okay I think I understand what this does but I want to ask if theres any method to edit it so like if you wanted only specific presets to be present in the bodygen list
As instructions, download and unzip and run once to generate the configuration json. I put it in /MO2/Tools/autobodygen.
Have Bodyslide set up in the MO2 executable to write to a file called "Bodyslide Output", so all the bodyslide files should be in E:\\MO2\\mods\\Bodyslide Output\\Tools\\BodySlideSliderPresets\\ (if you don't do this, I believe the output will be the overwrite folder)
Setup autoBodyGen.exe as an executable in MO2. Nothing special here.
In the Autobodygen folder, edit the config json file iand note that the "syntax" is to use double "\\" to show something is in a folder. So the presets should be in E:\\MO2\\mods\\Bodyslide Output\\Tools\\BodySlideSliderPresets\\
Download and install BodyGen Form IDs. In the json config of AutoBodyGen, set the output folder to E:\\MO2\\mods\\BodyGen Form IDs\\F4Se\\Plugins\\f4SE\\BodyGen\\Fallout4.esm\\. (Yeah that's a little weird structure). Note in that folder is morphs.ini and templates.ini
Run the Autobodygen program through MO2. Note that it overwrites the templates.ini every time it's run.
After running, open the templates.ini file. Each section has a preset name before the "=". You copy those into the BodyGen Form IDs "morphs.ini" doc to give a particular NPC a particular body type.
Other notes: Don't forget you also need to run Bodyslide and create the bodies with zero'd sliders. Also, I generally would stick one body type in the presets and/or what is assigned to the NPCs, eccept for NPCs that will never change outfits and never have layers of items. Unlike when just running Bodyslide, now the body shape is an element of both each individual NPC and the cloths. You will run into problems if cloths are mixed and matched.
There is no GUI version of this. This is AutoBodyGen, it creates templates.ini. The screenshot you saw is BodyGenEdit, that lets you comfortably create/edit morphs.ini.
Now it's working I have a huge variety of bodies and it's the coolest thing ever!!! Are there any other races than ghoul and humans I can set bodies for? It was so cool to see ghouls having different bodygens. Thanks heaps for this, endorsed!
Thank you for your support! =) If it has a CBBE or TWB or BT3 or whatever body that supports morphs, you can use bodyslides (and therefore bodygen) with it.
I generated stuff and when I load in it seems to apply to some people and not others. I checked my F4Se log and it says my templates can't be found. The template and morph files are in the right place so I dunno what it's upset about. Am I missing something?
This just generates a template file from presets and does literally nothing else. You have to create a morphs.ini referencing and applying the templates yourself.
I did that, it only uses the first one and throws errors.
This mod made this (there's a lot more but I'll spare you) # Template file auto-generated by niston's AutoBodyGen from these presets: # AlChubbyWeight, AlChubbyWeightAlt, AlChubbyWeightAlt2, AlHeavyWeight, AlHeavyWeightAlt, AlHeavyWeightAlt2, AlLowWeight, AlLowWeightAlt, AlLowWeightAlt2, AlNormalWeight, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt2
I made this, it throws errors saying the templates can't be found and everyone gets the first bodygen or bodyslide zero. The morphs are in the same folder as the templates are and it loads the first one so it must have access. All|Female|HumanRace=AlChubbyWeight, AlChubbyWeightAlt, AlChubbyWeightAlt2, AlHeavyWeight, AlHeavyWeightAlt, AlHeavyWeightAlt2, AlLowWeight, AlLowWeightAlt, AlLowWeightAlt2, AlNormalWeight, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt2 All|Female|GhoulRace=AlLowWeight, AlLowWeightAlt, AlLowWeightAlt2, AlNormalWeight, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt2
The generated template format is: Body1=Slider@Value,Slider@Value,Slider@Value,...<CRLF><CRLF> Body2=Slider@Value,Slider@Value,Slider@Value,...<CRLF><CRLF> Body3=Slider@Value,Slider@Value,Slider@Value,...<CRLF><CRLF>
Not sure what this has to do with the morphs file (which this tool does not generate)? But, glad you got it sorted!
It's rather involved. To do it properly, one would have to load and parse the entire load order for NPCs defined in plugins, and the savegame file for NPCs that were spawned at runtime.
Yeah I seem to be having a boatload of luck even with form id's and the plugin names getting the right gens to apply to the right NPCs. It's a battle. Thanks heaps for this though, this would have been the most annoying part so I appreciate the hard work!
Hey, I at least linked a BodyGen video tutorial. Not much more I can do xD Even though it is slightly inaccurate: You can regenerate morphs at runtime.
Changes to the paths to the PresetsFolder(SliderPresets) and TemplateFolder(BodyGen) folders in the AutoBodyGen-Config.json doesn't affect anything. Don't waste your time on this. It is better to configure morphs.ini and templates.ini via a bat file from the video already specified in the description of the mod.
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Otherwise, thanks! I want to try your method but am using Vortex and your output file path is beyond "weird".
The screenshot you saw is BodyGenEdit, that lets you comfortably create/edit morphs.ini.
BodyGenEdit will be uploaded when it's ready. :)
If it has a CBBE or TWB or BT3 or whatever body that supports morphs, you can use bodyslides (and therefore bodygen) with it.
You have to create a morphs.ini referencing and applying the templates yourself.
This mod made this (there's a lot more but I'll spare you)
# Template file auto-generated by niston's AutoBodyGen from these presets:
# AlChubbyWeight, AlChubbyWeightAlt, AlChubbyWeightAlt2, AlHeavyWeight, AlHeavyWeightAlt, AlHeavyWeightAlt2, AlLowWeight, AlLowWeightAlt, AlLowWeightAlt2, AlNormalWeight, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt2
[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],BreastHeight@1,BreastTopSlope@1,[email protected],[email protected],[email protected],ButtNew@1,[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],Groin@1,[email protected],HipBone@1,[email protected],[email protected],KneeHeight@1,MuscularArms@1,[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],ShoulderTweak@1,Waist@1,[email protected],[email protected]
I made this, it throws errors saying the templates can't be found and everyone gets the first bodygen or bodyslide zero. The morphs are in the same folder as the templates are and it loads the first one so it must have access.
All|Female|HumanRace=AlChubbyWeight, AlChubbyWeightAlt, AlChubbyWeightAlt2, AlHeavyWeight, AlHeavyWeightAlt, AlHeavyWeightAlt2, AlLowWeight, AlLowWeightAlt, AlLowWeightAlt2, AlNormalWeight, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt2
All|Female|GhoulRace=AlLowWeight, AlLowWeightAlt, AlLowWeightAlt2, AlNormalWeight, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt, AlNormalWeightAlt2, AlNormalWeightAlt2
# Sole Survivor
Fallout4.esm|7=AlLowWeightAlt
# Piper
Fallout4.esm|2F1E=AlChubbyWeightAlt2
# Cait
Fallout4.esm|79305=AlChubbyWeightAlt
# Curie
Fallout4.esm|102249=AlLowWeight
# Ellen
Fallout4.esm|32002864=AlNormalWeightAlt2
# Heather
Fallout4.esm|3800d157=AlNormalWeight
# Darlene
Fallout4.esm|0b007306=AlLowWeightAlt
# Trashcan Carla
Fallout4.esm|dc939=AlLowWeight
Your template is generating the list like this:
body1, body2, body3
The Morph file needs them like this:
body1|body2|body3
Now everyone is getting bodygen which is fantastic! :D
Body1=Slider@Value,Slider@Value,Slider@Value,...<CRLF><CRLF>
Body2=Slider@Value,Slider@Value,Slider@Value,...<CRLF><CRLF>
Body3=Slider@Value,Slider@Value,Slider@Value,...<CRLF><CRLF>
Not sure what this has to do with the morphs file (which this tool does not generate)?
But, glad you got it sorted!
It's rather involved. To do it properly, one would have to load and parse the entire load order for NPCs defined in plugins, and the savegame file for NPCs that were spawned at runtime.
I don't want to do it :)
Made my day! :D :D :D :D :D
Even though it is slightly inaccurate: You can regenerate morphs at runtime.