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Field Researcher
Original Poster
#1 Old 19th Oct 2025 at 7:07 AM
Default Is it possible to directly edit BGEO files?
Is there a way to directly replace morph meshes inside a BGEO file, instead of having to recreate that BGEO from scratch?

I'm making default replacements for EA's face sliders. This means I have to go into Mesh Toolkit, convert BGEO into meshes by selecting EACH and EVERY age and gender combination ONE by ONE while importing their corresponding base meshes and LODs; and then, go to Make Slider tab and import those 40 morph meshes ONE by ONE for ONE bi-directional slider (there's like 70 sliders in total).

This is torture. I only want to replace a few meshes in each BGEO.
Inventor
#2 Old 19th Oct 2025 at 11:15 PM
Not in a way that's less tedious than the above, as far as I know.

You can see from the preview of a BGEO that it's not in the most intuitive format - with only a few tiny details being viable to edit. Being able to separate that format into each piece is already incredibly useful, with the drawback of no batch functionality to export all and import all. It would likely be possible to add that feature to MTK one day, but by someone with more programming knowledge than I.

The only advice I can give is to optimise the workflow as much as possible and burn through reasonable chunks while listening to a podcast or an audiobook or something.
Before I figured out BatchResourceEditor, I used to do this to recategorise hundreds of pieces of CC one by one :')

Scripting and 3D modelling may take skill, but the real modding gauntlet is surviving an inane amount of clicking

Cardinal has been taken by a fey mood!
Field Researcher
Original Poster
#3 Old 20th Oct 2025 at 2:00 AM
Ah, as I feared :,) With your encouragement, I'll keep on clicking then Thanks Cardinal!
Scholar
#4 Old 20th Oct 2025 at 3:33 AM
Quote: Originally posted by Slamyy
Ah, as I feared :,) With your encouragement, I'll keep on clicking then Thanks Cardinal!


I never tried this, but you can see if this tool does what you want to do...

https://modthesims.info/d/372169/sm...slt-editor.html

Shiny, happy people make me puke!
Field Researcher
Original Poster
#5 Old 20th Oct 2025 at 1:08 PM
Quote: Originally posted by LadySmoks
I never tried this, but you can see if this tool does what you want to do...

https://modthesims.info/d/372169/sm...slt-editor.html

That's for editing which BGEO is linked inside a FACE file, unfortunately none of those can edit a BGEO itself. Thanks tho!
Scholar
#6 Old 20th Oct 2025 at 4:11 PM
Quote: Originally posted by Slamyy
That's for editing which BGEO is linked inside a FACE file, unfortunately none of those can edit a BGEO itself. Thanks tho!


Too bad, that won't do it for you. Good luck on the project.

Shiny, happy people make me puke!
Inventor
#7 Old 20th Oct 2025 at 11:12 PM
It's not a bad lead that one of the earlier resources in the chain (the BBLN, FACE, or perhaps the VPXY) could be tinkered with, either with those tools or in S3PE, to try and redirect a slider to use two separate BGEO rather than merging changes into one.
But being untested / not an existing method, it depends how much time you'd want to spend experimenting for potentially no gain.

Cardinal has been taken by a fey mood!
Field Researcher
Original Poster
#8 Old 21st Oct 2025 at 1:48 AM
Quote: Originally posted by CardinalSims
It's not a bad lead that one of the earlier resources in the chain (the BBLN, FACE, or perhaps the VPXY) could be tinkered with, either with those tools or in S3PE, to try and redirect a slider to use two separate BGEO rather than merging changes into one.
But being untested / not an existing method, it depends how much time you'd want to spend experimenting for potentially no gain.


The thing is, while FACE files do have separate age-gender entries for bones and geoms, EA only uses the bone section. For the mesh morphs, it uses the BGEO format instead, and there is only one shared slot for that in each FACE file.

Actually, there are morph geoms for all the sliders inside the game files, and even VPXY files that link to them. But not only they are unused, they also seem to be broken - which is why I have to manually extract them from the BGEOs.

So yes, I can add VPXY links for my morph geoms but that's still the same amount of clicking in the end. (Game only uses those when BlendGeometry resource key is set to zero, so overriding the BGEO is not possible.)
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