If you do all the adaptations of armor, then you might pay attention to this one: https://www.nexusmods.com/skyrimspecialedition/mods/84280?tab=posts&BH=0
There is no clipping for me, so you'll have to be specific about your setup to see if something (physics, animation, or otherwise) might be creating the effect in combination with the armor. As with all "bugs", they can only be addressed if they can be replicated.
So it is walking animation then. I'm using Leviathan Animations II. In theory "sticking" the skirt to the legs would help, but I'm not highly knowledgeable about Outfit Studio and stuff.
I definitely can say that these animations look quite manly for female characters, and I have been thinking about changing back to previous version. I will check if it's better then. Edit Still clipping. I guess I will have to live without that armor. Thumbs up for actually putting effort into that conversion, many people just do it in OS in 5 minutes (including me lol).
And yes, weight painting is a often a trade-off (and a huge time-suck), which is why most people would rather just copy bone weights in OS and live with deformation over clipping.
Unfortunately, not only the second version, the first also.
It's a shame, because I really love your version's look. But it's totally understandable that it couldn't be optimized for all the animation mods by just one person.
Hello, I was wondering if I could change the cubemapp path of this mod, similar to https://www.nexusmods.com/skyrimspecialedition/mods/81046?tab=files . I think I would know how to do this in nifskope, but how would I modify the bodyslide files to ensure that meshes generated have the correct cubemap path?
Yes - I think this could be done easily. You would want to edit the files in the Bodyslide source directory: CalienteTools\BodySlide\ShapeData\DwemerArmorSE
There are 4 .nifs in there.
By default, the 5th line in each texture set says something like: textures\cubemaps\ore_corun_e.dds
You can change that to any other existing cubemap file, or a custom one if you have it. (repeat for each .nif)
If you are comfortable in Outfit Studio, you can safely remove the physics bones (breasts, belly, butt, front thighs, rear thighs, and rear calves) from the project and save, then regenerate in bodyslide.
Yes - this should be all set. Find it under "Optional Files" for this mod. Make sure to install Xtudo's file "Dwemer Armor - My patches and fixes by Xtudo SE - Vanilla Dwarven Armor replacer" first.
I haven't installed "The Forgotten City", so I would be grateful if you would try my files and report back to confirm that they work (or not...).
Hi ChronoTrigger, thank you so much for converting this awesome armor into CBBE! would you consider releasing a version for Xtudo's Vanilla Dwarven Armor replacer?
Okay - working on the vanilla replacer. The current issue I have is that I use Improved closefaced helmets and the Dwemer Helmet from this set isn't compatible because the modified AA record for the Dwarven Helmet covers hair and ears instead of head (but the Dwemer helmet is set to head only). Looking for a workaround. Most likely I will just have to post the Vanilla Replacer with the incompatibility noted...
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https://www.nexusmods.com/skyrimspecialedition/mods/84280?tab=posts&BH=0
Edit
Still clipping. I guess I will have to live without that armor. Thumbs up for actually putting effort into that conversion, many people just do it in OS in 5 minutes (including me lol).
And yes, weight painting is a often a trade-off (and a huge time-suck), which is why most people would rather just copy bone weights in OS and live with deformation over clipping.
The key takeaway is that Leviathan Animations II - Female Idle Walk And Run will cause clipping with the skirt on the CBBE/3BA Dwemer Armor. I have noted it as incompatible.
It's a shame, because I really love your version's look. But it's totally understandable that it couldn't be optimized for all the animation mods by just one person.
. I think I would know how to do this in nifskope, but how would I modify the bodyslide files to ensure that meshes generated have the correct cubemap path?
CalienteTools\BodySlide\ShapeData\DwemerArmorSE
There are 4 .nifs in there.
By default, the 5th line in each texture set says something like:
textures\cubemaps\ore_corun_e.dds
You can change that to any other existing cubemap file, or a custom one if you have it.
(repeat for each .nif)
Good luck!
I was wondering if there was a way to prevent the armor from jiggling however?
I was mostly looking for just bodyslides for this armor.
Might I ask which bone to delete for the boots?
I haven't installed "The Forgotten City", so I would be grateful if you would try my files and report back to confirm that they work (or not...).
The file is called "Dwemer Armor - My patches and fixes by Xtudo SE - Vanilla Dwarven Armor replacer" at the bottom of the page:
https://www.nexusmods.com/skyrimspecialedition/mods/81046?tab=files