Mine is near this problem but a bit different. I have combat boots that In OS and Nifskope they are well aligned with the ground, but in game they are floating at few inch over the ground...
Finally I found why, it's related to HHS... the file .nif is called boots.nif and in hhs folder we already have an existing height file called boots.txt HHS think the combat boots must use this boots.txt because they use the same filename.
Solution, change nif filename or remove the boots.txt
Not sure why I even had your page open in my browser...
but for some interesting "behind the scenes" perspective on the mechanics of this issue: https://github.com/ousnius/BodySlide-and-Outfit-Studio/issues/293 ...A page I found a few days ago seeking a solution to the same problem. Seems to indicate the nature of the issue/solution from the source.
I've moved a lot of gear and it's never screwed it up in the game. I move it down to the body, position it, conform all, mask weighted portions, copy all weights, and then export or save my project. My clothing all fits perfectly in game so far.
I know Neiro (sp?) made a post on this and it has solved all my issues with armor that "floats" above someone's head in OS. Except the key was the exact movement. I had run into two issues moving things as A) I didn't know you had to move them back before saving and B) the exact coordinates. Here is the post from Neiro and I have been following these since I found it ... and have been able to successfully convert every floaty armor to SHB that I have found so far. At least I got good results from it:
select the outfit's meshes > right click > Move... and in the movement box use the offset Y 0.882 Z -120.844. That will put the meshes back on top of the default [CBBE - also works for SHB] body where you can then conform sliders or make changes. When you're finished you have to do the opposite move of Y -0.882 Z 120.844, otherwise the rigging will be wrong.
@Gambitt77 - that's the first explanation to the problem that actually seems to explain this split. It has been frustrating when I encounter this in Outfit Studio trying to make mashups. So this method of 'rawchampion' is something I'm going to try out since I have no experience in 3DS MAX and limited experience in Blender. It looks to me like this could solve a problem that has daunted me.
You are definitely correct Gambit77; however, I don't remember all the terminology from when I learned 3D modelling (2015) so I figured I'll let someone else explain but, give those who need one a quick workaround.
There actually is documentation on how to fix this it's just extremely well hidden. https://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_2 https://i.imgur.com/P5GFK4O.png
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Finally I found why, it's related to HHS... the file .nif is called boots.nif and in hhs folder we already have an existing height file called boots.txt
HHS think the combat boots must use this boots.txt because they use the same filename.
Solution, change nif filename or remove the boots.txt
but for some interesting "behind the scenes" perspective on the mechanics of this issue:
https://github.com/ousnius/BodySlide-and-Outfit-Studio/issues/293
...A page I found a few days ago seeking a solution to the same problem.
Seems to indicate the nature of the issue/solution from the source.
https://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_2
https://i.imgur.com/P5GFK4O.png