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Step-by-step tutorial and explanation of creating a conversion for cbbe bodyslide with explanations and tips.

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Read my replies in comments for more things.

How to create cbbe body conversion:
Open this link:  bodyslide github wiki
Its the wiki for bodyslide.  It has brush information and (a little bit vague) tutorials.
I assume you are familiar with 3d modeling in some regard.  If you are not, read the tutorials I am linking here.  I do not explain basics, only how the skyrim se bodyslide pipeline works.
I suggest reading the tutorial on using conversion references, Conversion References and Using Them, before reading this.  My tutorial explains some things that his does not.
For MO users:
  MO creates a virtual filesystem (vfs).  This is great but there are bugs that only bodyslide seems to have, especially when batch building:
  If you try to write a file that does not exist anywhere, it might put it in the overwrite directory.  It may deny the write altogether.
  If you try to write a mod file that exists, it will REPLACE THE FILE IN THE MOD (sometimes).
  If you try to write a file that is from the base game, it will go in the overwrite directory (this is not a bug).
  you can try ctrl-clicking the batch build button. I have never tried it.
  If you are trying to build bodies in bodyslide for a conversion the first time and bodyslide throws an error for every new piece, MO's vfs is denying the write.  I think it is because I forgot to install the base mod, so the meshes didn't exist, and the vfs didn't like writing to something new (one of the bugs above).  After putting something in the location the output meshes would go, it created the sets.  I guess the moral is to install the base mod/meshes.
1. Install the base mod into your load order.  
This is so we can test the armor in-game, and so bodyslide can automatically set the output path for when the body is actually created.  You don't actually need to install the mod to create a conversion; All you need is the max-weight version of tha armor, i.e. somearmor_1.niff
2. Start bodyslide and open the outfit studio.
You don't need the slider window, so minimize it and maximise the outfit studio.  If you close the slider window the whole program closes.
3. File->New Project
Check From Template and make sure it says "convert: sk cbbe to sse cbbe".  If you are converting a vanilla armor to sse cbbe, choose "convert: vanilla to cbbe"
Click next.
Set Display Name to what you want the current armor piece to be seen as in bodyslide.  If you are going to convert boots, then the name should be something like "super awesome boots."  If you are converting a chestpiece, it should be something like "Super awesome top" or cuisse or chestpiece etc.
In Outfit/Mesh, choose From File and click browse.  If you started bodyslide through MO then you should be looking at the virtual filesystem it creates for its modding magic, meaning you can find any mod you installed in what appears to be your Skyrim installation (as if you had installed everything manually, and not through MO).  Find the mesh file for the armor piece you want to convert. When you find it, select the high weight variant, *_1.niff.  If you are using an oldrim cbbe conversion for the base shape, use the mesh in calientetools/bodyslide/shapedata/.  There will be only one  torso mesh (or two if there is an hdt version).  Select either; selecting the hdt one does not mean it will have hdt later, and selecting the normal one does not mean it will not have hdt.
In Textures, leave it on "Automatically search for textures."  If you installed the base mod, it will find the textures.
Click Finish
3.5.  Saving a project the first time
File->Save As
Ctrl-s does not save a proejct the first time.  It works after you have a project already though.
BodySlide:  This is stuff specific to the armor piece.  
  Display name should be what we set it before.  Output file name should be the same as the initial high weight variant (without the _0/1). 
  Output data path should be a relative path, something like "meshes/...", not an absolute path "C:/Users/...", and be the same path as the intial high weight variant.
Project:  You can put multiple conversions in one project.
  Slider Set File:  file that holds all the conversion information.  Set this the same for all pieces of the same set.
  Shape Data Folder:  directory that holds shape data.  Set this to be the same for all pieces of the same set.
  Shape Data File:  Base shape file.  Doesn't really matter what it is, just that each piece needs a unique name.  Make it similar or the same as the display name for your sanity.  
  Copy reference shape into output:  I have only had one instance where I unchecked this, and it was a fingerless gauntlet that supplied its own finger mesh.
Click save.  MO: find where it saved it before you do anything else to make sure the vfs didnt screw you over.  It's probably in the overwrite file, but once it put them in My Documents.
4. You might see clipping.  This is fine;  If there is excessive clipping, or the breasts don't appear to be any where near the breasts in the armor, you may have chosen the wrong conversion.  Don't worry, just delete the green cbbe mesh and File->Load Reference the correct one.  Don't forget to reconform the sliders, if you already did that.
On the right there is a tab "Meshes". Delete the base shape mesh.  Do not delete the green "CBBE" mesh, because this is the one we use for the conversion.  If you don't delete the base shape mesh you will have two body meshes which will result in clipping between the new body and the old body AND it will have a negative performance impact in-game because there is a useless mesh there. (more polys = bad)
Slider->Conform All
This does some magic and lets the program make the transformation from one body to another.
Drag the sider on the bottom right all the way to the right.  The armor mesh should change with the body.  If it doesn't you probably haven't conformed the sliders.
Slider->Set Base Shape
This makes the changed mesh the new mesh, "Finalizing" the effect of the slider.  Delete the green cbbe reference mesh.
5. Load the cbbe body reference (File->Load Reference and choose the cbbe body).
Slider->Conform All
6. Fix clipping issues.  See the brushes article in the wiki.
If you have a skimpy armor or an armor that shows skin somewhere you might want to try to fix places where the armor bulges.  
Test the mesh by moving the sliders to extremes. If there is clipping, click the edit button on the slider while at max weight for the slider and fix the clipping.  Then unclick the edit button.  the clipping should be gone.
You can and should test multiple sliders at once, but you can only edit the mesh with one slider in edit mode at once.
  Delete parts of the body mesh that you can't see by making an "Allways-on hidden zap". See the bodyslide nexus page for more.
  You don't need to be perfect;  At 1080p and the distance the 3rd person camera is at, no one will be able to see that the mesh is a little bit far away from the skin or that the mesh deformed a bit.
  To check for bad deformation, turn on textures and look for any that look stretched.  Use the mask tool and mask out everyting except one vertex.  Use the move brush to move the vertex around until the texture looks less stretched.  Note that you shouldn't expect to fix more than 2 half-quads at a time with this, depending on how bad the deformation is.
  Sometimes the mirror x effect does not work because the mesh is not perfectly symetrical and your brush size is too small.  Allways make sure changes get applied to both sides properly.  There are cases where the mesh is asymetrical and you don't want to have changes mirrored.
  Males look at the breasts, butt and groin area the most.  Put time into those areas because they are the hardest and most important for your consumers.
  Remember, you are creating an armor conversion.  
  You can delete parts of a mesh.  First, mask everything out.  then unmask the parts you want to delete.  right click the mesh and delete vertices. But remember the previous tip.
  If the armor didn't start skimpy and sexy, don't try to make it that.  If you really want to, create a variant with a different display name (and the same output path).
  Make sure you don't accidentally change the body mesh.  You can only edit meshes you have selected.  Usually this happens when I select the body mesh to change its render mode, the forget to select the armor mesh before attempting to edit the armor mesh.
7. Right click the mesh and Copy Bone Weights.
Try to save after this.  If a popup ocurs telling you a vertex has no weight, you will need to manually add weight to the vertex.  Click cancel, mask everything out, resave, click yes.  Find the vertices, select an appropriate bone, and paint it the color of stuff around it.  I am not a 3d moddeler/animator so I have no idea what I am supposed to do when this happens.
I find the constant weight option handy for painting one vertex at a time.
Doing weights for high heeled shoes is the worst.  Just make sure to test it in game by crouching.
Continue until you are allowed to save.  
If a vertex does not have any weights, it will go crazy in-game.  This is the cause of vertices flying off randomly, usually seen in bad hdt body physics conversions (in oldrim)
8. After converting the whole set, test in bodyslide with some of the bodies.  I find the fetish body a good test.  Build the set with the bodies and test in-game.  Make sure to check the but and croch area while crouching.