*Guide is not complete yet, but most points are good to go.
*UPDATE (02/06/2024) Check article Outfit Conversion Guide for updated techniques on mesh, bone, zaps, etc..
*UPDATE (05/09/2024) Opened up comment section, also added comments from comment section related to porting in this article
Tutorial for Porting Clothes from Fallout 4/Skyrim Special Edition to Fallout New Vegas
by Foxu (foxhound666)
Requires this mod to be downloaded for the references:
Type CBBE - Caliente's Beautiful Bodies Enhancer -CBBE-
TLDR:
Mesh
convert to fnv pose
bone weights
partition
Texture path [material editor]
if alternate texture, 3d index order
Texture
Convert textures compression to BC3 BC1
Create normals
Add specular to normals
ESP
Armor
if gloves, Armor Addon
if alternate texture, TextureSet
TOOLS:
outfit studio - https://www.nexusmods.com/skyrimspecialedition/mods/201?tab=files
nifskope - https://github.com/niftools/nifskope/releases (ctrl+f Assets)
material editor - https://www.nexusmods.com/fallout4/mods/3635?tab=files&file_id=262335
gimp - https://www.gimp.org/downloads/
gimp DDS BC6 and BC7 plugin - https://github.com/scriptkitz/gimp-plugin-dds/archive/refs/heads/main.zip
"GIMP plugins (*.exe/*.dll/*.py) are to be copied to "%userprofile%/AppData/Roaming/GIMP/2.10/plug-ins" and *.scm scripts belong in "%userprofile%/AppData/Romaing/GIMP/2.10/scripts"."
Paint.net - https://www.getpaint.net/download.html
Texconvgui - https://vvvv.org/contribution/texconvgui
GECK - https://geck.bethsoft.com/index.php?title=Main_Page (ctrl+f new vegas)
Setup:
Open CalienteTools\BodySlide\OutfitStudio.exe
Fallout New Vegas > ... > Select your Data folder > Choose Game
(ex. C:\EpicLibrary\FalloutNewVegas\Fallout New Vegas English\Data)
File > Settings > Under Reference Skeleton > Browse > ... > Open > OK
GAMEDATAPATH\meshes\characters\_male\Skeleton.nif
Skeleton i prefer is NV Compatibility Skeleton - https://www.nexusmods.com/newvegas/mods/68776?tab=files
Converting Outfit to Fallout New Vegas:
MESH:
Outfit Studio:
File > Import > from NIF > fallout 4/SSE mesh file (.nif)
Error will pop up about FBX > OK
File > Export > to OBJ > Transform to global = No > objfilename > Save
If no pop up Transform to global, its okay
File > Unload Project > Unload
File > Import > from OBJ > objfilename > OK
UPDATE 11/18/2024 : using pose to convert FO4 to FNV is better, you'll need to load the outfit using fallout 4 or SSE outfit studio for skeleton then use pose function to properly align them with FNV pose, there's some saved pose file in the main download.
File > Load Reference > From Template > Port: FO4 CBBE to FNV TypeCBBE - Fullbody > OK
##### i made a mistake on the slider "Move FNV to FO4" so use this slider instead
Manual input value of slider "REF_Move X -0.000207 Y -0.881800 Z 120.943712" to -100%
Slider > Set Base Shape
Slider > Conform all > OK
if it didnt conform all mesh, like high heels
Search Radius = 20
Max Vertex Target = 20
Move the slider "Move FO4 to FNV" to 100%
Move the slider "REF_Scale 0.99850 Origin Zero" to 100%
Move the slider "FO4 CBBE to FNV TypeCBBE - Fullbody" to 100%
Slider > Set Base Shape
Highlight all Shapes/Mesh
Slider > Clear Slider Data
Slider > Delete Slider
File > Set Reference > From Template > Type CBBE > OK
File > Save Project As
Right Panel > Under Meshes (default) > delete the CBBE Body from the FO4 outfit (right click > delete)
Right Panel > Under Meshes (default) > Select all (ctrl + click), do not include reference (green text highlight)
Shape > Copy Bone Weights > OK
If additional option is shown on bottom of window (below No Target Limit)
Uncheck Copy skin
Check set global
File > Save Project
If error window popup (Unweighted Vertices), take note of mesh involved seen below window, Cancel the save (No)
Tool > Clear Mask
Right Panel > Under Meshes (default) > Select affected mesh from error window earlier
Shape > Copy Bone Weights > Search Radius = 7, Max Vertex Target = 7 > OK
File > Save Project
if error still present
increase Search radius and Max Vertex target
repeat until error window does not pop up
Right Panel > Under Meshes (default) > For each mesh, not including reference (green text highlight) > Right click > Copy Partitions/Segments... > OK
For Dismemberment
Checking texture of each mesh
open another instance outfit studio > load the fo4 non converted outfit
Right Panel > Under Meshes (default) > For each mesh, not including reference (green text highlight) > Right click > Properties...
Shape Properties window > Under Shader (default) > Checking the Name field, Check the bgsm file used by the mesh
using Material Editor, open the bgsm file
Check Material tab (default) > Check Diffuse and Normal filepaths
Adding textures to mesh
Fix 3D Index by dragging and dropping mesh in correct order
only for clothes with alternate textures, you can check the plugin in GECK/CK or check nif to see order
Right Panel > Under Meshes (default) > For each mesh, not including reference (green text highlight) > Right click > Properties...
Shape Properties window > Under Shader (default) > Textures... > Add Diffuse and Normal filepaths
good idea to save again, or make backup save
Manual Mesh edits
Outfit studio magic (inflate, deflate, smooth with restrict motion to perpendicular to the surface option, and mask > delete vertices [almost always required for feet])
File > Save Project
File > Export > To NIF With Reference...
*NIFSKOPE:
best google what the advanced properties are
Adding properties to mesh
Open the exported nif file
Left Panel > Expand 0 NiNode
For every # NiTriShape (dont include body)
Right click > Node > Attach Property
NiMaterialProperty
optional, advanced
NiAlphaProperty
NiStencilProperty
File > Save
TEXTURE [3 options]
*UPDATE (02/06/2024) Choose BC1 Compression to avoid glossy outfit, BC3 has alpha and most new vegas outfits dont need alpha.
some Texture in skyrim/FO4 is in BC7 compression, not compatible with FNV
skip if texture is already compatible with FNV
if ingame the cloth texture is flickering and changing when camera moves, then texture file is not compatible with FNV
Paint.net:
File > Save As > choose name > Save
Save Configuration window
Compression (first drop down menu) = Choose BC3 (Linear, DXT5)
Error diffusion dithering = Check (default)
Error Metric = Perceptual (default)
Cube Map from crossed image = Unchecked (default)
Generate Mip Maps = Check
Sampling (drop down below Generate Mip Maps) = Fant
Use Gamma Correction = Check (default, not sure about this)
after setting up, Press OK
Close Paint.net
Texconvgui:
Select Source folder and destination folder
File Mask = dds
Output Format = BC3_UNORM
MipMap Level = 4 (Press Enter)
after setting up, Press Convert
GIMP:
Load DDS window > OK
File > Export As... > Export
Save as DDS window
Compression = BC3 / DXT5
Mipmaps = Generate mipmaps
Expand Advanced options
Under Compression > Check Use perceptual error metric > OK
Create Normals*
Add specular maps to normals alpha if youre having glossy textures
*UPDATE (10/1/2024) guide for adding specular to normals:
Adding a Specular Map to a Normal Map
ESP
GECK
Create Items > Armor
Create Items > Armor Addon
Create Miscellaneous > TextureSet
In Game
use Item Explorer to get item
Test texture
if texture is okay for every part of clothing
if it has alternate texture, make sure you have the created TextureSet in the right 3d index on mesh and a in plugin esp file.
Check if Bone Weights are good
if clothes have skirt or armor sticking out far away from body, there might be issues.
if legs are sticking together or have distorted mesh when walking. Youll need to manually edit Bone Weights in Outfit Studio [hold shift to smoothen bone weights].
or find a similar mesh with same size and shape who has correct bone weights, copy that mesh into your project, select specific bone then copy selected bone weights.
Tutorial for Porting Clothes from Fallout 4 and Skyrim Special Edition to Fallout New Vegas
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here is an ugly update on what you need to replace from the article:
##### From article
File > Load Reference > From Template > Convert CBBE-fo4 To T4-fnv > OK
Slider > Conform all > OK
if it didnt conform all mesh, like high heels
Search Radius = 20
Max Vertex Target = 20
Right Panel > Bottom Panel > Move the slider "ConvertCBBEfo4ToT4fnv" to the right (100%)
Slider > Set Base Shape
File > Set Reference > From Template > T4 > OK
Or if high heels use T4 HH
File > Save Project As
#################################################
##### Replace with these steps
File > Load Reference > From Template > Port: FO4 CBBE to FNV TypeCBBE - Fullbody > OK
##### i made a mistake on the slider "Move FNV to FO4" so use this slider instead
Manual input value of slider "REF_Move X -0.000207 Y -0.881800 Z 120.943712" to -100%
Slider > Set Base Shape
Slider > Conform all > OK
if it didnt conform all mesh, like high heels
Search Radius = 20
Max Vertex Target = 20
Move the slider "Move FO4 to FNV" to 100%
Move the slider "REF_Scale 0.99850 Origin Zero" to 100%
Move the slider "FO4 CBBE to FNV TypeCBBE - Fullbody" to 100%
Slider > Set Base Shape
Highlight all Shapes/Mesh
Slider > Clear Slider Data
Slider > Delete Slider
File > Set Reference > From Template > Type CBBE > OK
File > Save Project As
#################################################
check the other article https://www.nexusmods.com/newvegas/articles/56249 for
Mesh edits
Boneweigths (do the partition "Copy Partitions/Segments." after boneweights)
bad bones
zaps
for Textures, if converting skin textures use BC1 (bc1 has no alpha, body textures dont need alpha property)
if converting outfit textures use BC3 (bc3 has alpha, we need to manually
place the specular map inside the alpha of the normalmap file to avoid
glossy textures (i dont have guide for this, can google how by using
gimp)... or just convert to bc1 but it wont be a perfect port)
##### To Convert to a different Body other than TypeCBBE:
Load a Conversion Reference
Right Panel > highlight Ref_TypeCBBE
Slider > New Slider > set a name
Lower Right Panel > edit (pencil button) 'New Slider'
Slider > Import Slider Data > Import OBJ... > go to ObjFiles folder > choose .obj file
##### Or
for sliders (to convert typecbbe to imitation bodies):
OutfitStudio > Open Type CBBE.osp
Right Panel > highlight TypeCBBE
Slider > New Slider > set a name
Lower Right Panel > edit (pencil button) 'New Slider'
Slider > Import Slider Data > Import OBJ... > choose .obj file
Test the slider
To make slider permanent:
Slider > Conform All > OK
File > Save or Save as
note: this method will have issue with gloves and skirts, we'll need to use pose method for perfect port, but i dont have the pose file yet, here is my reply to another comment
deformation, and it’s reusable...
it’s hard work tho, manually editing bones in pose to match FNV pose, for a beginner it’s probably gonna take 3 hours.
I only have saved pose from Skyrim to fnv, obl, and fo4 pose, I don’t have pose from fo4 to fnv
DIY How to:
while Using outfit studio for FO4, open a full body fo4 cbbe body (head, hands, body).
check pose if you can move every part of body. If not, try adding bone, right
click > add from skeleton (upper arm, thigh, etc..) > then try
moving bone in pose mode to check.
add fnv fullbody obj, move fnv body to same alignment as fo4.
manually editing bones in pose mode to to match fnv body.
save pose data.
load outfit (gloves) then go to pose data > show pose > choose saved pose > apply to mesh > export to obj
if youre from FO4, i have permission to port TWB sliders but havent done it yet because i need the pose file mentioned first. so if youre using body presets, only use the ones compatible for cbbe, not TWB.
this is the other article I made, it has better guide regarding boneweights and zaps.
for clipping pants you need to zap the legs, zap will delete parts of the body when you build it using body slide. Delete parts of the body that’s covered in clothes.
Choker you need to use a reference with whole body including the head, I think I have a reference for it, Boneweight: Ref Cbbe full body
Meshes\characters\head\headfemale.nif
Double click on FemaleHead shape on right panel
on pop up window go to Coordinates tab
Coordinates:
origin
x -0.0041350019
y 0.2903370857
z 112.8434906006
rotation
y -0.0000001748
check Recalculate goemetry...
do the same for faceparts like mouth, brows, etc... by checking vanilla coordinates.
edit:
on second thought, faceparts have 0 coordinates lol, not sure yet for faceparts.
inside Nif > 0 Ninode > NiTriShape > NiTriShapeData
there's coordinates, but i havent tried it yet.
There might be something here for .egm:
How to Make a Freakish Custom Race (Tutorial)
to check alignment of facepart:
(ex. eyelefthumanfemale.nif)
you can copy branch 0 Ninode branch of facepart, check which bone its
connected under 0 Ninode > NiStringExtraData = Bip01 Head
paste branch into headfemale.nif > 0 Ninode > Ninode = Bip01 Head
adjust coordinates of the eye accordingly: 0 Ninode > NiTriStrips > NiTriStripsData
note down new coordinates, close headfemale.nif, dont save.
open eyelefthumanfemale.nif and place adjusted coordinates.
then make .egm .egt and .tri of each facepart.
havent tried but in theory it should work
edit:
also i think you need to pack it into BSA file
can i ask what outfit you're trying to port?
also, have you tried applying archive invalidation again after the port (your new esp might not yet be included inside archive invalidation)?
since there should be no problem with skin, just the outfit.
tried porting 3 outfits from SSE quickly and i didnt have dark skin issue
with TypeCBBE skin.. still had the outfit too glossy issue.
ELLE - Hot Style Kimono 3BA-BHUNP
ELLE - Tavern Maid 3BA-BHUNP (image)
use BC1 (BC1_UNORM in Texconvgui) texture compression instead of BC3
since BC3 has alpha, and we dont need alpha for most outfits in new vegas
Update 5/9/2024:
specular maps in Fallout 3/NV are "stored" in the alpha channel of the normal map
glossy texture = didn't properly add the specular to the alpha channel, so the
game automatically defaults to 100% specular shine
Most modders put the body with boots, then other part of the outfit has no body mesh.