Fallout New Vegas Outfit Conversion to a TypeCBBE or any bodytype
    by Foxu (foxhound666)

TLDR:
   Conversion Reference
   Mesh
   Sliders
   Bone Weights
   Bad Bones
   Zaps [Hiding body]

Tools:
Outfit Studio - https://www.nexusmods.com/skyrimspecialedition/mods/201?tab=files

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 Different Body (1~2 hours to learn, 10~30 mins to convert an outfit):
Outfit Studio:
File > Load Outfit > From File > Browse > Choose "Outfit Mesh" > Open > OK

CONVERSION REFERENCE:
File > Load Reference > From Template = Convert: FNV Vanilla To TypeCBBE > OK
    If outfit mesh has different body type, use appropriate reference
Slider > Conform all > Preset = Even Movement > Search Radius = 10 > OK
    If not all vertex/mesh is not moving, Increase Search Radius.
    I use even movement since its all around better to preserve outfit shape, but it will require more manual mesh edit after.
Right Panel > Bottom Panel > Move the slider "FNV Vanilla To TypeCBBE" to the right (100%)
    or "FNV Vanilla To TypeCBBE RaisedHeel"
Slider > Set Base Shape
Right Panel > Highlight all mesh
Slider > Clear Slider Data > Yes
File > Load Reference > From Template = Type CBBE > OK
    If the outfit has raised heel
    Right Panel > Bottom Panel > Scroll down to find slider TypeCBBE_RaisedHeel > Slide to 100%
    Slider > Set Base Shape  
File > Save Project
    When saving check if the filepath is correct (Output File Name, Output Data Path)
    Check to see if 'Copy reference shape into output' is Checked
Right Panel > Under Meshes (default) > delete the "Original Body" from outfit (right click > delete)
    You can click eye icon left of mesh to check
    Before deleting original body, move TypeCBBE body beside (top or bottom) of "original body" to preserve 3D Index.
        Save and reload after to avoid outfit studio bug of resetting 3d index.

MESH:
Highlight mesh without TypeCBBE
Inflate and Deflate until clipping is gone
    Advanced: Smooth with restrict motion to perpendicular to the surface option.
Lots of guides/videos for this in the net.

SLIDERS:
Shape > Conform All > Search Radius = 10, Max Vertex Targets = 10 > OK
    If not all vertex/mesh is not moving, Increase Search Radius and Max Vertex Target.

BONE WEIGHTS:
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 transform...
        Check Recalculate geometry...
    Advanced: Import nif with whole body (head and hands), set that as reference, then copy bone weights, delete after copying weights, set reference back to TypeCBBE
        This will ensure weights are correct for neck (gorecaps, chockers, raised collars, etc..) and wrists (wristbands, long sleeves, etc..)
File > Save Project
    If error window popup (Unweighted Vertices), take note of mesh involved seen below in the 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

BAD BONES:
Shape > Check For Bad Bones... > OK

ZAPS [Hidding Body]:
    2 options, using Zaps or Deleting Vertices
using zaps
Right Panel > Highlight TypeCBBE
Tool > Current Tool > Mask
    Mask/Darken areas where Skin is showing, also add a little allowance
        if you dont use zaps and prefer deleting vertices, Shape > Delete Vertices.. (not recommended, body will have spikey sliders unless new osd file is created for that body in that outfit, simply rename TypeCBBE to anything)
Slider > New Zap Slider > 'Name the slider' > OK
    I use Zap_Body as name for the slider to my conversions.
Right Panel: Bottom Panel > Find the Slider (Zap_Body) > Pencil Button on left of slider > Gear Button beside Pencil Button > Check Zapped and Hidden > OK
    This will hide body parts after Build option in Bodyslide (also seen on Preview)
    
File > Save Project
    If you dont use Bodyslide build option:
        File > Export > To NIF with Reference... > Overwrite "Outfit Mesh"


In Game, if something is wrong with outfit and you want to edit mesh again.
Do not close game, unequip outfit in game, edit mesh, if done, go back in game, equip the outfit again.
    To save time by not restarting game.


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EXTRA NOTES (advanced):
Hide hidden Body parts:
If Body is hidden, its okay to hide/delete parts of them to save fps, filesize, and clipping issues.
Mask then make Zap Slider or Shape > Delete Vertices..
    Left click to mask
    Alt + Left click to remove mask
    Shift + Left click to smoothen
    Ctrl + A to clear mask
    Ctrl + I to invert mask


3D Index:
Its good practice to reorder mesh properly. If outfit has alternate textures, the 3D Index is important.
    If 3D Index is wrong, outfit will have flickering texture or mismatch textures.
        Easiest way to check 3d index is to simply check where the original body is ordered in the right panel simply drag and drog TypeCBBE mesh to where original body is, delete the original body and save. (best practice to re-load the project after saving if you moved 3d index since outfit studio has a bug that resets 3d index if you copy bone weights).
        3D Index can be seen inside plugin using GECK under Items > Armor > ... > Right of window > Under Female Biped Model > Edit > 3D index is the numbers right of 3D Name
    you can reorder mesh inside Outfit Studio by dragging and dropping in Right Panel, check original outfit, if original body is on top or second row, drag and drop the converted body to same position.


Bone Weights:
Editing weights are optional but are sometimes required for skirts, clipping pants, underarms and crotch.
Right Panel > Select Mesh under Meshes tab > Bones tab > Select bone with green highlight to check its weight
    Bottom Panel > Expand Posing > Check Show Pose > Choose Bone > move slider to check
        Or use included Posedata
        Important bones are Thigh (Pelvis and Calf) and UpperArm (Clavicle and Forearm)
        For Thigh, i like to check Rotation Z = -1.3 and 0.9
    Left click to make it heavy
    Alt + Left click to lessen weight
    Shift + Left click to smoothen
    Advanced: highlight Normalize Weights and X-Mirror Bone set to Auto
If pants still clipping, Inflate the mesh
sometimes its necessary to make the outfit as close to body as possible for correct weights, i create a new slider for this to preserve original shape.
    New slider > edit slider (pencil button) > deflate mesh as close as possible to body (ignore clipping) > set base shape > copy bone weights > find slider again, put a -100% value > set base shape
    hide the slider (pencil button, gear button, check Hidden) or delete it (pencil button, Slider > Delete Slider)
Want other breast physics?
    Import a body (important to be same breast level as type cbbe) with prefered breast bounce
        Import > From NIF.. > select body > Open
    Set this as reference on right panel
    highlight breast.L and breast.R bones under Bones tab
    Highlight all mesh under Mesh tab
    Right Click > Copy Selected Weights > OK
    Delete imported body
    Set reference back to TypeCBBE


Partitions:
For dismemberment and first person view.
Right Panel > Highlight mesh > Partitions tab
    check where gorecaps are in positioned on arms and legs
    adjust the partitions accordingly that they are in the middle of the gorecap
        If Body will be hidden under clothes and you are using zaps to delete body from nif, you can ignore editing partition that are hidden or covered with clothes.
    Highlight the partition to be edited then expand or lessen partition.    
        turn off Mirror edits across X-axis
    Legs:
        7000 BP_TORSOSECTION_LEFTLEG
        7 BP_LEFTLEG
        10000 BP_TORSOSECTION_RIGHTLEG
        10 BP_RIGHTLEG
    Arms:
        3000 BP_TORSOSECTION_LEFTARM
        3 BP_LEFTARM
        5000 BP_TORSOSECTION_RIGHTARM
        5 BP_RIGHTARM
    Apply
    

Transparent Inner Clothes:
like under/inside skirts or inside loose shirts, we would want to also have texture inside.
Right Panel > Double click on outfit mesh to show Shape Properties window
    Middle right side, Check Double Sided box > OK
BUT THIS WONT WORK FOR NEW VEGAS AND FALLOUT 3!
alternate option, using Nifskope: https://github.com/niftools/nifskope/releases
Left Panel > Expand 0 NiNode > Find the mesh (NiTriShape) we want to have double sided > Right Click > Node > Attach Property > NiStencilProperty
    Check to see if its there, expand NiTriShape
Save


Bad Bones:
The technical term is NIF Skin Transforms.
this occurs if there is a difference with skeleton used in outfit/body and skeleton used in outfit studio settings.
if you setup a skeleton in outfit studio setting like in description and
the outfit/body is built with a different skeleton like vanilla, the
outfit/body will move in game and in pose mode according to the
coordinates of the skeleton used by the outfit/body.
most of the time this is negligible but some outfits have extreme nif skin transform
difference like some outfits from tammers mod.


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MISCELLANEOUS:
Making ConversionSlider:
From Scratch (skip if already have osp file):
File > Load Project > T3cali.osp
    or PreferedBase
Right Panel > Rename Body Mesh (right click > Rename...) > 'preferedname'
File > Import > From NIF... > Choose Target Body > Open
Right Panel > Delete headmeat,bodymeat,meatcapbody,limbscap
View > Uncheck Enable Textures
    Toggle once in a while to check texture
Right Panel > Press Eye button besides TargetBody until Grid display
Right Panel > Highlight BaseMesh

Start editing mesh to look like TargetBody
Tool > Current Tool...
Check Brush Settings button on Top Panel.
Mask neck and wrist to avoid making seams
Using inflate and deflate, Dont be afraid if it does not look smooth since we have smooth tool.
    When editing Breast or groin area, be careful, make backup save
    Panties will look weird if groin area is edited too much
Using Smooth tool, try enabling option on Left Panel > Restrict motion to Perpendicular (bottom of panel)
    or Edit > Check Restrict to Normal
    Dont forget to turn off when switching back to inflate/deflate
    If mesh is still not smooth, turn off Restrict to Normal then try again.
If done. Export BodyMesh to obj file
    Right Panel > Select BodyMesh (right click) > Export > To OBJ... > Choose name > Save
Also save the project
    File > Save Project As > ...
Now you have TargetBody.osp using a basebody


If you already have TargetBody.osp file using Prefered Base:
File > Load Project > TargetBody.osp
Slider > Delete Slider > Yes
Slider > New Slider > Enter Name > OK
    Can Edit later
Right Panel > Highlight Body mesh (Left click)
Right Panel > Bottom Panel > Edit Slider (Pencil Button)
Slider > Import Slider Data > Import OBJ... > Choose obj file of body you want to convert to.
    If you dont have obj file, Load Project > Right panel > bodymesh > export to obj file
    Highlighted Body Mesh and import slider data must be from the same base, or it will have error mismatch vertex.
Right Panel > Bottom Panel > Check slider
File > Save Project As > ...


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Making Reference Templates in Outfit Studio:
BodySlide > RefTemplates > RefTemplates.xml
    Open with notepad
add these:

<RefTemplates>

<Template sourcefile="SliderSets\PROJECTNAME.osp" set="PROJECTNAME" shape="MESHNAME">TEMPLATENAME</Template>
    replace PROJECTNAME, MESHNAME, and TEMPLATENAME
    MESHNAME is the name of bodymesh in right panel

</RefTemplates>


now you reference template:
File > Load Reference > From Template [dropdown] = TEMPLATENAME

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foxhound666