Morph Bellies with Physics Guide

Here's version one (10/29) of the guide on building morph bellies with body physics for Devourment Remastered. It’s assuming you’re using Mod Orgainizer 2, but if you’re using Vortex, and you know where all its files are located, you should be fine. For the moment, it will only be covering female bodies. I love male preds as much as anyone, but females is what it seems like most people are currently struggling to do, specifically the physics part. Males don’t really need to worry about physics. Males also require some extra steps to track down files to use as a starting point, upping the polys and converting them to, whatever the morphed preset is (looks like SAM). Point is, I haven’t even started working on them.

I can’t guarantee this is the proper way to do things, but it seems to work, and with reasonable efficiency. If you have something that can improve it, post it in the discord.

SO!

First you need to have Devourment and all it's requirements installed. I'm currently working on a detailed guide for that, it might already be in the discord somewhere, depending on how long this txt file is relevant. The following body mods/tools are required or highly recommended, and they should appear in your mod managers installation window in approximately this order:

BodySlide and Outfit Studio

Fores New Idles in Skyrim SE - FNIS SE

Caliente's Beautiful Bodies Enhancer -CBBE-

CBPC - CBP Physics with Collisions

Schlongs of Skyrim SE

CBBE 3BBB

Devourment Remastered

XP32 Maximum Skeleton Special Extended

Devourment's Male Skeletons

NOTE: Make sure to install the version of 3BBB that uses CBPC only. SMP and devourment don't work together, at present.

NOTE: Devourment's male skeletons should be installed separately, and last, so they don't get overwritten by anything, but also so Devourment’s FEMALE skeletons don't overwrite XP32. An alternative is to delete the female skeletons from the devourment files, but in the case of any other conflicts that might arise, I think I'd rather have XP32's files, so I do it this way. Hell, I'll even upload the seperate skeletons as a standalone mod, since I already structured it that way, and it's 20kb.

Now to get started

1) Download Vore Morph References from the discord, which should be right above this txt file. You should be able to install it with your mod manager, and BodySlide should find all the files.

2) Open Bodyslide, and pick an outfit you want to add morph sliders to.

NOTE: Whatever outfit file you choose, it should be based on the CBBE body. If it's not you'll have to convert it first. But most SE mods already use it.

NOTE: CBBE comes with a copy of all the female clothes and armor, and includes some alternate files with physics already attached, for example, "CBBE Vanilla - Body - Chef (Physics)". I haven't managed to get any of these to work with the vore sliders, and I'm still not sure what's going wrong. But in any case we're going to be adding the expanded 3BBB physics to the outfit, so just avoid those files for now.

NOTE: If you WANT to use plain CBBE physics, for performance reasons, possibly(?), there's a reference file for that as well, and installing it will follow basically all the same steps.

NOTE: If the outfit you want to add vore to already HAS 3BBB physics, it will work, we just need to skip a step, and maybe fix one thing.

NOTE: If you're modifying vanilla outfits, it's recommended that you upgrade to more detailed meshes. I installed "High Polygon Armor Replacer for CBBE" (13274 on nexus), and it reduced the amount of ugly clipping, on some outfits where that's a problem, without doing any of the work that would normally take.

2) Click the top icon next to the red X to open your outfit in Outfit Studio.

3) On the right side, one of the meshes (probably CBBE) is green. Right click it and hit "Set Reference" to turn it not green, making it not the reference anymore.

4) Go to File, Load Reference, Browse and navigate to the VoreMorphReferences folder in your mod directory, CalienteTools, BodySlide, SliderSets, and pick "VoreRef 3BBB Physics.osp" Make sure to tic "Merge new sliders with existing sliders", and hit ok. If you want to add CBBE Physics, pick that file instead. The No Physics file is Galmars original file. (the nude prebuilt file is just something you can use to make a nude 3BBB body with a belly, since I stripped away several unnecessary pieces from the reference file)

5) VoreRef 3BBB is now your reference, and if you scroll down to the bottom of the sliders, the vore belly sliders are there, but they only work on the naked reference body. At the top hit Slider, Conform All, (default options), and now the belly sliders works on everything. (don't worry about the clipping, at least not yet, it looks way worse here than it does in game)

NOTE: If you don’t want to add any physics (ie steel plate armor) skip to step 10. We’ll ignore the fact that the armor is apparently stretchy enough to accommodate a vore belly.

6) Go to the meshes tab on the top right, and use control to select all the mesh files except for VoreRef 3BBB, everything that came with the outfit you started with.

7) Switch to the bones tab, and all the bones that the outfit already had will be green, and all the ones that we just added will be white. Use control to select all the white ones.

NOTE: If you don’t want the full suite of ridiculous jiggles, let’s say you’re building a robe and you don’t think calf vibrations would make sense, you don’t have to select everything. You can pick and choose, and if only boobs seem feasible, you can just pick boobs.

8) At the top left, click Shape, Copy Selected Weights

NOTE: If the file you started with already HAD 3BBB physics, everything in the bones menu should already be green. So you don’t need to do anything. But there’s one thing you should consider doing. One of the bones is called “NPC Belly”, and this bone can fuck of the shape of the vore belly. At least it did when I was adding it to bodies without existing physics. The few prebuilt bodies I tested on, it seemed to look okay. But if you get in game, and your belly turns into something with jagged edges, come back here, right click the bone and hit Delete, From Project. It doesn’t work the way we would dream that a jiggling belly would work, so there doesn’t seem to be much harm in deleting it preemptively.

9) Back in the Slider menu hit Conform All, once again.

10) Back at the meshes tab, rightclick VoreRef 3BBB, and delete it.

11) Right click whichever mesh was green originally, (probably CBBE), and hit Set Reference, to put it back to normal.

12) Hit Slider, Conform All, AGAIN (I just started doing it after every step, I THINK it’s necessary, but not 100% sure. It’s clearly processing something)

13) Doublecheck the belly sliders to make sure they’re still working.

14) Finally, go to the Edit menu, and hit Reset Transforms, to erase some of the errors that have been building up.

15) Go to File, Save Project As, and rename it. I just put a V in front of whatever the original name was. Hit the "To Project" button to make all the names match, and to make sure the files get sent to your mod folder instead of your steam folder.

16) Exit out of Outfit Studio, back to BodySlide. Click the magnifying glass in the Outfit Filter box, and refresh your outfit list.

17) Pick your new file out of the list, and pick your desired body shape from the presets. Hit preview, and move the vore belly sliders around to make sure they’re working properly. Make sure you set all those sliders back to zero, or else your belly will be permanent. Hit the big Build button.

NOTE: Now we’re done editing the body. But the methods I’ve described here are a little fucky, and possibly not the way it SHOULD be done. (I can’t fix them until I show other people what I’ve been doing and they can hopefully correct me) This is why we needed to Reset Transforms, if we don’t, something that, I must be doing horribly wrong, causes certain parts of the character model to become transparent, namely anything that’s in front of the jiggly bits, like your arms. But the REALLY weird thing, is that this button never seems to fix things for me on the first try. You need to save the project, close it, open up the project where you left off, hit the button again, save it again, and then and only then would it look right in game. W T F And to top it off, the internet seems to think this is a rare problem that not many people run into, so it might not even happen on anyone elses machine

18) For the finishing touch we need to attach a flag to this piece of clothing so the mod knows that it can use the morph bellies. For that we need to use SSEEdit, so install it and add it to MO2 if you haven’t already.

19) Boot it up, load all your modules. If your outfit is something you downloaded, you need to open up the mod that inserts it into the game. If it’s vanilla you need to dig through Skyrim’s file directory. It will be in the Armor tree, and remember you can click name or editor ID to alphabatize. Once you find it, click on it, and it’s details will appear in the main window.

20)  What you need to do is right click on the column header, with the name of the mod you’re currently inside, and click, Copy as Override Into…

NOTE: If there’s more than one column, that means multiple mods are already touching this armor. For instance if you’re morphing a vanilla armor, it might already be changed by the Unofficial Patch. If there’s no red anywhere (yellow is fine), you SHOULD be able to click on whichever column header is farthest to the right. If there’s red it means things are already conflicting and overwriting each other, and you’ll have to micro manage that yourself.

21) A menu will pop up, and the easiest thing to do is create a new separate mod. Check the first box labeled <new file>.esp. (don’t pick the esl or esm flags unless you have a reason to) Hit ok and give it a name. Something generic. Anytime you want to enable morph vore on any other outfit, you can add its record to this mod.

22) In the left window, you should see your new mod, and there’s not much in it. The first thing you need to do is right click on its name and hit Add Masters. Check Devourment Male and Female Patch, and hit ok.

23) Now you need to open said Devourment remastered, and open the Keywords tree. There’s only one item there. Just keep that tree open in the left tab.

24) Click on the instance of your armor, currently residing in your new mod. There’s two columns, on the left is the original entry, and on the right is where we make edits with our mod. Find the list of keywords attached to the outfit, in the right column, and right click on the empty box directly above them. Hit Add.

25) Double click on the new Null reference, and type in the 8 digit editor ID, of the keyword from the Devourment remastered, which is hopefully still visible on the left. The ID is different depending on how many mods you have installed.

26) Save everything you’ve done at the top left, and exit out.

27) Run LOOT to sort your new mod into your load order, maybe run FNIS, depending on how many things you’ve just finished installing, and finally run SKSE, to boot the game.

NOTE: Remember you can use the console to give yourself any item for testing. Type “help [item name]” to get the editor ID (use PgUp and PgDn keys if it’s a common word), and type “player.additem [editorID] 1” to get the outfit.