*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.

Article information

Added on

Edited on

Written by

foxhound666

4 comments

  1. foxhound666
    foxhound666
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    Sticky
    Testing the waters with the articles, regarding FO4 CBBE to T4 conversions in Outfit Studio. I'm not seeing an option for that under conversions, just conversion to TypeCBBE from many other body options. Did I miss something? Using MO2, I have Bodyslide and Outfit Studio setup (used them many times in the past), mod order is T4 Main -> Compatibility Skeleton -> Bodyslide -> TypeCBBE Main
    -HalcyonAnd0n
    hello, yep that guide is not updated, made the guide before making this mod and that reference is not available anymore.
    here is an ugly update on what you need to replace from the article:
    Spoiler:  
    Show
    ###############################################
    ##### 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
    Spoiler:  
    Show
    Hmm, haven’t tried gloves, if even movement on conform is not good then best method is using Pose function in outfit studio, there won’t be any
    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.
  2. thonglunvn
    thonglunvn
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    so i port the outfit and everything is going well, question is that when im in walking animation there clipping in parts of the outfit specifically the back legs when running normally there clipping and specifically my outfit have a choker so there clipping to when moving, what do i need to do to fix it?
    1. foxhound666
      foxhound666
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      https://www.nexusmods.com/newvegas/articles/56249
      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
  3. foxhound666
    foxhound666
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    I have been trying to port a Skyrim head to NV but when I load the FaceGeom the nif is never correctly aligned. The head is in the correct
    position but the headparts (eyes, mouth, brows...) are always put in the origin. Do you happen to know the exact coordinates so I can manually align them?
    -LostKeeper99
    try checking out the vanilla head by using BAE to extract from BSA file.
    Spoiler:  
    Show
    import nif to outfit studio:
       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
  4. foxhound666
    foxhound666
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    Hi foxhound666.
    First of all, thanks a lot for making this mod!
    With this mod and your articles on porting clothing mods from Skyrim SE, I successfully ported some clothing mods to New Vegas.

    But I have one problem: when my character wears ported outfits and goes
    near some light source, my character's skin color changes very weirdly
    from white to very darkish color.

    Do you know how to solve this issue?
    -pumorinze3000
    i was not able to reproduce black skin issue :(
    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.
    Edit: I remember how i fixed glossy issue.
    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:
    Spoiler:  
    Show
    Specularmap:
    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

    I think I found the solution ?
    When importing clothing mods with separate parts (such as boots, top, pants and so on), I always made sure to include  "TypeCBBE" mesh with each part . Including "TypeCBBE" mesh with each part was causing the glitch,and after I removed "TypeCBBE" mesh from each part except one part (for instance, the top part), the skin glitch finally stopped happening.
    Ahh I see, it has multiple bodies. Congrats on finding the cause.

    Most modders put the body with boots, then other part of the outfit has no body mesh.