00/ Build the body and outfits with zeroed sliders in Bodyslide. 05/ Install the morphs.ini and the templates.ini for your body type from the files section here. 10/ Open your f4ee.ini and replace bEnableBodyGen=1 by bEnableBodyGen=0. 20/ Launch Fallout4 and start a new game. 30/ In character creation, chose a face preset if you want, but ensure all body sliders are at zero and the triangle is at the center. 40/ Leave the character creation, save and exit Fallout4. 50/ Open your f4ee.ini and replace bEnableBodyGen=0 by bEnableBodyGen=1. 60/ Launch Fallout4 and load your saved game. 70/ Enjoy
If you use a custom companion, you must add and set it in morphs.ini before restarting with bEnableBodyGen to 1 else it receive the zeroedslider you have previously set.
In addition to have automatic bodyslide presets for all characters, the other big advantage of bodygen is all armors and all outfits works automatically with all bodies. Don't forget to say a big thank to expired6978 for that.
Don't forget also to use cbp and mtm to add physic to your bodies and outfits.
Tutorial on how to inject a Bodyslide preset into a Looksmenu Preset Requirements: Notepad ++
Bodyslide preset into Looksmenu preset
Step 1: Open the BodyConverter.exe, You will see 3 Big boxes of Text. Don't worry about them. You can just delete them by Ctrl A to highlight them then hit the deL key to Delete them
Step 2: Now leave BodyConverter open. Find your Bodyslide Preset you want from Data\Tools\BodySlide\SliderPresets. Open the XML file with Notepad ++. Now you need to copy the text from<SliderPresets> to </SliderPresets> . Go back to your BodyConverter and Paste them on the first Box with Ctrl + V (You may not be able to right click to paste)
Step 3: Click on ToBodyGen below the box. That will turn it into a templete for bodygen on the big middle box but lets not worry about that. Click on ToBodyMorph below that box. That will turn it into text that we need for our looksmenu preset. Highlight the text with Ctrl + A then copy it with Ctrl + C
Step 4: Find the looksmenu preset you want to inject the bodyslide preset at Data\F4SE\Plugins\F4EE\Presets. Open the Json file with Notepad ++. Then Find " "BodyMorphs" : { " which is at the very top. Highlight that along with the text below until you highlighted the end bracket " }, " Then paste the text you got from bodyconverter with right click to paste or Ctrl + V. Then you would go to File then Save As. You don't want to ruin your original preset incase you messed up. Give it another name like "(your preset's name) 2".
Step 5: Launch the game and load up a save. Open up the showlooksmenu. Then load up the new preset, your new bodymorph should appear on the character.
This would be a great utility but I'm having these two issues:
1. Bodymorph json only outputs this: "BodyMorphs":{ "Ankles": 0.0 },
When BodyConvert.exe is opened. It shows correct format and content for BodySlide XML, same for BodyGen (data). Bodymorph (JSON) shows the above even without me editing anything.
2. Second problem I'm having is the duplicate key error when generating JSON. (Need the above to work for this to matter.) "System.ArgumentException: An item with the same key has already been added." What is the key? I saw another post but I didn't understand the fix.
The two things are "normal". This is because Bodygen data in the preview has multiple lines and I not worked to convert multiple bodygen lines to multiple Json. I added the multiple conversion from xml to bodygen, but not bodygen to bodymorph. Because that started to be unreadable to have tons of bodymorph lines. Basically, what you see in bodyconvert when you open it is just a static reminder how it work. Bodyconvert is more intended to convert one to one. One xml -> One Bodygen -> One Bodymorph -> One xml.
For the second point, about the duplicate key. This problem come when you have two or more time the same key in a xml preset, like the key Ankles or AppleCheeks. This problem come when you attempt to convert a CBBE Skyrim to CBBE FO4, they are not compatible. CBBE Skyrim use duplicate keys while FO4 use none. You can't convert a Skyrim preset to FO4 with Bodyconvert without editing the Skyrim preset manually by removing all duplicate keys.
Appreciate the help. I got the first point working.
For the keywords. I find duplicates like this in a preset mod: <SetSlider name="Belly" size="big" value="-50"/> <SetSlider name="Belly" size="small" value="-50"/>
The default presets only show [size="big"]. I need to remove the duplicate lines. Does the [size] matter if "big" or "small" or just the [value]?
From my understanding the real value between small and big seem stored in another file. Possibly in the binary .tri file. Or it's a special calculation between -50 and -50. In the xml file you have just the min and max, not the value between the two. You can't do nothing with just the min, max. This is how bodyslide for skyrim seem working. Just don't attempt to convert skyrim presets to fo4 they are not compatible, stay with fo4 presets. You can also remove each duplicate key and leave one unique, small or big, but the result will never be the same as skyrim
I haven't tested it so I can't be 100% positive, but with the way this game's scaling system works, I believe the correct method would be to find the middle point between the "big" and "small" values, change either the big or small value to that number and then delete the other, so for example if you were to have:
the listed min and max values are "1" and "100", respectively. Halfway between those numbers would be 50, so I believe you could just delete the line that says:
<SetSlider name="Belly" size="small" value="1"/>
and change the other line to read:
<SetSlider name="Belly" size="big" value="50"/>
And I believe that should give you the most accurate representation of that slider. I hope this helps.
⚠ YAPPING WARNING ⚠ You will probably see this comment slightly modified it every page related to Bodygen (which i bet just a very little few people know is actually just the slidders inside Looksmenu), since every creator collectively decided to either: Not give any intructions and say "the instructions are on the mod page 🤓", making the tutorial worthless Or, in the case of Convert's instructions, be so poorly explained that you will never get to do anything at all even if more than 10 hours have passed and you are still trying to make sense out of this hell (or act like we had 9000h experience of manually modding)
(Also there has been multiple instances, in the case of BodyConvert, where certain files like ""BodyMorphs" : { " aren't actually in the files of the mod; in fact, the Presets folder ONLY APPEARS IF YOU CREATED A PRESET IN THE GAME WITH LOOKSMENU. You will be pretty much lost by that point).
❔ SOLUTION ❔ The best thing you can actually do, is NOT USE UNIQUE PLAYER at all. All this mods: - Unique Player - Unique Player bods (used for cbbe - BodyConvert - Any other mod that is not properlly build around body parts Every single one of them is completly useless. Believe me when i say I CAN explain why, but tbh, this is really just to give people another way around this crap. Just don't use any of this.
Instead, just go to the looks menu and modify the parts with the in-game slider. "Is absolutly painful and i already made a preset?" you said; yes, it is; but is not worth the pain, really, please, do yourself a favor and remade the model in Looksmenu. There is a mod called Unique Player [LooksMenu Edition], but has an issue with clothes and nude version of the models. So until i get a response about it, i can't recommend it but it's BY FAR, the only mod that actually let you have an unique model https://www.nexusmods.com/fallout4/mods/70183?tab=description&BH=5
This was going to be a even longer explaination, but after testing so much, downloading so much crap, wasting my time; only to make this preset to work... Is worth? No. Is worth for me to explain it when we are talking only about CBBE bodies and not any other mesh mod? Neither. This is just to tell people to not waste the absurd amount of time that takes to download hundreds of files for nothing.
May God have mercy of the ones trying this with Atomic or FusionGirl, they just didn't go to hell, they just straight up rotten in an electric chair
Not sure what it is, I followed the instructions but seeing a number of body shapes that are way out there. So there has to be a step I am missing or doing incorrectly. Is there a common miss that occurs that typically results in? Not sure if my issue is that I am somehow bungling the zero sliders part (seemed straight forward enough.) or the Char creation where you set it and then duck out.
Hi zed140 & Nagatokira. Thanks for your clear explanations. I have a question that I haven't been able to answer after two days of searching. It is regarding setting my character up with a unique body without setting my custome companions' bodies to vanilla forms.
zed140 writes that if you have a custom companion, you must add & set it in morphs.ini before restarting with bEnableBodyGen to 1. I have not been able to figure out how to do this. I've been looking through the files & it seems that the template.ini contains the names of presets and the specifications for each bodyslide setting (e.g., Strong&Thicc(Clothes)[email protected]:0.25 etc) for the preset, named Strong&Thicc(Clothes). The morph.ini seems to 1) state what .esp a character is in and then, 2) assign the character a preset. I also see that the template.ini has an entry for Heather, although it is put after a #, making it merely a comment. Her preset is not present in the template.ini file.
What I would like to know is how to find the data for Heather and Darlene so I can put it in the template.ini file. I figure that once I do that, I simply write the esp file name, followed by |, followed by the name of the preset. I went to Darline's esp, opened it in Notepad ++ and all it gave me was gibberish, so that's not the right thing to do. I have never used FO4edit, other than to clean dirty mods, and don't even know if I need to learn how to use that program. I assume that the format needs to be Bodygen because I copied bodyslide preset data to Bodygen (using Bodyconvert), and the format is the same as is in the template.ini. So far, so good.
So, if I were to, say replace the preset name after Cait with the Bodygen information I generated by my preset, it would give her the preset I created. Again, so far, so good (I think). I'm hoping I'm orieneted enough to understand any explanation you might give me to figure out how to make add and set a custom companion and then set it in the morphs.ini before restarting bEnableBodyGen to 1.
However, I have absolutely no idea how to get their Bodygen information or the names of their presets (actually, the name of Heather's preset is given in the morphs.ini as AB33=NYALA-AfricanGoddess Outfit, but I cannot access the Bodygen information). I assume the information for Heather and Darline is hidden somewhere in their .esp files, but please correct me if I'm wrong. Since I don't want Heather & Darline to default to vanilla bodies, as zed140 warns, I would like to get the Bodygen information.
If you have time, would you mind telling me how to find and extract the Bodygen formatted information, so I can put it in the template.ini file? I'm hoping that your answer will be useful for anyone else who also stuck at this juncture. If I have to learn to use FFO4Edit, so be it, but if I do, it would be helpful to know what to open, what to look for when I open it, and how to turn whatever I find into Bodygen format. Thanks so much ahead of time.
The base is to create a .xml body file with bodyslide and convert it to bodygen with bodyconvert. Then you add the conversion result in your template.ini to be used as template model for your npc's. In morph.ini you can set this template model for a particular vanilla npc, a custom npc or for an entire race.
If you have a custom npc that is not pre registered in morph.ini, that a bit more complicated because you must take his formid in his plugin file with xedit. And the very important other point to understand is the formid is separated in two part. The first part is the rang reserved for your load order and the second is the id bodygen will use to reference the char. You can find the id part in the plugin and the load order one can be found in your mod manager.
Take this example, Charlotte.esp. In the plugin charlotte.esp you open with xedit, in the "non player character" branch in xedit you see charlotte has the id 01001740. The game engine reserve the 4 first number for the load order and can vary following the load order, and the 4 last number are the id used in bodygen/morph.ini.
In your morph.ini you don't add the 4 first numbers, you add the 4 last. The id 01001740 become Charlotte.esp|1740=Ripley
That is for normal esp plugin. For the light plugin like espfe and esl instead of the 4 first it's the 5 first numbers that are used for the load order number and the 3 last for the id in morph.ini. In this case a FE001740 become Charlotte.esp|740=Ripley instead of 1740 in a normal plugin.
And obviously, here Ripley name is your bodyslide->bodygen conversion name you stored previously in template.ini You can evidently use another name than Ripley. Any name you want, but must exist in your template.ini
Thank you so much. I appeciate you getting back, and especially so quickly. Your explanation is clear and I was able to find the id and distinguish what part is used for the id in morph.ini. Very helpful. I'd endorse two times if I could.
Hi, I want to follow up on your response because it opened up a new question. I followed your advice for setting up a custom companion, using Darlene. I opened the Darlene.esp, found the Non-Player Character (Actor) line, and opened it up. Then I got stuck, and I'm wondering if the situation with Darlene may be different from some other custom companions. Here's what I found -
When I open the .esp up in xedit, there are three lines for the formid, and I'm not sure which to use. Here's what it looks like: Non-Player Character (Actor) 01002688 VanessaNPC Darlene 010077EF VanessaCat K1-T1 0100DB906 VanessaEyeboy Add_Bot
I haven't gotten very far into playing with Darlene, so I don't know if she has more than one form, or even if that's why there are three rows. I assume that the first line is the one to use, and the formid is 2688 (i.e., leaving off the first four numbers), is that right? Also, I don't know where to look for information for her body that I can put into the template.ini. I see where the outfits are, but not a descriptor of her body form.
Also, Darlene's clothes download to Bodyslide when I install the mod (I use CBBE), and while there is no slider preset, there are several slider sets, which include all the parts of her outfit, as well as nude sets (I'm referring to the .osp files).
My next question is: does this mean that her shape is fully controlled by the slider sets, so there would not be a slider preset (.xml) or BodyGen (not sure what the file type is) or Bodymorph (.json) file for her? Also, does this mean that I don't need to worry about putting Bodygen information for her into the template.ini & morph.ini files?
Thanks ahead of time for taking the time to respond.
1/ Install better console, when you click on a npc you can see more info. In your case yes it's probably the one with the NPC suffix.
2/ To use bodygen correctly with your templates you must build + morph all your in game clothes to zero. Because bodygen do not reset bodies to zero before applying a template model on it, it just add the morph value from the template to it.
Allways build (+build morph checkbox set) all outfits to zero then select specifically the cbbe body and build it also to zero. Bodygen will do the rest.
Few "clothes" can have no slider, like rings, glasses, ect.. Few clothes can also have body included, build them to zero also like others without body. All standard outfits must have sliders else it's probably a bug in the mod. Contact the author in this case for explanations.
Quick question about zeroing all outfits. Do I check both the morphs box and the meshes box or just the morphs box? I checked both, and I'm wondering if I should have only checked the morphs box.
Just the checkbox "build morphs". That produce the .tri files, these files contain the required data for looksmenu and bodygen. I'm not sure how the other checkbox work, if they just hide morph block in bodyslide for visual facility or if they have an impact in building morph. I think it's just for the editor but never tested.
This is mostly a comment for clarification on Nagatokira's pinned post from Sep 15, 2022. This is based on what I think only, and should be confirmed on contradicted by some who knows for sure.
If you open a face preset, there is no "BodyMorphs" : { ". This line only shows up if sliders have been moved before a preset is saved. Face presets start with { "Gender" : 1,
If I understand correctly, the Bodymorph information goes after the { and before the "Gender". The reason I say this is that if you create a new character preset after you have changed both the face and sliders, you get a Bodymorph section in the location I indicated. If you create a new preset after you have changed only the face, the Bodymorph section is not present. If you create a .json (preset) file using BodyConvert, it will only have the Bodymorph information, not the face information (but will still have the triangle placement information). Also, if you create a .json (preset) file using Bodyslide and BodyConvert, it will only have the Bodymorph information, not the face information (but will still have the triangle placement information). I figured this out becauses in downloaded body presets, only the bodymorph section is present, not the section beginning with } "Gender":1. Note that in any preset format (i.e., face only, body only, both body and face), the last line of the file has "Weight" : [first some number equal to or less than 1, second number equal to or less than 1, third number equal to or less than 1 (e.g., [0.542902410030365, 0.3458622097969055, 0.1112353801727295 ], where all numbers sum to 1). This seems to give the location of the marker in the body shape triangle. If there is an even balance, right at the center, the numbers will be [0.333333, 0.333333, 0.333333], which I think is what they should be when using the BodyConvert process (although it may not matter?). As a brief tangent, I've noticed that when downloading presets, these three numbers are often differnet from each other. I assume this indicates that the bodies were constructed using the triangle, as well as the sliders. I've found this creates problems when using Bodygen in game (via the showlooksmenu console command), but I don't know if it causes a problem if the downloaded preset is transferred to the templates.ini file. It would be nice if someone would clarify.
Slightly aside, I wonder if it would be helpful to use Bodygen to create a preset that in cludes face and body information, then use Nagatokira's method to simply paste over the Bodymorph part (just to make it visibly more obvious where to paste the bodymorph information if you want a preset that has both facial and body information). Again, I'm not sure, and this should be confirmed or contradicted by someone who knows.
I would test it, but I've run out of time for gaming for the next 8 months, and this post is my last hurrah for a while.
Back to BodyConvert. When using the Bodyconvert morphs.ini & templates.ini, I'm guessing that you should not load a body preset during the initial face/body creation time of the game. From what I have been able to parse out, the template.ini & morph.ini files are set up so you can have FO4 automatically give you a body you've created in BodySlide without adding a preset in character creation (i.e., Bodygen). I think (and it would be useful to find out if I'm wrong, and how I'm wrong), to have your custom body, pre-generated in BodySlide, automatically applied, you are supposed to change the lines in the morphs.ini file, #Player Fallout4.esm|7=CBBE Chubby (Outfit) to #Player Fallout4.esm|7=Name-of-Your-Preset
Note that if you don't change the name, you will automatically be assigned the CBBE Cuubby (Outfit) body, which I assume most people would not want (so, I'm guessing that it's a practical joke on zed140's part to make sure people follow direcions). Of course, you need to have your preset defined in the templates.ini file for the assignment to work.
That's the player character body creation part. However, the templates.ini and morphs.ini files are also used to create bodies for NPCs, but that's for another posting. Although, it's worth mentioning that you can have BodyConvert (via the templates.ini & morphs.ini) only affect NPCs by doing something like putting a name for the player character's body in the morphs.ini for which there is no corresponding definition in the templates.ini file. FO4 may blink, but it will not automatically assign a body to the player, and only NPCs will be affected. This is a great way to introduce body shape diversity to female NPCs. Everyone who uses the BodyConvert should be on notice that many of the body changes included in the downloaded templates.ini & morphs.ini that are assigned to NPCs are so extreme that they will break immersion for some people. Addressing this is another issue, but you can download recently posted alternative (extremes removed) templates.ini & morphs.ini files from here.
I hope someone corrects incorrect assumptions and information. I will be happy to edit the post with corrected information and repost, and then hopefully have the earlier, less accurate one removed to avoid confusion.
Also, it would be nice to get a brief tutorial on specifically how to use BodyConvert's templates.ini and morphs.ini files to generate diverse body shapes for female NPCs in a way that only includes body types you want or that incorporates body shapes your custom body shapes made through BodySlide. It should be simple, and the information is scattered throughout postes in various places. I'm working tomorrow at 5am, so that's basically it for me for the next 8 months. I'll check for corrections, for the next two weeks, and consider reposting, if it seems useful. Thanks.
Sorry for asking here, but this is the most up-to-date page I've found regarding BodyGen.
I'm running into a (possible) issue where BodyGen body presets don't get applied on NPCs. Basically, I've generated my own morphs.ini and templates.ini and placed both files to Data/F4SE/Plugins/F4EE/BodyGen/Fallout4.esm directory.
My templates.ini file is generated properly, I'm 100% sure, and I'm pretty confident that my morphs.ini is also generated properly, but I have some doubts. This is my morphs.ini file: All|Female|HumanRace=- Claire CBBE v2023 - |- Claire's CBBE Preset - (Sept 2020) -|01 - Type Busty (Normal)|02 - Type Busty (Medium)|03 - Type Busty (Extreme)|Amazin Amazon|AmazonBombshell|ANGIE (Modified3)|AniBody BigBoobs Clothes|AniBody MilkTank Boobs Nude|AniBody Normal Boobs|AniBody Small Boobs Push Up|Arabelle|Arcade Fighter|Dat Ass with Cleavage|CustomPreset test|BBWMILKMAIN|Big Beautiful Woman|Busty Girl Body Fallout 4|Cals Sticky Thicky Milf 2.0|Cals Sticky Thicky milf|Carla Gray (nude)|Carla Gray (clothed)|CBBE Radiance|CBBEYoga2|CBBEYogaMom|CELESTIAL THICC + BREAST 2.0|CELESTIAL THICC + BREAST 4.0|CELESTIAL THICC|Champa CBBE Body|Chubby Ana|ChubbyCompanionPreset|Consequences of radiation|CowgirlPreset|Delta Body Elit|Delta Chubby Elit|Delta Sexy Elit|FAPP version 1.3 - A-Cup [GENERAL]|FAPP XL version 1.3 - B-Cup [GENERAL]|FAPP XL version 1.3 - D-Cup [GENERAL]|FAPP XL version 1.3 - E-Cup [GENERAL]|FIT 2|Fragile (Outfit)|GEEE|HentaiBody001|my preset|My body|Ivory Grace CBBE BodyPreset|JuicyGracie|KANNA CBBE BodySlider|Kinda Thicc|LatinPreset|LordDkkrs Thicc preset|LUDEX Bodies - [Curvy][Breasts]|LUDEX Bodies - [Curvy][Fit][Breasts]|LUDEX Bodies - [Fit]|LUDEX Bodies - [Milf]|LUDEX Bodies - [Milf][Fit]|LUDEX Bodies - [Oppai]|LUDEX Bodies - [Oppai][Fit][Clothes]|LUDEX Bodies - [Slim][Fit][Breasts]|Luna_CBBE|LUST FO4|Lya - CBBE Nanakochan - Breast Large|Mamacita|Marika (TheGoddesCBBE)|Marvelous|MAT - Thicc Women (CBBE Bodyslide Preset)|Mega Milf 1.1|Milf Body - Nude|Miss Ultimate|mOOve CBBE|Nuclear curves bodyslide preset|Ollie Preset Thiccer|ORGASM|OxtonbodyV3|OxtonCBBEBody+V6|Parallax Body|Perfect.2|PerfectBody_BigBoobsNude|PerfectBody_ExtraBigBoobsNude|PerfectBody_SmallBoobsClothed|Perfection1|PLUZ Bodyslide Preset|R1|R2|RD - MegaFatty|RD - Rubenesque Momma|Rubenesque Momma|Rubenesque Venus of Rome|sarah cameron|SecretaryPreset|CustomPreset 3|Stripper|Sucubus Nude|Sucubus|Suki Body 2|That Gym Booty 2.0|That Gym Booty|THBBE|The Nordic Bombshell Original v1.0|Theresa Orlowski|Thicc and Well Rounded CBBE Preset |True BBW|VIPER CBBE 2|VIPER CBBE 3|VIPER CBBE Chest Rigs|xy - Type 3DCG (Blessed)(1)(a)(Bigger)|xy - Type 3DCG (Blessed)(2)(b)|xy - Type 3DCG (Blessed)(2)(Bigger)|xy - Type 3DCG (Blessed)(2)(e)(v3)|xy - Type 3DCG (Blessed)(2)(e)|xy - Type 3DCG (Pawg)(1)|xy - Type 3DCG (Pawg)(2)(e)|xy - Type 3DCG (Pawg)(2)|xy - Type Cake (Boston Cream Pie)|xy - Type Cake (Strawberry Shortcake) All|Female|GhoulRace=AniBody Small Boobs Push Up|Arabelle|Arcade Fighter|Chubby Ana|THBBE|The Nordic Bombshell Original v1.0|Consequences of radiation
# Female Player Fallout4.esm|7=exclude_from_bodygen
# Cait Fallout4.esm|79249=Parallax Body
# Curie (Synth) Fallout4.esm|1647C6=Champa CBBE Body
# Piper Fallout4.esm|2F1E=Big Beautiful Woman
# R4-04 (Tales From the Commonwealth) 3DNPC_FO4.esp|4356=GEEE
# Heather (Heather V2) llamaCompanionHeatherv2.esp|AB33=Thicc and Well Rounded CBBE Preset
# Ellen (Ellen The Cartographer) ellen.esp|1002=LUST FO4
Let me explain the provided morphs.ini file...
As seen in provided morphs.ini, I have all the presets I'm using set to be applied for All Human Females (All|Female|HumanRace=) and only a few presets for Ghoul Females (All|Female|GhoulRace=).
All the NPCs specified in the file are companions. At the time of writing, I'm playing with Companion Ivy as my active companion, and she's set to use Ivory Grace CBBE BodyPreset - and that's working, she indeed has the specified body preset applied!
The Female Player is set to use exclude_from_bodygen body preset. Such preset does not exist, and I've done it like this in order to disable BodyGen on Female Player Character.
So far, so good - the companions use the correct body presets, and the Female Player has the default body preset (is excluded).
However, the issue is with other female NPCs (non-Unique / not specified in this file). I've played the game for approximately 2 hours in order to test this BodyGen configuration in my game, and none of the generic female NPCs use any of the body presets specified in All|Female|HumanRace=.
This is the order I've implemented BodyGen in my game:
Played the game for X hours without BodyGen.
Generated morphs.ini and templates.ini BodyGen files.
Loaded the save, noticed that Companion Ivy's body is changed (which is okay) and Player's body is left on default (again, as expected).
Played the game for a bit, then saved and exited.
Opened f4ee.ini and replaced bEnableBodyGen=1 with bEnableBodyGen=0
Loaded the save, waited for a few moments, then saved and exited the game again.
Opened f4ee.ini for the 2nd time and reverted bEnableBodyGen=0 back to bEnableBodyGen=1.
The result is still the same - unique NPCs (specified in morphs.ini) work just fine with BodyGen, but generic / non-unique NPCs do not.
Does anyone have any more info on this? Any help is much appreciated, thanks in advance!
That probably because you have error in your big list. Also it's possible bodygen has limit in size or number of templates for a race, or a little bug in how it parse the string. A way I used to turn around this complexity, is to reduce the size list. And replace the templates by letters instead of names, with the problem that become less readable.
All|Female|HumanRace=A|B|C|... And changed the template.ini body models accordingly to the letters I used. You can also adopt a special format with 3 letters, AAA for a fine body and CCC for a large body. Each letters corresponding to boobs, waist, hips. It's not perfect but a bit more clear than a single letter.
Ok. For your info, you can put template.ini and morph.ini in another folder but at the condition you have an esp with the same name. This is intended for plugin mod that distribute their morph char with their personal templates and morph without the risk to overwrite the ones in fallout4.esm folder.
if you want distribute a char with his own morph.ini/template.ini, you must add them in a folder with same name as your plugin. Example, if your plugin is called Charlotte.esp you must add your template/morph in a charlotte.esp folder not in the fallout4.esm folder.
When the engine load your Charlotte.esp plugin it also load the morph.ini/template.ini in charlotte.esp folder and apply the morph included in these two files. If Charlotte.esp is not in your load order list these morph/template will not be loaded.
If I want to set all female NPCs to use the CBBE Vanilla preset, Do I replace all the presets in morphs.ini with CBBE Vanilla?
All|Female|GhoulRace=CBBE Slim (Outfit)|CBBE Petite (Outfit)
to
All|Female|GhoulRace=CBBE Vanilla
I'm changing my character's shape based on the presets through Looksmenu, but I don't want other female NPCs to have have the zeroed sliders appearance.
Also add All|Female|HumanRace=CBBE Vanilla (not tested) Possibly also directly All|Female=CBBE Vanilla Also verify the name in your templates.ini the preset and name CBBE Vanilla is present
I knew how to do all this in Skyrim but it's been awhile. I am using Fusion Girl and the Wasteland of Depravity modlist. Where do I place the FG morph.ini and FG template.ini files? Sorry for being so clueless, but I just started playing a modded Fallout 4 game.
168 comments
00/ Build the body and outfits with zeroed sliders in Bodyslide.
05/ Install the morphs.ini and the templates.ini for your body type from the files section here.
10/ Open your f4ee.ini and replace bEnableBodyGen=1 by bEnableBodyGen=0.
20/ Launch Fallout4 and start a new game.
30/ In character creation, chose a face preset if you want, but ensure all body sliders are at zero and the triangle is at the center.
40/ Leave the character creation, save and exit Fallout4.
50/ Open your f4ee.ini and replace bEnableBodyGen=0 by bEnableBodyGen=1.
60/ Launch Fallout4 and load your saved game.
70/ Enjoy
If you use a custom companion, you must add and set it in morphs.ini before restarting with bEnableBodyGen to 1 else it receive the zeroedslider you have previously set.
In addition to have automatic bodyslide presets for all characters, the other big advantage of bodygen is all armors and all outfits works automatically with all bodies. Don't forget to say a big thank to expired6978 for that.
Don't forget also to use cbp and mtm to add physic to your bodies and outfits.
Requirements: Notepad ++
Bodyslide preset into Looksmenu preset
Step 1: Open the BodyConverter.exe, You will see 3 Big boxes of Text. Don't worry about them. You can just delete them by Ctrl A to highlight them then hit the deL key to Delete them
Step 2: Now leave BodyConverter open. Find your Bodyslide Preset you want from Data\Tools\BodySlide\SliderPresets. Open the XML file with Notepad ++. Now you need to copy the text from<SliderPresets> to </SliderPresets> . Go back to your BodyConverter and Paste them on the first Box with Ctrl + V (You may not be able to right click to paste)
Step 3: Click on ToBodyGen below the box. That will turn it into a templete for bodygen on the big middle box but lets not worry about that. Click on ToBodyMorph below that box. That will turn it into text that we need for our looksmenu preset. Highlight the text with Ctrl + A then copy it with Ctrl + C
Step 4: Find the looksmenu preset you want to inject the bodyslide preset at Data\F4SE\Plugins\F4EE\Presets. Open the Json file with Notepad ++. Then Find " "BodyMorphs" : { " which is at the very top. Highlight that along with the text below until you highlighted the end bracket " }, " Then paste the text you got from bodyconverter with right click to paste or Ctrl + V. Then you would go to File then Save As. You don't want to ruin your original preset incase you messed up. Give it another name like "(your preset's name) 2".
Step 5: Launch the game and load up a save. Open up the showlooksmenu. Then load up the new preset, your new bodymorph should appear on the character.
1. Bodymorph json only outputs this:
"BodyMorphs":{
"Ankles": 0.0
},
When BodyConvert.exe is opened. It shows correct format and content for BodySlide XML, same for BodyGen (data). Bodymorph (JSON) shows the above even without me editing anything.
2. Second problem I'm having is the duplicate key error when generating JSON. (Need the above to work for this to matter.)
"System.ArgumentException: An item with the same key has already been added."
What is the key? I saw another post but I didn't understand the fix.
For the second point, about the duplicate key. This problem come when you have two or more time the same key in a xml preset, like the key Ankles or AppleCheeks. This problem come when you attempt to convert a CBBE Skyrim to CBBE FO4, they are not compatible. CBBE Skyrim use duplicate keys while FO4 use none. You can't convert a Skyrim preset to FO4 with Bodyconvert without editing the Skyrim preset manually by removing all duplicate keys.
For the keywords. I find duplicates like this in a preset mod:
<SetSlider name="Belly" size="big" value="-50"/>
<SetSlider name="Belly" size="small" value="-50"/>
The default presets only show [size="big"]. I need to remove the duplicate lines. Does the [size] matter if "big" or "small" or just the [value]?
<SetSlider name="Belly" size="big" value="100"/>
<SetSlider name="Belly" size="small" value="1"/>
the listed min and max values are "1" and "100", respectively. Halfway between those numbers would be 50, so I believe you could just delete the line that says:
<SetSlider name="Belly" size="small" value="1"/>
and change the other line to read:
<SetSlider name="Belly" size="big" value="50"/>
And I believe that should give you the most accurate representation of that slider. I hope this helps.
You will probably see this comment slightly modified it every page related to Bodygen (which i bet just a very little few people know is actually just the slidders inside Looksmenu), since every creator collectively decided to either:
Not give any intructions and say "the instructions are on the mod page 🤓", making the tutorial worthless
Or, in the case of Convert's instructions, be so poorly explained that you will never get to do anything at all even if more than 10 hours have passed and you are still trying to make sense out of this hell (or act like we had 9000h experience of manually modding)
(Also there has been multiple instances, in the case of BodyConvert, where certain files like ""BodyMorphs" : { " aren't actually in the files of the mod; in fact, the Presets folder ONLY APPEARS IF YOU CREATED A PRESET IN THE GAME WITH LOOKSMENU. You will be pretty much lost by that point).
❔ SOLUTION ❔
The best thing you can actually do, is NOT USE UNIQUE PLAYER at all. All this mods:
- Unique Player
- Unique Player bods (used for cbbe
- BodyConvert
- Any other mod that is not properlly build around body parts
Every single one of them is completly useless. Believe me when i say I CAN explain why, but tbh, this is really just to give people another way around this crap. Just don't use any of this.
Instead, just go to the looks menu and modify the parts with the in-game slider. "Is absolutly painful and i already made a preset?" you said; yes, it is; but is not worth the pain, really, please, do yourself a favor and remade the model in Looksmenu.
There is a mod called Unique Player [LooksMenu Edition], but has an issue with clothes and nude version of the models. So until i get a response about it, i can't recommend it but it's BY FAR, the only mod that actually let you have an unique model
https://www.nexusmods.com/fallout4/mods/70183?tab=description&BH=5
This was going to be a even longer explaination, but after testing so much, downloading so much crap, wasting my time; only to make this preset to work... Is worth? No.
Is worth for me to explain it when we are talking only about CBBE bodies and not any other mesh mod? Neither. This is just to tell people to not waste the absurd amount of time that takes to download hundreds of files for nothing.
May God have mercy of the ones trying this with Atomic or FusionGirl, they just didn't go to hell, they just straight up rotten in an electric chair
zed140 writes that if you have a custom companion, you must add & set it in morphs.ini before restarting with bEnableBodyGen to 1. I have not been able to figure out how to do this. I've been looking through the files & it seems that the template.ini contains the names of presets and the specifications for each bodyslide setting (e.g., Strong&Thicc(Clothes)[email protected]:0.25 etc) for the preset, named Strong&Thicc(Clothes). The morph.ini seems to 1) state what .esp a character is in and then, 2) assign the character a preset. I also see that the template.ini has an entry for Heather, although it is put after a #, making it merely a comment. Her preset is not present in the template.ini file.
What I would like to know is how to find the data for Heather and Darlene so I can put it in the template.ini file. I figure that once I do that, I simply write the esp file name, followed by |, followed by the name of the preset. I went to Darline's esp, opened it in Notepad ++ and all it gave me was gibberish, so that's not the right thing to do. I have never used FO4edit, other than to clean dirty mods, and don't even know if I need to learn how to use that program. I assume that the format needs to be Bodygen because I copied bodyslide preset data to Bodygen (using Bodyconvert), and the format is the same as is in the template.ini. So far, so good.
So, if I were to, say replace the preset name after Cait with the Bodygen information I generated by my preset, it would give her the preset I created. Again, so far, so good (I think). I'm hoping I'm orieneted enough to understand any explanation you might give me to figure out how to make add and set a custom companion and then set it in the morphs.ini before restarting bEnableBodyGen to 1.
However, I have absolutely no idea how to get their Bodygen information or the names of their presets (actually, the name of Heather's preset is given in the morphs.ini as AB33=NYALA-AfricanGoddess Outfit, but I cannot access the Bodygen information). I assume the information for Heather and Darline is hidden somewhere in their .esp files, but please correct me if I'm wrong. Since I don't want Heather & Darline to default to vanilla bodies, as zed140 warns, I would like to get the Bodygen information.
If you have time, would you mind telling me how to find and extract the Bodygen formatted information, so I can put it in the template.ini file? I'm hoping that your answer will be useful for anyone else who also stuck at this juncture. If I have to learn to use FFO4Edit, so be it, but if I do, it would be helpful to know what to open, what to look for when I open it, and how to turn whatever I find into Bodygen format. Thanks so much ahead of time.
If you have a custom npc that is not pre registered in morph.ini, that a bit more complicated because you must take his formid in his plugin file with xedit. And the very important other point to understand is the formid is separated in two part. The first part is the rang reserved for your load order and the second is the id bodygen will use to reference the char. You can find the id part in the plugin and the load order one can be found in your mod manager.
Take this example, Charlotte.esp. In the plugin charlotte.esp you open with xedit, in the "non player character" branch in xedit you see charlotte has the id 01001740. The game engine reserve the 4 first number for the load order and can vary following the load order, and the 4 last number are the id used in bodygen/morph.ini.
In your morph.ini you don't add the 4 first numbers, you add the 4 last. The id 01001740 become Charlotte.esp|1740=Ripley
That is for normal esp plugin. For the light plugin like espfe and esl instead of the 4 first it's the 5 first numbers that are used for the load order number and the 3 last for the id in morph.ini. In this case a FE001740 become Charlotte.esp|740=Ripley instead of 1740 in a normal plugin.
And obviously, here Ripley name is your bodyslide->bodygen conversion name you stored previously in template.ini
You can evidently use another name than Ripley. Any name you want, but must exist in your template.ini
When I open the .esp up in xedit, there are three lines for the formid, and I'm not sure which to use. Here's what it looks like:
Non-Player Character (Actor)
01002688 VanessaNPC Darlene
010077EF VanessaCat K1-T1
0100DB906 VanessaEyeboy Add_Bot
I haven't gotten very far into playing with Darlene, so I don't know if she has more than one form, or even if that's why there are three rows. I assume that the first line is the one to use, and the formid is 2688 (i.e., leaving off the first four numbers), is that right?
Also, I don't know where to look for information for her body that I can put into the template.ini. I see where the outfits are, but not a descriptor of her body form.
Also, Darlene's clothes download to Bodyslide when I install the mod (I use CBBE), and while there is no slider preset, there are several slider sets, which include all the parts of her outfit, as well as nude sets (I'm referring to the .osp files).
My next question is: does this mean that her shape is fully controlled by the slider sets, so there would not be a slider preset (.xml) or BodyGen (not sure what the file type is) or Bodymorph (.json) file for her? Also, does this mean that I don't need to worry about putting Bodygen information for her into the template.ini & morph.ini files?
Thanks ahead of time for taking the time to respond.
2/ To use bodygen correctly with your templates you must build + morph all your in game clothes to zero. Because bodygen do not reset bodies to zero before applying a template model on it, it just add the morph value from the template to it.
Allways build (+build morph checkbox set) all outfits to zero then select specifically the cbbe body and build it also to zero. Bodygen will do the rest.
Few "clothes" can have no slider, like rings, glasses, ect.. Few clothes can also have body included, build them to zero also like others without body. All standard outfits must have sliders else it's probably a bug in the mod. Contact the author in this case for explanations.
If you open a face preset, there is no "BodyMorphs" : { ". This line only shows up if sliders have been moved before a preset is saved. Face presets start with
{
"Gender" : 1,
If I understand correctly, the Bodymorph information goes after the { and before the "Gender". The reason I say this is that if you create a new character preset after you have changed both the face and sliders, you get a Bodymorph section in the location I indicated. If you create a new preset after you have changed only the face, the Bodymorph section is not present. If you create a .json (preset) file using BodyConvert, it will only have the Bodymorph information, not the face information (but will still have the triangle placement information). Also, if you create a .json (preset) file using Bodyslide and BodyConvert, it will only have the Bodymorph information, not the face information (but will still have the triangle placement information). I figured this out becauses in downloaded body presets, only the bodymorph section is present, not the section beginning with } "Gender":1. Note that in any preset format (i.e., face only, body only, both body and face), the last line of the file has "Weight" : [first some number equal to or less than 1, second number equal to or less than 1, third number equal to or less than 1 (e.g., [0.542902410030365, 0.3458622097969055, 0.1112353801727295 ], where all numbers sum to 1). This seems to give the location of the marker in the body shape triangle. If there is an even balance, right at the center, the numbers will be [0.333333, 0.333333, 0.333333], which I think is what they should be when using the BodyConvert process (although it may not matter?). As a brief tangent, I've noticed that when downloading presets, these three numbers are often differnet from each other. I assume this indicates that the bodies were constructed using the triangle, as well as the sliders. I've found this creates problems when using Bodygen in game (via the showlooksmenu console command), but I don't know if it causes a problem if the downloaded preset is transferred to the templates.ini file. It would be nice if someone would clarify.
Slightly aside, I wonder if it would be helpful to use Bodygen to create a preset that in cludes face and body information, then use Nagatokira's method to simply paste over the Bodymorph part (just to make it visibly more obvious where to paste the bodymorph information if you want a preset that has both facial and body information). Again, I'm not sure, and this should be confirmed or contradicted by someone who knows.
I would test it, but I've run out of time for gaming for the next 8 months, and this post is my last hurrah for a while.
Back to BodyConvert. When using the Bodyconvert morphs.ini & templates.ini, I'm guessing that you should not load a body preset during the initial face/body creation time of the game. From what I have been able to parse out, the template.ini & morph.ini files are set up so you can have FO4 automatically give you a body you've created in BodySlide without adding a preset in character creation (i.e., Bodygen). I think (and it would be useful to find out if I'm wrong, and how I'm wrong), to have your custom body, pre-generated in BodySlide, automatically applied, you are supposed to change the lines in the morphs.ini file,
#Player
Fallout4.esm|7=CBBE Chubby (Outfit)
to
#Player
Fallout4.esm|7=Name-of-Your-Preset
Note that if you don't change the name, you will automatically be assigned the CBBE Cuubby (Outfit) body, which I assume most people would not want (so, I'm guessing that it's a practical joke on zed140's part to make sure people follow direcions). Of course, you need to have your preset defined in the templates.ini file for the assignment to work.
That's the player character body creation part. However, the templates.ini and morphs.ini files are also used to create bodies for NPCs, but that's for another posting. Although, it's worth mentioning that you can have BodyConvert (via the templates.ini & morphs.ini) only affect NPCs by doing something like putting a name for the player character's body in the morphs.ini for which there is no corresponding definition in the templates.ini file. FO4 may blink, but it will not automatically assign a body to the player, and only NPCs will be affected. This is a great way to introduce body shape diversity to female NPCs. Everyone who uses the BodyConvert should be on notice that many of the body changes included in the downloaded templates.ini & morphs.ini that are assigned to NPCs are so extreme that they will break immersion for some people. Addressing this is another issue, but you can download recently posted alternative (extremes removed) templates.ini & morphs.ini files from here.
I hope someone corrects incorrect assumptions and information. I will be happy to edit the post with corrected information and repost, and then hopefully have the earlier, less accurate one removed to avoid confusion.
Also, it would be nice to get a brief tutorial on specifically how to use BodyConvert's templates.ini and morphs.ini files to generate diverse body shapes for female NPCs in a way that only includes body types you want or that incorporates body shapes your custom body shapes made through BodySlide. It should be simple, and the information is scattered throughout postes in various places. I'm working tomorrow at 5am, so that's basically it for me for the next 8 months. I'll check for corrections, for the next two weeks, and consider reposting, if it seems useful. Thanks.
Sorry for asking here, but this is the most up-to-date page I've found regarding BodyGen.
I'm running into a (possible) issue where BodyGen body presets don't get applied on NPCs. Basically, I've generated my own morphs.ini and templates.ini and placed both files to Data/F4SE/Plugins/F4EE/BodyGen/Fallout4.esm directory.
My templates.ini file is generated properly, I'm 100% sure, and I'm pretty confident that my morphs.ini is also generated properly, but I have some doubts.
This is my morphs.ini file:
All|Female|HumanRace=- Claire CBBE v2023 - |- Claire's CBBE Preset - (Sept 2020) -|01 - Type Busty (Normal)|02 - Type Busty (Medium)|03 - Type Busty (Extreme)|Amazin Amazon|AmazonBombshell|ANGIE (Modified3)|AniBody BigBoobs Clothes|AniBody MilkTank Boobs Nude|AniBody Normal Boobs|AniBody Small Boobs Push Up|Arabelle|Arcade Fighter|Dat Ass with Cleavage|CustomPreset test|BBWMILKMAIN|Big Beautiful Woman|Busty Girl Body Fallout 4|Cals Sticky Thicky Milf 2.0|Cals Sticky Thicky milf|Carla Gray (nude)|Carla Gray (clothed)|CBBE Radiance|CBBEYoga2|CBBEYogaMom|CELESTIAL THICC + BREAST 2.0|CELESTIAL THICC + BREAST 4.0|CELESTIAL THICC|Champa CBBE Body|Chubby Ana|ChubbyCompanionPreset|Consequences of radiation|CowgirlPreset|Delta Body Elit|Delta Chubby Elit|Delta Sexy Elit|FAPP version 1.3 - A-Cup [GENERAL]|FAPP XL version 1.3 - B-Cup [GENERAL]|FAPP XL version 1.3 - D-Cup [GENERAL]|FAPP XL version 1.3 - E-Cup [GENERAL]|FIT 2|Fragile (Outfit)|GEEE|HentaiBody001|my preset|My body|Ivory Grace CBBE BodyPreset|JuicyGracie|KANNA CBBE BodySlider|Kinda Thicc|LatinPreset|LordDkkrs Thicc preset|LUDEX Bodies - [Curvy][Breasts]|LUDEX Bodies - [Curvy][Fit][Breasts]|LUDEX Bodies - [Fit]|LUDEX Bodies - [Milf]|LUDEX Bodies - [Milf][Fit]|LUDEX Bodies - [Oppai]|LUDEX Bodies - [Oppai][Fit][Clothes]|LUDEX Bodies - [Slim][Fit][Breasts]|Luna_CBBE|LUST FO4|Lya - CBBE Nanakochan - Breast Large|Mamacita|Marika (TheGoddesCBBE)|Marvelous|MAT - Thicc Women (CBBE Bodyslide Preset)|Mega Milf 1.1|Milf Body - Nude|Miss Ultimate|mOOve CBBE|Nuclear curves bodyslide preset|Ollie Preset Thiccer|ORGASM|OxtonbodyV3|OxtonCBBEBody+V6|Parallax Body|Perfect.2|PerfectBody_BigBoobsNude|PerfectBody_ExtraBigBoobsNude|PerfectBody_SmallBoobsClothed|Perfection1|PLUZ Bodyslide Preset|R1|R2|RD - MegaFatty|RD - Rubenesque Momma|Rubenesque Momma|Rubenesque Venus of Rome|sarah cameron|SecretaryPreset|CustomPreset 3|Stripper|Sucubus Nude|Sucubus|Suki Body 2|That Gym Booty 2.0|That Gym Booty|THBBE|The Nordic Bombshell Original v1.0|Theresa Orlowski|Thicc and Well Rounded CBBE Preset |True BBW|VIPER CBBE 2|VIPER CBBE 3|VIPER CBBE Chest Rigs|xy - Type 3DCG (Blessed)(1)(a)(Bigger)|xy - Type 3DCG (Blessed)(2)(b)|xy - Type 3DCG (Blessed)(2)(Bigger)|xy - Type 3DCG (Blessed)(2)(e)(v3)|xy - Type 3DCG (Blessed)(2)(e)|xy - Type 3DCG (Pawg)(1)|xy - Type 3DCG (Pawg)(2)(e)|xy - Type 3DCG (Pawg)(2)|xy - Type Cake (Boston Cream Pie)|xy - Type Cake (Strawberry Shortcake)
All|Female|GhoulRace=AniBody Small Boobs Push Up|Arabelle|Arcade Fighter|Chubby Ana|THBBE|The Nordic Bombshell Original v1.0|Consequences of radiation
# Female Player
Fallout4.esm|7=exclude_from_bodygen
# Cait
Fallout4.esm|79249=Parallax Body
# Curie (Synth)
Fallout4.esm|1647C6=Champa CBBE Body
# Piper
Fallout4.esm|2F1E=Big Beautiful Woman
# R4-04 (Tales From the Commonwealth)
3DNPC_FO4.esp|4356=GEEE
# Ivy (Companion Ivy V6)
CompanionIvy.esm|0803=Ivory Grace CBBE BodyPreset
# Heather (Heather V2)
llamaCompanionHeatherv2.esp|AB33=Thicc and Well Rounded CBBE Preset
# Ellen (Ellen The Cartographer)
ellen.esp|1002=LUST FO4
Let me explain the provided morphs.ini file...
As seen in provided morphs.ini, I have all the presets I'm using set to be applied for All Human Females (All|Female|HumanRace=) and only a few presets for Ghoul Females (All|Female|GhoulRace=).
All the NPCs specified in the file are companions. At the time of writing, I'm playing with Companion Ivy as my active companion, and she's set to use Ivory Grace CBBE BodyPreset - and that's working, she indeed has the specified body preset applied!
The Female Player is set to use exclude_from_bodygen body preset. Such preset does not exist, and I've done it like this in order to disable BodyGen on Female Player Character.
So far, so good - the companions use the correct body presets, and the Female Player has the default body preset (is excluded).
However, the issue is with other female NPCs (non-Unique / not specified in this file). I've played the game for approximately 2 hours in order to test this BodyGen configuration in my game, and none of the generic female NPCs use any of the body presets specified in All|Female|HumanRace=.
This is the order I've implemented BodyGen in my game:
The result is still the same - unique NPCs (specified in morphs.ini) work just fine with BodyGen, but generic / non-unique NPCs do not.
Does anyone have any more info on this? Any help is much appreciated, thanks in advance!
All|Female|HumanRace=A|B|C|...
And changed the template.ini body models accordingly to the letters I used.
You can also adopt a special format with 3 letters, AAA for a fine body and CCC for a large body. Each letters corresponding to boobs, waist, hips. It's not perfect but a bit more clear than a single letter.
I've posted the detailed description as well as solution to LL forum, check it out here.
if you want distribute a char with his own morph.ini/template.ini, you must add them in a folder with same name as your plugin.
Example, if your plugin is called Charlotte.esp you must add your template/morph in a charlotte.esp folder not in the fallout4.esm folder.
When the engine load your Charlotte.esp plugin it also load the morph.ini/template.ini in charlotte.esp folder and apply the morph included in these two files. If Charlotte.esp is not in your load order list these morph/template will not be loaded.
All|Female|GhoulRace=CBBE Slim (Outfit)|CBBE Petite (Outfit)
to
All|Female|GhoulRace=CBBE Vanilla
I'm changing my character's shape based on the presets through Looksmenu, but I don't want other female NPCs to have have the zeroed sliders appearance.
Also add All|Female|HumanRace=CBBE Vanilla
(not tested) Possibly also directly All|Female=CBBE Vanilla
Also verify the name in your templates.ini the preset and name CBBE Vanilla is present
SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\F4EE\BodyGen\Fallout4.esm\template.ini