FYI to anyone new to modding like I am: RaceMenu doesn't seem to support out-of-the-box loading the presets this program produces. In addition to installing CBBE and making sure that RaceMenuMorphsCBBE.esp is active, assuming you're using Vortex, you'll also need to download UIExtensions, which requires PapyrusUtilSE, which requires Address Library for SKSE. Once you have all those installed and active the CBBE Morphs tab in RaceMenu will have two new sliders underneath Reset called 'Save Preset' and 'Load Preset' sliding 'Load Preset' all the way to the right will produce a new menu that'll contain all the presets this program output, assuming you've properly followed the creator's instructions or otherwise ensured the JSON files it outputs are in Data/SKSE/Plugins/StorageUtilData/RaceMenuMorphsCBBE/Presets.
This is a really cool program but I'm a moron so it took me hours to figure out how to use it.
This mostly is just a minor rewrite to be more efficient, allowing you to run the tool against theoretically any number of .XML presets, as well as being more verbose for each preset processed, hopefully should help with catching errors and showing you what files are actually being made. Also sorts files into two output folders now, for Big and Small weight sizes.
Well yeah, there's nothing I can do about Nexus automatically quarantining my files every single upload, because they are both commonly used file types to spread malware. I understand why they don't auto-approve these types of things, so sadly everyone's gonna have to sit tight until they approve the upload :(
Also I'm sure you already saw this but github sources got updated shortly afterwards. I do work a 9-5 corporate job so sadly my out-of-work free time is limited.
That sounds like it may be a permission or privilege issue. I'm gonna upload a better optimized version here soon in the next couple of days that that will have a debug stop at the end, grab me a screenshot of the error and I'll try and help ya out.
This script does not work Fails to read the xml file (erro feedback: /*.XML does not exist, or has been filtered by the -Include or -Exclude parameter.) + [XML]$XML = Get-Content "$PSScriptRoot/CBBE-XML-Input/*.XML" + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + CategoryInfo : ObjectNotFound: (System.String[]:String[]) [Get-Content], Exception + FullyQualifiedErrorId : ItemNotFound,Microsoft.PowerShell.Commands.GetContentCommand
Do any of your directories or file paths have any special characters, such as [ or ] in them? You're putting the XML files in the input folder correct?
This is a quick and easy solution that is outside of the game itself, in case you don't feel like booting up Skyrim ( once you're at 4500 mods like me, it takes a while, even on a Gen 5 SSD :c ) If you prefer OBody, just use that. At the end of the day, I make things for myself, other people don't have to like them
Version 0.2 Update - The tool now properly removes byte markers at the beginning of the file so that the JSON files will actually load in game, and should *technically* work on any BodySlide exported XML now since it will strip out incompatible SetSlider settings from the output JSON files. Enjoy!
New update will be coming soonTM that will trim certain XML elements in preset files that prevent the preset from loading in RaceMenu's morphs menu, since this is the main purpose of the mod.
Theoretically it should work on anything that Bodyslide Studio itself outputs, as they're all XML files. I'm not looking for specific body types, but a specific output structure, and I *believe* anything output from Bodyslide itself should work. On that note, feel free to try it on a wide variety of body presets :)
This is an example of an exported 3BA preset - https://www.nexusmods.com/skyrimspecialedition/mods/48916?tab=files
This is what you would run through my tool, not the 3BA body itself, the 3BA body mod is simply a template, you want the finished export for my tool. This actual mod in particular doesn't actually run through it cause of weird file naming in the XML file itself, but that's an easy edit for anyone who's roughly familiar with code and what characters tend to not work well in CMD line tools.
I'll look when I get home but it works on the preset files *exported* from Bodyslide, not the XML file that is loaded into Bodyslide itself. I'll look at 3BA and make a video guide sometime in the next day or so
So after looking, 3BA is a BodySlide template, not a BodySlide preset itself. You get the preset by loading it into Bodyslide and then modifying / not modifying it, and then Saving / Exporting it, which should give you the .XML file you can convert with my tool! I'm not much of a bodyslide guy myself but there are a TON of 3BA exported .XML files you should be able to convert / use very easily. Hope this helps!
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This is a really cool program but I'm a moron so it took me hours to figure out how to use it.
This mostly is just a minor rewrite to be more efficient, allowing you to run the tool against theoretically any number of .XML presets, as well as being more verbose for each preset processed, hopefully should help with catching errors and showing you what files are actually being made. Also sorts files into two output folders now, for Big and Small weight sizes.
Go nuts everyone.
Also I'm sure you already saw this but github sources got updated shortly afterwards. I do work a 9-5 corporate job so sadly my out-of-work free time is limited.
Fails to read the xml file (erro feedback: /*.XML does not exist, or has been filtered by the -Include or -Exclude parameter.)
+ [XML]$XML = Get-Content "$PSScriptRoot/CBBE-XML-Input/*.XML"
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : ObjectNotFound: (System.String[]:String[]) [Get-Content], Exception
+ FullyQualifiedErrorId : ItemNotFound,Microsoft.PowerShell.Commands.GetContentCommand
This is an example of an exported 3BA preset - https://www.nexusmods.com/skyrimspecialedition/mods/48916?tab=files
This is what you would run through my tool, not the 3BA body itself, the 3BA body mod is simply a template, you want the finished export for my tool. This actual mod in particular doesn't actually run through it cause of weird file naming in the XML file itself, but that's an easy edit for anyone who's roughly familiar with code and what characters tend to not work well in CMD line tools.