe ) and see how the same shape looks with different types of clothing. This is easily done by precisely picking your saved preset after you ‘ve picked a different armor.
You might notice that a Preset is n’t showing up on a given Outfit/Body. Why ? different Outfit sets made by different people will have different sliders, it means Presets from one kit can not be easily applied to another sets. If you try to use a Preset on an armor that does n’t partake the like sliders, likely nothing will happen ! This is why when you save Preset it asks which Groups you want to apply it to. obviously only apply it to Groups that share the like sliders.This will prevent you from picking a Preset for an Outfit/Body that does n’t even use those sliders. This is a good time to talk about Groups .
Groups avail organize the large numbers of Oufits/Bodies you may acquire from Nexus into collections. Some Models are designed to be used in concert ( internet explorer. those with CBBE in their model names normally share the like CBBE sliders as the default sliders that come with CBBE ) while others have wholly different sliders ( see Touched by Dibella ). Grouping assistant prevent you from applying a set of Presets to a Group/Outfit that does n’t even have that determine of sliders. additionally, Groups besides help keep sets of armors that belong together in one package so you can well Batch Build them. Batch Building is the primary reason Groups are so helpful, which will be explained below.
Let ‘s try filtering out some Groups. Click on “ Group Filter ”. While you can type out a name I strongly recommend you select “ Choose Groups ” as Groups must be spelled precisely to show up and if you want to select more than one they have to be separated by comma. ( Note choosing more than one Group is an “ or ” affair, as in it ‘ll include any Members that belong to any of the chosen Groups, this is opposed to an “ add ” function that selects members that must in both groups ).
You ‘ll see a list of unlike Groups. You may notice there is CBBE, and besides CBBE Bodies, and possibly CBBE Vanilla Outfits. The CBBE group will actually contain all the Outfits/Bodies in the latter two categories. “ CBBE Bodies ” will alone contain the naked ( and underwear .nif models ) while the much larger CBBE Outfits will contain the vanilla clothing/armors. Why are the CBBE Bodies ( nude models ) and the CBBE Vanilla Outfits in disjoined groups if they both use the same sliders ?
The reason is because Caliente ‘s Preset Sliders packaged with CBBE have two variations : Normal, and Outfit. The chief remainder is the burst is more ‘pushed up ‘ in the Outfit model, as if the character was wearing some kind of documentation, which they probably are ! By separating these Groups out it ‘ll be easier to “ Build ” models for Outfits, and make them unlike from the nude models ..
Groups are much downloaded in package, but they can besides be created via the Group Manager Button. Clicking this will open a window that clearly shows how Groups are defined. right now everything is greyed out, but click Browse and choose CBBE.xml. You should see 2 Groups : CBBE, and CBBE Bodies. Below each you ‘ll see the Outfits/Bodies that each Group contains. Groups are not mutually entirely and a single model can be added to many different groups. And in fact in this case, both Groups seem to have the exact same ‘Members ‘ ( ‘Members ‘ are precisely Outfits/Body that are nowadays in a Group ). Why have 2 Groups with the exact members ?
The rationality is they actually do n’t contain the same members. CBBE generates Groupings in the main window based on all the XML files in its booklet. If you look in the booklet there are normally several XML files, and together the unlike CBBE subtypes will be more absolved ( Vanilla Outfits, Dragonborn, etc ). As you collect more Models/Outfits they will normally come nicely organized into Groups of their as instructed by the XML files they come with. Models/Outfits that have the same default CBBE sliders will be added to the generic CBBE group AND normally their own Group as well. This accomplishes two things : tells the drug user that these armor sets use the standard CBBE slider, but besides let ’ s you subgroup them from other CBBE armor sets that have similar nifs.
Back in the main window there is another trickle window next to “ Group Filter ” called “ kit trickle ”. This is a childlike but less powerful creature for filtering all the Outfits. It ‘s merely a keyword search. here you do want to type in the Outfit you ‘re looking for. Try Iron, Fur, or Leather. This will filter out all selected Groups that have any of those terms in the name ( this would be an “ and ” function ). While this is helpful for cursorily searching an armor Grouping is much more potent when doing Batch jobs which will be explained below. note you can build Groups from the Outfit Filter by selecting it again after you ‘ve done a search and creating a Group ( “ Save Outfit list as group ” )
up to this point, we ‘ve skirted around the bombastic, Build Button. You can do anything you want in Bodyslide and nothing will happen in your game, until you hit Build. What does this do precisely ?
Build does 3 things at once : 1 ) It checks to see which Outfit/Body you ‘ve picked. This constantly corresponds to a single, specific armor/clothing mesh/.nif file. 2 ) It then looks at the slider configuration you ‘ve made ( or possibly selected as a Preset, it does n’t matter ), and 3 ) it will then create 2 files, the “ xxx_0.nif ” & “ xxx_1.nif ” that get added to your Data folder ( or Mod Manager virtual folder ). It is this file that replaces all those armors/clothing in the plot to the proportions as you ‘ve selected.
There is a sting of add functionality if you hover over the “ Build ” button. Holding CTRL will add the nif files to the “ work directory ”. This does not add the files to the game at all but exports the nif file to the BodySlide folder for editing with other programs. It is not utilitarian to us. Holding ALT and click Build will delete the .nif model you are adding if you no longer want it. I find it of limit utility program.
One of the most common questions on the forums is why does my model determine inconsistent when going from naked to wearing clothes. The cause is because characters do n’t actually ‘wear ‘ clothes, they replace their stallion bodies ( torso, etc. ) with different models. In order for your character ‘s to be maintained when dressed vs. naked, each model has to be changed to the Preset you selected. The same Preset you used to generate femalebody_0.nif must besides be applied all other Outfit/Body models. This means every single armor, invest kit, etc. must be “ Built ” with the choose Preset.
This is where Batch Build comes in ; the powerhouse behind BodySlide. Build works well enough, but there are hundreds of models, clicking on Build for each one would take forever. Batch Build solves this.
Like Build, it : 1 ) Checks the slider configuration you ‘ve made, but then rather of checking the one Outfit/Body you ‘ve picked, 2 ) it checks which Groups you have chosen ( next to Outfit/Body, in the Group Filter Window, You ‘ll know which Outfits are being filtered by checking the Outfit/Body drop down box ), and 3 ) creates two .nif files for each Outfit/Body from all members in the selected Group ( s ).
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You ‘ll be prompted with the complete list of all the filtered Outfits you can add your Preset to when you click this button.
If your groups are managed well you should n’t have many, if any, Outfits/Bodies selected that refer to the same .nif file. obviously you ca n’t replace the like model with two different meshes/Bodies. If this does happen, BodySlide is kind enough to bring up a second window asking you to resolve the conflict ; namely picking which model you wish to choose.
In the above picture after clicking “ Batch Build ” BodySlide informs me that several of the filter Outfits are trying to create the same file ( femalebody_0.nif ). I must pick which model is going to get the Preset to be built into the game.
Like the Build button there is some add functionality with holding CTRL. This meter holding CTRL allows you to pick which directory you want the models to be exported to. This can be helpful if you ‘re finding Mod Organizer is n’t putting them where you think they should be. ALT-Click once again deletes a batch of models ( the lapp ones that are filtered ).
once you ‘ve learned how to Batch Build you ‘ve mastered the basics of Bodyslide.
A little note about Build Morphs ( the little checkbox at the bottom ) : This is only used by another mod called RaceMenu to allow you to change body proportion in game without having you constantly build models and relaunch Skyrim until you ‘re satisfised .
The above is a very drawn-out, detail explanation of what Bodyslide is an its function. If all you want is to cursorily get some modern shapes and bodies, the process is simple :
- 1. Install CBBE and Bodyslide – make sure you install all Vanilla Armors.
- Open Bodyslide and Select CBBE Body.
- Select any Preset (or not) and adjust the sliders as you wish.
- Click “Group Filter” and check everything. To make sure this works click Outfit/Body and ensure you have at least 50+ items there.
- Click Batch Build and resolve any conflicts
once you ‘re familiar with BodySlide, adding physics to your meshes is the following big step.
Adding physics always requires at least three important extra Mods : XPMSSE, Fores New Idles, and either CBPC or ( less likely ) HDT-SMP.
What are these and what do they do ?
very Simply : Fores is the main engine that allows about any exemplary to be animated. It requires a ‘skeleton ‘ ( this is not a misprint osseous skeleton but an invisible kind of wireframe use for animating ) that is then told how to move by other modders. All models have some kind of skeleton, but XPMSSE adds extra ‘skeleton ‘ bits to different game models that differently do n’t exist. This could be new limbs, wings, or in our subject breasts/butt. Do n’t ask why breasts have “ bones ” ! CBPC and HDT-SMP are physics engines that use the skeletons, add weight to them, and make them respond to gravity/movement.
What does this have to do with Bodyslide ?
In order for a model to be used by CBPC it must have a Model that contains a skeleton with Breast/Butt components or it simply wo n’t animate. practically, this means any .nif meshes ( Outfit/Body ) you Build must have these skeleton bits in it. fortunately outfit Studio allows modders to make models that have these skeleton bits with with weight etc. to look realistic. however for the physics to work you must alone use Outfit/Body that actually contain these skeletons. Unless specifically stated most will not have these physics models. Helpfully, most models will contain in parenthesis ( Physics ) if the model has a skeletal system that can responds to CBPC physics. importantly, do n’t add models with physics without the supporting mods, it will cause problems.
Again, Groups are very helpful here. Most modders when packaging their Outfit/Bodies will have included models that are capable of physics and models that are n’t and put them in specific groups. When you Batch construct Models make sure you are building the ones that have Physics. A fortune Outfit packs will have Physics for fabric garments, but not for alloy as it ‘d be unrealistic for alloy armor to be bouncing about. You might see merely one adaptation of a metal armor but two ( physics and not ) for fabric.
Most of these extra physics packages have their own readmes, descriptions, compatibilities, and Fores New Idles requires the carry of an feasible. Going over this is beyond the setting of this education .