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GoriRed

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GoriRed

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13 comments

  1. vkukreti
    vkukreti
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    i might be dumb, but what does this do? i assumed it assigns groups to unassigned outfits, but from what i read, it also batch builds outfits. how do i set up what outfits to build? is it just as simple as install and build all? cause that didnt work for me as all outfits are assigned an 'ignored' status and none of the unassigned outfits are assigned a group.
    1. GoriRed
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      It kinda does both. So normally when you want to build all your outfits you need to first make sure you have all of them filtered for the body type you building for (3BA / HIMBO/ etc) let it build, which could show message asking you to select what to use when multiple detected for an outfit. Then redo it all again for any other body types.

      This tool allows you to define all this with IMHO a lot more control like being able to use priorities / regex / exclude and all those things. Which once done you can use to build all with one click. It also can show you any outfits not being build by any defined build to make sure you not missing something important.

      It does this by creating groups in body slide, that remain after builds so you can go in and inspect them. However don't modify them in BodySlide as they are rebuilt each time you use this tool.

      So basically I no longer bother with creating groups and filtering in BodySlide itself and just use this tool. If an outfit does define groups I tend to add those groups to the appropriate build, but if the don't I just add the unassigned outfits normally via contains or regex filter.

      I feel this is more aimed at people who make mod packs either for publishing or like I do just for myself and during the development add outfits / updates and need to easily rebuild all to make sure everything is right. If you just add an outfit or 2 you can just build just those new outfits and nothing else in BodySlide and be done with it.

      Hope this helps you, if not feel free to ask more questions.
    2. vkukreti
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      thanks for the info. what i want to know is how to use this to create new groups for the unassigned outfits, how to check for conflicting outfits so as to build them and does this also crashes or lags like bodyslide does when you have more than 2000 outfits.

      also, this is just me asking to see if this is possible, but is it possible to have any option to be able to 'see' conflicting outfits? like you cant do this in base bodyslide since the menu that pops up to show conflicts prevents from selecting and previewing outfits.
  2. sysdmp
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    this is a hidden gem.
    I use your generic synthesis patcher already which is another gem, now I find this.
    very well thought out plugin that allows me to do exactly what I wanted.

    I used to manually build and sort bodyslides and usually have separate output per mod to allow finer control.
    this plugin removes like 80% of work I used to do. just configure once and boom.
    thanks a lot.

    I know nexus staff loves to make authors move those plugins out of skyrim section, but it makes it harder to find unfortunately...
    1. GoriRed
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      Thank you for the kind words, and I am glad this is has saved you time.
      I do agree mods in Modding Tools do get less attention.
  3. JustONOFF
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    I get an error when trying to open the plugin in MO2:

    Spoiler:  
    Show

    Plugin "BodySlide Batch Builder" failed: ParseError: not well-formed (invalid token): line 9, column 38

    At:
    xml\etree\ElementTree.py(577): parse
    xml\etree\ElementTree.py(1204): parse
    C:\Modding/MO2/plugins\BSBB\BodySlide.py(186): _read_slider_groups
    C:\Modding/MO2/plugins\BSBB\BodySlide.py(155): load_configs
    C:\Modding/MO2/plugins\BSBB\BSBBPlugin.py(382): display


    The plugin should be installed correctly, with the whole BSBB folder in the plugins folder from MO2 and BodySlide is correctly named 'Bodyslide x64' in my executable list.
    1. GoriRed
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      OK That is erroring when trying to read your XML files in BodySlide SliderGroups folder, so possibly one of those XMLs has an error in it.
      I will add some better error handling in so it just outputs files it can't parse to the MO2 console and not crash out. Until I get that next version released you could manually check all the XMLs in ..\CalienteTools\BodySlide\SliderGroups\ and see if one is malformed, if you know how to check that. I will however aim to get that next version up quickly, as long as I have time around work.
    2. JustONOFF
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      That would be great, I would have to check hundreds of XMLs in my setup, no way could I ever do this without a tool.

      But thanks for your help, appreciate it!
    3. GoriRed
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      Please try v2.1.2
      Please let me know how you go as didn't test extensively but I did add an error to one of my files and it worked as expected.
    4. JustONOFF
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      It starts as intented now! Funnily enough, I didn't even get an error about an invalid XML file whatsoever lol, so I think everything's alright i guess?

      Thanks for your effort! Your plugin should save me a good amount of time and effort on my side. :)
    5. GoriRed
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      Good to here. Just FYI error won't popup in BSBB but will show in MO2 Log section.

      Yer I find it saving me a good amount of time as well, especially for when mods don't add there outfits to a group so they unassigned. Use to have to manually assign them to groups.
  4. GoriRed
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    For those who use this and find that it not using your usual selection of meshes when there are multiple, you need to do one of the following.


    • You could go into the settings and enable "warn_batch_build_override". You will get the normal window popup that should auto select your regulars and just click OK on,
    • or make sure the groups you reference do not contain duplicates,
    • or run like 3BA first followed by more specific group to override the first when they have meshes.

    Hope this helps, until I release the next version where I am making this way easier so keep an eye out for the update.
    Gori.
    1. GoriRed
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      I have now released v2 of this mod which was a complete rewrite. Technically the 2nd as started out as an unpublished PowerShell script.
      This issue was resolved in v2.