Baldur's Gate 3
0 of 0

File information

Last updated

Original upload

Created by

ReallyLazyIcarus

Uploaded by

ReallyLazyIcarus

Virus scan

Safe to use

98 comments

  1. seira123
    seira123
    • premium
    • 49 kudos
    Hey :) how would one make a M to F converter? :)
    1. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      There actually already is one - check out the HUM_M_NKD_Body_A_Mesh. It has a Human_F shape key on it
  2. jfowler8
    jfowler8
    • member
    • 0 kudos
    I would love it if someone could perhaps give me a step by step tutorial on how to convert modded outfits to my modded body (SBBF). I'm very new to blender and don't know what I'm doing. Any help would be greatly appreciated.
    1. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      There is a step by step tutorial on the github page https://github.com/PerplexedPeach/outfit_builder
    2. jfowler8
      jfowler8
      • member
      • 0 kudos
      Hey there. sorry to bother you, but I keep getting this error when trying to fit this modded outfit:
      https://www.nexusmods.com/baldursgate3/mods/8795

      And trying to convert it to work with my modded body:
      https://www.nexusmods.com/baldursgate3/mods/4864

      This is the error I'm getting. I'm really new to blender and trying to follow the steps on the Github page but I guess I'm too stupid maybe?

      Python: Traceback (most recent call last):
        File "C:\Users\Justin\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\outfit_builder.py", line 295, in execute
          shapes = body.data.shape_keys.key_blocks
      AttributeError: 'NoneType' object has no attribute 'key_blocks'
       
    3. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      Probably means your custom body is not defined as a shape key on a standard body, and is probably instead a standalone object.
    4. jfowler8
      jfowler8
      • member
      • 0 kudos
      So I guess that means I'm not able to convert different outfits for my custom body?
    5. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      You'll have to convert the object into a shape key - check online resources and the down by the river discord for guides on how to do that
  3. k489530
    k489530
    • member
    • 0 kudos
    I am trying to change camp outfit mods body shape but error pops up when I click the built button, it shows that

    Python: Traceback (most recent call last):
      File "C:\Users\KOUCYAN\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\outfit_builder.py", line 292, in execute
        context.scene.ls_properties.game = 'bg3'
    AttributeError: 'Scene' object has no attribute 'ls_properties'

    Cant figure out whats go wrong T_T
    1. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      I think you are missing the import/export bg3 blender plugin https://github.com/Norbyte/dos2de_collada_exporter 
    2. k489530
      k489530
      • member
      • 0 kudos
      It works! Thanks!
    3. cruzj9377
      cruzj9377
      • premium
      • 0 kudos
      can you send it to me when you are done.
  4. SaintTheStig
    SaintTheStig
    • premium
    • 2 kudos
    Does this work to convert to Dragonborn Female or does someone still need to create a conversion for that?
    1. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      I believe there are dragonborn shapekeys that someone else made already in the template file
  5. PixelGlitchx
    PixelGlitchx
    • member
    • 0 kudos
    Could this be the groundwork for a type of outfit builder like in FO4 mods to have armors, custom or vanilla, to fit a edited tav body shape?
    1. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      Yeah, it could be extended to take in a custom body shape and meshes of all in-game armors, then build versions of those into their overrides. 
  6. Nixmori
    Nixmori
    • member
    • 8 kudos
    Hi there! I've been using this tool flawlessly for the past few months. Suddenly, today, I've begun encountering a strange issue. Using the same settings I've always used:

    Vertex ID
    Shape --> Transfer as Shape Key
    World

    Up until today, this worked just fine, but now it's causing the body to blow out. Is anyone else having this issue? I haven't changed anything in blender--no add-on changes or anything. I've been using 3.6 but installed 4.0 with fresh installs of everything and having the same issue.
  7. Aamaxu
    Aamaxu
    • member
    • 0 kudos
    I imagine I'm missing something obvious.

    Using the provided .blend file, HUM_F_to_FS works flawlessly. Super clean!

    However, when attempting to convert HUM_M_ARM_Barbarian_A using HUM_M_to_FS, the armour size is set to MS proportions upon Shape Key removal. Selecting just HUM_FS has it retain HUM_M proportions. TIF_FS also does the same thing.
    1. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      Yeah that's a typo on the object - it's actually HUM_M_to_MS. The shape key is correct in being labelled HUM_MS
    2. Aamaxu
      Aamaxu
      • member
      • 0 kudos
      Ahha, right you are. I didn't even think to look at the shape key names.

      So atm it there is no premade conversion data from M to F, like with F to SF and so on? Asking to be sure. Would need to create my own shape keys, right?

      And thanks for answering, and making this addon. It's GOAT
    3. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      There is only F_to_M; if someone makes M_to_F let me know since I can include that as an object in the template file.
  8. HotshotGT
    HotshotGT
    • premium
    • 2 kudos
    The addon has been working perfectly to fit outfits to the shape of a custom body, but it seems some physics enabled objects are breaking when the exported mesh is loaded in game. Some cloth objects work fine, while others, like capes, have holes in them despite appearing fine in Blender.

    As an example, the gold decorations on the thighs of "DGB_M_ARM_BarbarianMagical_A_Belt" droop down to the ground and swing around as if they're on long rubber bands when walking, while the cloth pieces of "DGB_M_ARM_Dark_Justiciar_A_0_Body" are perfectly fine.

    Do you happen to know if this is an issue with the refitting process, or maybe a problem with the lslib export?

    Edit: Seems to happen on the _Basis export too, so it doesn't appear to be caused by my particular shapekey design. Strangely enough, importing the base vanilla armor, and exporting without making any changes seems to break cloth physics entirely and the mesh becomes static. Are there any specific GR2 export settings I should be using when attempting to export manually?

    Edit 2: The holes in certain cloth items were caused by the gr2 import addon flipping random faces, and it only seems to happen on thin cloth with faces on both sides. As for the broken physics, I just disabled the cloth property for all meshes and made everything static for now.
    1. ReallyLazyIcarus
      ReallyLazyIcarus
      • premium
      • 802 kudos
      Yeah there are some limitations and quirks to the bg3 import/export plugin right now. I don't believe those are issues of the outfit builder though.
    2. HotshotGT
      HotshotGT
      • premium
      • 2 kudos
      Yeah, I did some further digging and it seems most of the issues lie with the collada exporter. Norbyte is busy keeping the script extender up to date, so it seems the exporter is on the back-burner for now.
  9. OneEyeAskew
    OneEyeAskew
    • premium
    • 9 kudos
    Hi again! I am still getting an error every time I run the add-on -- I have tried even completely uninstalling and reinstalling blender, then only this add-on. I'm not sure I am doing wrong but any help would be greatly appreciated, even just a manual workaround to describe what the add-on is doing automatically. 

    ReallyLazyIcarus would you be willing to take a commission for a few items fit to a modded body? Or even just to help me with the process on a first one? I have been driving myself crazy trying to do it on my own and would be very grateful (and happy to compensate, of course) for some help! 
  10. BG3AddictedGal
    BG3AddictedGal
    • member
    • 32 kudos
    The Mesh Data Transfer can be used to generate shape keys it says? How can I use it that way since I see no option to do so in my blender.
    Also someone told me you managed to figure out how create translucent textures, can you tell me how please? All the meshes I make end up having either completely opaque or invisible parts even with grey scale?, I am using the alpha_base sharder. My discord is bg3addict
    Thank you!!