CBBE step by step conversion tutorial and explanation
Step-by-step tutorials and instructions for creating transitions for cbbe bodyslide with explanations and tips.
Screenshots 8 screenshots
About this mod Machine translation
Step-by-step tutorials and instructions for creating transitions for cbbe bodyslide with explanations and tips.
Read my reply in the comments for more information.
How to create cbbe body transformation:
Open this link: bodyslide github wiki
It's bodyslide's wiki. It has brushing information and a (somewhat vague) tutorial.
I assume you are familiar with 3d modeling in some way. If you're not, read the tutorial I linked here. I didn't explain the basics, just how the catwalk's bodyslide pipe works.
I recommend reading the tutorials on using cast references, converting references and using them before reading this. My tutorial explains some things that he doesn't.
For MO users:
MO creates a virtual file system (vfs). This is fine, but there are some bugs that only bodyslide seems to have, especially when building in batches:
If you try to write a file that doesn't exist anywhere, it may place it in the overwrite directory. It may deny writes entirely.
If you try to write a mod file that exists, it will replace the file in the mod (sometimes).
If you try to write a file from the base game, it will go into the overlay directory (this is not an error).
You can try Ctrl-clicking the batch generation button. I've never tried it.
If you try to build a transition body with bodyslide for the first time, and bodyslide throws an error for every new piece, MO's vfs will refuse to write. I think this is because I forgot to install the base mod, so the grid isn't there, and vfs doesn't like writing new stuff (a bug from above). After you place things at the output grid's locations, it creates collections. I guess the moral is to install base mod/grid.
- Install the base mod into your loadout order.
This way we can test the armor in the game so bodyslide can automatically set the output path when the body is actually created. You don't actually need to install the mod to create the transformation; all you need is the maximum weight version of the armor, which is somearmor_1.niff
- Start bodyslide and open the rig studio.
You don't need the slider window, so minimize it and maximize the rig studio. If you close the slider window, the entire program will close.
- File -> New Project
Check from the template and make sure it says "convert:sk cbbe to sse cbbe". If you want to convert vanilla armor to sse cbbe, select "convert:vanilla to cbbe"
Click Next.
Set the display name to what you want the current armor to be seen in the bodyslide. If you were to convert boots, the name would be "Super Awesome Boots." If you are converting a chest it should be a "super awesome top" or dish or chest piece etc.
In Outfit/Mesh, select From File and click browse. If you launched bodyslide via MO, then you should look at the virtual file system it creates for its modding magic, which means you can find any mods you installed in your Skyrim installation (as if you had installed everything manually, not via MO). Locate the mesh file for the armor piece you want to convert. Once you find it, select the high weight variable *_1.niff. If you use oldrim cbbe to convert to basic shapes, use the mesh from calientetools/bodyslide/shapedata/. There will be only one torso mesh (or two if there is an HDT version). Choose; choosing HDT does not mean it will have HDT in the future, choosing normal does not mean it will not have HDT.
In Textures, leave it as "Auto-Search Texture". If you have the base mod installed it will find the textures.
Click Finish
3.5. Saving a project for the first time
File -> Save As
Ctrl-s doesn't save the project the first time. Although you have a project, it works.
BodySlide: This is something specific to armor.
The display name should be the name we set before. The output filename should be the same as the initial high weight variable (without _0/1).
The output data path should be a relative path, something like "Grid/..." rather than the absolute path "C:/Users...", and be the same path as the initial high-weight variant.
Project: …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.