does anyone have trouble getting this to work with the skimped stuff? I have gotten other things with zaps to work well with outfitsaver but the skimped series always gives me invisible bodies
Im using MO2 and it seems to just open on a black screen. None of the mentioned directories should have any data regarding CBBE in them if installed that way, so I suggest adding a tutorial for MO2. I don't see how this is supposed to do anything when set like this.
So I've gotten this to work with Fallout 4, since I find I now can't live without it, but have noticed a few oddities.
With Fallout 4, BodySlide is expected to be installed in Data/Tools rather than Data/CalienteTools. I didn't see an option to change that in the config file, but creating a directory junction from CalienteTools to Tools worked OK. Although, that didn't work all that well with Wrye Bash to manage the "OSP Saver Output" folder. Wrye Bash wouldn't see the output files until I manually renamed the folder. mklink /j Tools CalienteTools For setting the zaps, it doesn't appear to respect the default on/off value. Here is an example from Lazman104_Oswald.osp. The NewZap should default to enabled, but both show as not enabled in the outfit saver dialog. Not sure if this is only for Fallout 4 as I just noticed it's an issue.
I am by far not one of the most trusting people on the planet, but I will (mostly) allow the firewall exception - solely on the premise that you are a fellow White-Hat Programmer, and that your word is your bond, good fellow. This tool, upon following it's instructions, has proven to be incredibly effective... (Momentarily disregarding my sleep-deprived idiocy that took me *too long* {nearly twenty minutes} during Input/Output directory selection where I accidentally typed "G:/etc/etc/" instead of "D:/etc etc") I tip my hat to you. The UI is straightforward, informative with it's Headers and intent of function, and it was *quite fast*! Thank you for this wonderful utility, it will likely save me *plenty* of time for future custom patches, modifications to textures and the like... :ThumbsWayUpx2:
Kudos, Endorsed, and genuine best wishes from Canada, ~ Cheers! ~
Edit: In Fact, I cannot actively recall the last time something has worked on the FIRST TRY until now:
Spoiler:
Show
22:25:32 [Background] - Fetched summaries. You have 564 outfit files (all bodies/alternatives) 22:25:32 [Background] - Initial collation complete. Colliding meshes to get conflicts.. 22:25:32 [Background] - There are a total of 0 clashing bodyslide conflicts. 22:25:32 Read complete. It seems you have no conflicts!
Thank you for the positive feedback, and I'm glad all is well.
Transparency is important to me, and the port thing is a byproduct of requiring multi-threading in a (forced) single-threaded application context by limitation of the tools I'm using. I launch a separate background process and communicate on loop-back to pass messages back and fourth as to instruct the background process on what to do (It never communicates with the outside world, and has no need nor ability to) and receive its output. Discord, Skype and VSCode are all examples of apps written in the same stack that do similar things, but do not announce their port binding (or make it static) which is why you will see a lot of process duplicates in Task Manager for those.
I chose to announce everything the application does to the user, as that is what I would want to see; even things that may cause a (healthy) amount of scepticism which may put some users off trying the application out of confusion or fear- that's okay.
Further reading on the technique if you're interested: https://www.electronjs.org/docs/tutorial/multithreading https://www.geeksforgeeks.org/inter-process-communication-ipc/#:~:text=Inter%20process%20communication%20(IPC)%20is,Message%20passing
Just want to let you know. The first time I see zap armbinders remain visible during animations. An idea to it. As I have well above 1000 items to build and use several bodies Usually I delete the not wanted meshes from the created file and create another one with different builds. Here I delete again the not fitting meshes and then I merge the output files. That means, I have to run bs again to change settings and need to go trough all the clothings to check/change settings Because bs always falls back to default settings like cbbe and not 3bbb. Is there a way to save latest bs settings ?
Ok, I will post 2 screenshots tomorrow. English is not my native language, so it's sometimes difficult to expain complex matter. PS:zap the zap in, I never had this option in bs before. This is great, wonderfull. Was not a question, just feedback.
Before the meshes became invisible during animations, now the meshes show up, as I got the option to zap the zap(lol)/devious devices in.
Point 2 Start bs, selection is red nails. Now I select e.g. green nails for hands and save this settings. Now one would expect on restarting bs and load before saved setting the green nails will be selected. But no! BS comes up with red nails selected.. That means, I need to go to the complete clothes etc and check/select the proper settings. What I mean, BS does not save the selections I made, it always comes up with somekind of default.
OK, all my fault. due to this merges and so on I caused this problem. Everything works fine, no more problems.
BTW, this is now a result of zap in, easy possible.with your mod. Thank you again ! Arachnophobia, spider placed a cobweb as blindfold. lucky one, usually you get bound on arms etc. https://staticdelivery.nexusmods.com/images/1704/76606843-1594824246.png
I'll try my best to answer your question, but I'm finding it difficult to understand so forgive me if I'm completely missing the point!
(When I use ZAP here, I mean "ZAP Sliders" within BodySlide, not ZaZ AP)
Q) "[...] The first time I see zap(Zaz AP?) armbinders remain visible during animations. An idea to it." (Not sure if this is a question) A) This would imply the armbinder mesh is still present within the file the animation framework is loading during the animation, and I would suggest confirming that the mesh has been removed from the file used by the framework.
Q) "[...] bs always falls back to default settings like cbbe and not 3bbb. Is there a way to save latest bs settings ?" A) BodySlide does not write any preference changes you make to disk (Sliders, ZAP Sliders, SliderSets), unless you create a preset. As I'm sure you've experienced, right now the tool supports saving "ZAP Sliders" and "SliderSets"; but not "Sliders" which I understand may be your primary concern.
You appear to have quite a complex setup (several bodies for instance), and this tool has been designed with a single body in mind (working within the confines of Skyrim's mesh folder). This might mean that "Conflicts" within the tools parlance is meaningless to you, as this tool assumes an N:1 reduction (many SliderSets, one outcome for each [CBBE/3BE/UNP]) rather than what you appear to have: N:N (many SliderSets, many outcomes for each [CBBE+3BE+UNP).
If I can implement a feature to make your life easier please let me know, but I'm struggling to conceptualise how I could go about modifying the program to suit your needs. I'm hesitant to include "Slider" save support as they're covered with presets; and I'd just be rebuilding BodySlide's interface at that point.
Edit
Okay, thank you for clarifying what you mean; it's clearer now!
Point 1: Great, glad it's all working for you!
Point 2: That is very odd. Could I ask for the mod you're using with the nails? I'd like to see if this is a bug that I can fix.
There is something with BodySlide where if you have something selected such as "OutfitA - UNP", close BodySlide and you choose "OutfitA - CBBE" within the tool; when you then load up BodySlide once again- it will still say "[OutfitA - UNP]" is selected (but the [] indicate this doesn't actually exist anymore!)
In this circumstance, Batch Build will ignore this and use the one you've saved in the tool (as it's the only one it CAN use, and the [] item is BodySlide remembering a previously selected-but-missing item as far as I understand it).
Edit 2 Glad everything is resolved, and that's a quite an artistic spider!
Mod works perfectly, just wanna report that I've been getting the " There has been an error - Cannot read property 'forEach' of undefined, file: E:\Mods\mods\CalienteTools\BodySlide\SliderSets\CBBE Tera.osp " Right after choosing the zap preferences of the TERA armour pack, it's the only one that does this But it's no biggie
40 comments
With Fallout 4, BodySlide is expected to be installed in Data/Tools rather than Data/CalienteTools. I didn't see an option to change that in the config file, but creating a directory junction from CalienteTools to Tools worked OK. Although, that didn't work all that well with Wrye Bash to manage the "OSP Saver Output" folder. Wrye Bash wouldn't see the output files until I manually renamed the folder.
mklink /j Tools CalienteTools
For setting the zaps, it doesn't appear to respect the default on/off value. Here is an example from Lazman104_Oswald.osp. The NewZap should default to enabled, but both show as not enabled in the outfit saver dialog. Not sure if this is only for Fallout 4 as I just noticed it's an issue.
<Slider name="NewZap" invert="false" default="100" zap="true">
<Data name="CBBE2NewZap" target="CBBE2" local="true">Lazman104_Oswald.osd\CBBE2NewZap</Data>
</Slider>
<Slider name="Underware" invert="false" default="0" zap="true">
<Data name="BottomUnderware" target="Bottom" local="true">Lazman104_Oswald.osd\BottomUnderware</Data>
</Slider>
Kudos, Endorsed, and genuine best wishes from Canada,
~ Cheers! ~
Edit: In Fact, I cannot actively recall the last time something has worked on the FIRST TRY until now:
[Background] - Fetched summaries. You have 564 outfit files (all bodies/alternatives)
22:25:32
[Background] - Initial collation complete. Colliding meshes to get conflicts..
22:25:32
[Background] - There are a total of 0 clashing bodyslide conflicts.
22:25:32
Read complete. It seems you have no conflicts!
Transparency is important to me, and the port thing is a byproduct of requiring multi-threading in a (forced) single-threaded application context by limitation of the tools I'm using. I launch a separate background process and communicate on loop-back to pass messages back and fourth as to instruct the background process on what to do (It never communicates with the outside world, and has no need nor ability to) and receive its output. Discord, Skype and VSCode are all examples of apps written in the same stack that do similar things, but do not announce their port binding (or make it static) which is why you will see a lot of process duplicates in Task Manager for those.
I chose to announce everything the application does to the user, as that is what I would want to see; even things that may cause a (healthy) amount of scepticism which may put some users off trying the application out of confusion or fear- that's okay.
Further reading on the technique if you're interested:
https://www.electronjs.org/docs/tutorial/multithreading
https://www.geeksforgeeks.org/inter-process-communication-ipc/#:~:text=Inter%20process%20communication%20(IPC)%20is,Message%20passing
The first time I see zap armbinders remain visible during animations.
An idea to it.
As I have well above 1000 items to build and use several bodies
Usually I delete the not wanted meshes from the created file and create another one with different builds.
Here I delete again the not fitting meshes and then I merge the output files.
That means, I have to run bs again to change settings and need to go trough all the clothings to check/change settings
Because bs always falls back to default settings like cbbe and not 3bbb.
Is there a way to save latest bs settings ?
Ok, I will post 2 screenshots tomorrow.
English is not my native language, so it's sometimes difficult to expain complex matter.
PS:zap the zap in, I never had this option in bs before. This is great, wonderfull. Was not a question, just feedback.
Before the meshes became invisible during animations, now the meshes show up, as I got the option to zap the zap(lol)/devious devices in.
Point 2
Start bs, selection is red nails.
Now I select e.g. green nails for hands and save this settings.
Now one would expect on restarting bs and load before saved setting the green nails will be selected.
But no! BS comes up with red nails selected..
That means, I need to go to the complete clothes etc and check/select the proper settings.
What I mean, BS does not save the selections I made, it always comes up with somekind of default.
OK, all my fault. due to this merges and so on I caused this problem.
Everything works fine, no more problems.
BTW, this is now a result of zap in, easy possible.with your mod. Thank you again !
Arachnophobia, spider placed a cobweb as blindfold. lucky one, usually you get bound on arms etc.
https://staticdelivery.nexusmods.com/images/1704/76606843-1594824246.png
(When I use ZAP here, I mean "ZAP Sliders" within BodySlide, not ZaZ AP)
Q) "[...] The first time I see zap(Zaz AP?) armbinders remain visible during animations. An idea to it." (Not sure if this is a question)
A) This would imply the armbinder mesh is still present within the file the animation framework is loading during the animation, and I would suggest confirming that the mesh has been removed from the file used by the framework.
Q) "[...] bs always falls back to default settings like cbbe and not 3bbb. Is there a way to save latest bs settings ?"
A) BodySlide does not write any preference changes you make to disk (Sliders, ZAP Sliders, SliderSets), unless you create a preset. As I'm sure you've experienced, right now the tool supports saving "ZAP Sliders" and "SliderSets"; but not "Sliders" which I understand may be your primary concern.
You appear to have quite a complex setup (several bodies for instance), and this tool has been designed with a single body in mind (working within the confines of Skyrim's mesh folder). This might mean that "Conflicts" within the tools parlance is meaningless to you, as this tool assumes an N:1 reduction (many SliderSets, one outcome for each [CBBE/3BE/UNP]) rather than what you appear to have: N:N (many SliderSets, many outcomes for each [CBBE+3BE+UNP).
If I can implement a feature to make your life easier please let me know, but I'm struggling to conceptualise how I could go about modifying the program to suit your needs. I'm hesitant to include "Slider" save support as they're covered with presets; and I'd just be rebuilding BodySlide's interface at that point.
Edit
Okay, thank you for clarifying what you mean; it's clearer now!
Point 1: Great, glad it's all working for you!
Point 2:
That is very odd. Could I ask for the mod you're using with the nails? I'd like to see if this is a bug that I can fix.
There is something with BodySlide where if you have something selected such as "OutfitA - UNP", close BodySlide and you choose "OutfitA - CBBE" within the tool; when you then load up BodySlide once again- it will still say "[OutfitA - UNP]" is selected (but the [] indicate this doesn't actually exist anymore!)
In this circumstance, Batch Build will ignore this and use the one you've saved in the tool (as it's the only one it CAN use, and the [] item is BodySlide remembering a previously selected-but-missing item as far as I understand it).
Edit 2
Glad everything is resolved, and that's a quite an artistic spider!
Is there anyway to exclude tags instead of including them? For example so that I can exclude all physics slides?
There isn't as of right now, but that sounds like an interesting suggestion. I'll see what I can do and get back to you.
I've updated the tool with your suggestion regarding the exclusion system, I hope the implementation is what you had in mind.
Enjoy!
" There has been an error - Cannot read property 'forEach' of undefined, file: E:\Mods\mods\CalienteTools\BodySlide\SliderSets\CBBE Tera.osp "
Right after choosing the zap preferences of the TERA armour pack, it's the only one that does this
But it's no biggie