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- Apachii Divine Elegance Store BHUNP Refit SMP
Apachii Divine Elegance Store BHUNP Refit SMP
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or, better, there might be. The incredible original mod is full of pieces. Just navigating through the bodyslide files makes it possible to pack the wrong ones, lose hours of conversion work, forget about some pieces, and so on.I tried not to rush and approached the conversion with a love for tinkering and the BHUNP body, not for publishing a mod. But sh!t happens ;-) and while I already did a second round of tests for all (I hope!) the pieces, I might have missed something and we all know how things go with modding Skyrim. I did not test all the possible combos. I used outfitA necklaces with outfitA only, maybe another one, but not all of them. You would still be waiting for this conversion if I had started doing it.
Before declaring a bug, make sure you have accounted for all the possible explanations on your side and try to describe a reproducible scenario, else it will be hard to try and solve them. Exclude issues related to Bodyslide, BHUNP, the original mod and/or OBody themselves (i.e. if you have similar/same issues with many outfits it could be bad luck, or it could be your modded environment).
With more than 400 pieces, a missing transform reset or a bad weight-paint might have happened, although I tried to limit these cases by testing the outfits with poses and normal gameplay. And then again, I could be blind, and every piece has issues.
.oO Wow SMP! Meh SMP! Oo.
If you’re not too fond about how SMP behaves on your system, please read again the SMP considerations on the main page. They could be improved towards perfection, but they already are a step beyond the static behavior of the original.And the longer gown work by Myst42 is a little hackish marvel: while with pronounced hips swaying / catwalking animations some of the tighter gowns might sometimes clip on the Front and/or Rear Thighs, I chose to maintain the overall circular stability introduced by them, as it is quite eye catching.
In summary, that’s why version is still not 1.00.
.oO What dresses have been converted? Oo.
All the ones with female weight support in the original mod. There are some male only pieces that might be converted if they don’t require extensive changes to the shapes, but this has not been done, yet. If you feel a piece is missing or should be added just because, say it. Don’t expect to be done immediately or with specific ETAs, though. And remember I’m doing conversions, not 3d modelling :-)
.oO Prebuilt Meshes? Oo.
Thought about it, and they might come, if there's request for it. In that case, they would be built against the zeroed-slider preset. Please do not ask for specific preset builds.
.oO A note about my images Oo.
Mine are low resolution. I play at 800p on a Steam Deck and when doing close-ups it shows. Expect better quality from the textures if you’re playing at 1080p+.
We all know sometimes SMP goes crazy. In some of my images you will see my Dragonborn stretching the leg(s) out of the gown. Those are not gowns/skirts with slit. I simply put the glitch to some proper use.
Body preset used is almost always Catwalk
.oO What you can do Oo.
If you like this, please remember to endorse it and/or give a kudo.
Also, I love sshots: make some and post them in this mod’s Images section.
At least, drink a beer in memory of my eyes and wrists, missing in action while testing this on the small screen of my Steam Deck :-)
Or if you could tell me what to delete with xedit i can do it
this is just a conversion, though. I'm not adding anything but BHUNP files to it. So I cannot really remove what I didn't add.
You could try asking in the original mod comments section, because I cannot patch the original mod as per its permissions.
My hardware setup is pretty limited right now, so I simply used Outfit Studio to create the rigging, which is a tedious process to say the least. People also use blender or 3dsmax which might offer more streamlined workflows to set up the bones. The stabiliser thing is a hack suggested by Myst, useful for circular gowns around the body vertical axis, but it's not necessary for most pieces, it really depends on what you're adding physics to.
Regarding the idea of simply copying an existing bone rigging from one outfit to another can work, but keep in mind that the bone positions are important and while two skirts or cloaks might look the same, they might not work with the same bones disposition, SMP wise. So at least modify the coordinates of the bones you're copying, so they better sustain the movements for the new piece.
Yes, there are not that many resources out there and most videos and documents always suggest the same things. That's not because authors don't want to really share, but because you need to do it wrong tens of times yourself to begin learning how the process works. When I did this Divine Elegance conversion, I didn't really understand most of the nuances of SMP (as a matter of fact I now consider myself just as a graduated newbie from the wannabe status) and each new outfit offers a new perspective on the workflow.
So the advice here is not git gud, it's just do it, and then redo it.
Your idea to read other outfits SMP configuration is good, simply keep doing it.
The only con to this process is relative to XML parameters and values as information is incredibly sparse about this.
If I were you, to learn rigging I'd look at very simple pieces, like jewellery, because to first understand SMP constraints, you need to have simple short bone chains to look at, so the basics are at hand. Alas, to improve in the XML field, it's just trial and error, because some parameters are not only bound to the others, but also somewhat dependent on the weight painting of the bones and their disposition.
So start with small pieces, with few and short chains.
There's a lot of jewellery in my Bloody Glamour Wardrobe mod. Else, to go easy with just one piece, the headdress of Kadis.
When you're ready for a skirt/chest piece, The Last Vampire Hunter one.
"There is always a bigger fish".
Thank you, but here the real talented ones are the original 3d artists. I'm simply porting/converting.
The point is that most of the shapes in this mod used a stabiliser which might or not be useful in your case. But it was used mostly for circular gowns and, at that point, for shapes similar in geometry. But for open ones would not be that much necessary.
Collisions are handled in the XML and today I'm still learning new tricks here and there, like proper margins to shapes and bones and weight thresholds.
So, case by case, you have to work on the XML parameters, but it's very hard to find a single answer to all of the possible scenarios (read: almost impossible unless the question gets very specific)
Another source of info is chatgpt/copilot/whatever you might be using. Answers will be contradictory sometimes, so much that most people says the best workflow is to randomly change parameters' values until it works, but it can give you a rough idea. But really, the point is to edit so many versions of the XMLs so you can see in game how it looks like. Only to discover :-) that what you see might not be what the user will, as each system performs differently and base conditions are almost never the same.
https://forums.nexusmods.com/topic/3800385-a-guide-to-hdt-smp-usersmodders/
But you see some movements in any case, because the SMP bones are already declared and the shapes weight painted with them. But it should not be the same kind of movement you get from FSMP. It should look static, without freedom of movement on the 3 axis between each bone
Edit: as I've been reading these files, I see almost all of them have different locations but I haven't noticed where any of them are technically designated.
Location of the XML is arbitrary; it's commonly located in the meshes folder that contains the nif that references it via its extra data parameter.
In the bottom panel you increase the number of Num Extra Data List with 1.
In the next line, Extra Data List, you will select the plus sign to add it.
Then the two parameters to add are: HDT Skinned Mesh Physics Object in the first and the path of your XML in the second.
The comment section of this conversion is not apt to such discussions, though. A good place to start might be the Discord server for FSMP, whose URL you can find on the FSMP page here on Nexus.
What I meant is that an async channel like the comments' page is not the right one. Too much time between Q and A and it's not possible to really discuss the issues. I'll send you the invite for a discord server where I constantly monitor messages.
I do have one question.
Is there a way I can undo the BodySlide on some of the items? I ran them all through BodySlide but oh gosh, I realized some pieces don't look good with physics. But others look great, so I wouldn't mind keeping those.But I want to remove the changes bodyslide did to probably most of the pieces... just not sure how.
First of all the UUNP v2 on the original page has not got bodyslides, so you're stuck with a single set of body proportions. The old UUNP bodyslides available on the original page are not compatible with Apachii Divine 2.0. UUNP is not compatible with all BHUNP body presets and features. BHUNP is backward compatible with UUNP, not the other way round.
Moreover, apart from full BHUNPv4 compatibility and bodyslides to build to your liking, most outfits from the store with this conversion now support cloth physics via SMP in addition to body physics, which is NOT available in the original mod, nor in the CBBE conversions.
Also, thanks for doing this! I love these outfits and have always preferred BHUNP.
If unsure download the UUNPv2 from the original page.
If you use ENB or Community Shaders, also download from the original page the optional patch for Iris dress.
After Divine Elegance and Somewhere in Between I would love for a while to do single outfits, but I'll add it to my list. Who knows?
There are some issues here: 1) I simply do not use CBBE/3BA. I might add it, although 2) I only play on a Steam Deck, I don't have a PC, so what's happening is that I simply don't have the storage right now to go much beyond what I already have and 3) I'm still recovering from hand surgery and my todo.txt - and real life - are pretty busy as they are. I honestly doubt this is coming any soon.
Also please note that this is not quite the simple process most people think it is, with so many pieces. As a bare minimum it's really time consuming. But in my current setup it would be extremely difficult to test each step (windows virtual machine without GPU to create the files and the conversions, copy over to the Steam Deck, test, repeat).
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https://www.nexusmods.com/skyrimspecialedition/mods/78875 which is based on the older 1.5 version but works (and you can also find newer sound banks on Nexus)
or the 1.6 version that the original author put on the net after it was removed:
https://drive.google.com/file/d/13B3gK-Rz-uYG7QjybrxSzq6gRO_tceFJ/view (and, again, you can use the newer sound banks from Nexus)
newer sound banks: https://www.nexusmods.com/skyrimspecialedition/mods/92903